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

Marking 20 years since Guitar Hero first launched across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not in reality, but try convincing anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of a genuine live show.

The studio previously experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Together, they laid the foundations for an unlikely massively profitable series which made a significant impact for many musicians included, showcasing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.

“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, album purchases and radio play increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally this had been considered outdated material, however when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It gave all our music a new life.”

At that time, the Answer’s first record remained unreleased in the US, so the game served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.

Major Band Spin-offs Enduring Influence

Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It sold well over half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult even in expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.

The band had already completed a successful tour when their hit appeared in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else accomplishments. Last year, the track was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy of a Iconic Controller

The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.

The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.

Games such as the fan project and Fortnite Festival have kept the scene active, with set to be something from the original publisher on the way. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?

“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”

Written by

Cristina Li

A seasoned gaming journalist with over a decade of experience covering casino trends and slot machine innovations.

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