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Guitar Hero Turns 20 – The Plastic Guitar That Bridged Generations Between Music Generations

It has been two decades since the legendary game debuted in North America, giving everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic lengthy instrumental break before a packed crowd of friends.

Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence mimicked specific notes, producing the feel of an authentic performance.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a significant influence on numerous of the artists featured, showcasing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, and record sales airtime were going up, all artists desired to be in.”

He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series brought older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been considered outdated material, however when it was included in the game young people discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated label. It provided all our music renewed popularity.”

At that time, the Answer’s debut album remained unreleased in the US, so the game was a key medium for exposure for the band during their US tour opening for AC/DC. “Their crew had on the song on the tour bus, and several knew us thanks to the game,” he notes.

Major Band Titles and Lasting Impact

Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It sold well over 500,000 units in its first week, and demand for their songs saw an increase of up to 40% at a time as the industry faced decline.

Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use a real gun and go to war,” notes DragonForce guitarist Herman Li.

DragonForce previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”

In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else accomplishments. Last year, the song featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier marketing, be it for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders believed humans have a natural urge to make music, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.

Games like the fan project and newer releases have kept the scene alive, with expectations of a new product from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?

“We thought those games might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”

The writer

Katherine Foster

Elara is a seasoned gaming journalist with a passion for slot mechanics and player strategies.

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