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

It has been 20 years after Guitar Hero first launched in North America, offering 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, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to the music. Each riff mimicked particular chords, producing the feel of an authentic performance.

Harmonix previously experimented in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant impact on numerous of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.

“We reproduced every song because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”

He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It became a multigenerational thing.”

Timeless Music Gains Younger Fans

Irish group one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls how the series brought older hits back into vogue: “The game offered a larger, new demographic. Generally this had been seen as music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”

At that time, the Answer’s debut album remained unreleased stateside, meaning the game was a key medium of discovery for the group during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles Enduring Influence

Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved well over 500,000 units upon release, and demand for their songs saw an increase of up to 40% during an era as the industry faced decline.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. They claimed it took nine months to accomplish.

“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.

Most installments came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles like the fan project and newer releases have maintained the scene alive, and there’s set to be something from the founders on the way. Recently formed developers has begun work on its debut music game. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?

“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”

Zachary Welch
Zachary Welch

A passionate writer and tech enthusiast with a background in digital marketing, sharing actionable insights and personal experiences.