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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United Generations Between Music Fans

Marking two decades after the legendary game debuted in North America, giving everyday gamers the means to feel like a rock star. Not in reality, but try telling that anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Each riff mimicked specific notes, creating the sensation of a genuine live show.

The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series which made a remarkable influence on numerous of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.

“We reproduced every song since the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game became a hit, and record sales and radio play were going up, all artists desired to be in.”

He adds: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “The game offered a bigger, new demographic. Generally this had been considered outdated material, but then once it got featured on the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It gave all our music renewed popularity.”

At that time, the band's first record was still not available in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue than any of their records. It moved more than 500,000 units upon release, while sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. The song is challenging even in the hardest setting, let alone performed at increased tempo and without missing a single one of the thousands of cues. They claimed it took nine months of practice.

“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.

The band previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”

In fact, the band's visibility via the game proved so vast that it risked eclipsing everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.

The Lasting Legacy of a Iconic Controller

The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.

The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.

Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the original publisher on the way. A new studio has entered production on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?

“We thought such titles might become like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”

LO
Written by

Lori Ortiz

A sustainable fashion advocate and ethical lifestyle blogger, passionate about eco-conscious living and minimalism.

BETORA Collective

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