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Guitar Hero Turns 20 – The Plastic Guitar That Connected the Gap Among Rock Generations

Marking two decades after the legendary game hit the market in North America, offering players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try telling that anyone who has mastered the epic four-minute instrumental break in front of a packed crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, creating the sensation of a genuine performance.

The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a significant influence on numerous musicians featured, showcasing classic bands to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, recalls the early financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”

He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It became a multigenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was seen as outdated material, however once it got featured on the game young people discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave all our music a new life.”

In 2008, the band's first record was still unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band more money than any of their records. It moved more than 500,000 copies in its first week, and sales of their songs saw an increase of up to 40% during an era when the music business faced decline.

The series still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They claimed requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and enlist,” notes musician the artist.

The band had already completed a successful tour before their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts at the event.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.

Games such as the fan project and Fortnite Festival have maintained the community active, with set to be something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought those games might become like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”

About the author

Carol Nelson

Tech enthusiast and writer specializing in AI and emerging technologies.

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