Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Among Music Generations

Marking two decades after Guitar Hero hit the market across the Atlantic, providing everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine performance.

Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise which made a significant impact on numerous of the artists featured, showcasing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.

“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game became a hit, and record sales and radio play increased, all artists desired to be in.”

He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was considered outdated material, but then once it got featured on the title young people were finding it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It gave all our music renewed popularity.”

In 2008, the band's debut album was still unreleased in the US, meaning the game served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Impact

Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved well over half a million copies upon release, while sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. The song is challenging even in the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. They claimed it took months of practice to accomplish.

“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it has threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

Top-tier marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.

The majority installments were released in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.

Games like Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles might become like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”

Sydney Hernandez
Sydney Hernandez

A tech enthusiast and lifestyle blogger with a passion for simplifying complex topics and sharing actionable insights.