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The Iconic Game Turns 20 – The Plastic Guitar That Bridged Generations Among Music Generations

It has been two decades after Guitar Hero first launched in North America, providing everyday gamers the opportunity to feel like a rock star. Not in reality, but try convincing someone who has mastered the epic lengthy guitar solo before an enthusiastic living-room audience.

Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, producing the feel of a genuine live show.

Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise which made a remarkable influence on numerous musicians featured, introducing classic bands to millions of younger players.

A former executive, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.

“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, album purchases airtime increased, all artists desired to participate.”

He continues: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational thing.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock back into vogue: “The game offered a larger, new demographic. Typically such music was considered music that was past it, however when it was included in the title young people discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It provided our catalog renewed popularity.”

At that time, the band's first record remained not available in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.

Major Band Titles and Lasting Influence

Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It sold well over 500,000 units upon release, while sales of their songs rose significantly at a time as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is difficult even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. They stated it took nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and go to war,” says DragonForce guitarist the artist.

DragonForce had already completed a successful tour before their hit was featured in the third game, yet he explains it made them widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”

Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, be it for cars, apparel or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to do it”.

The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.

Games such as Clone Hero and newer releases have maintained the scene alive, and there’s expectations of a new product from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?

“We thought such titles might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”

The writer

Deborah Porter

A tech enthusiast and certified Microsoft expert with over a decade of experience in software training and digital efficiency.

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