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Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Between Music Fans

Marking 20 years after the legendary game first launched in North America, giving players everywhere the means to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, producing the feel of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar series which made a remarkable influence for many musicians included, showcasing classic groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases mostly used cover versions.

“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to participate.”

He continues: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits back into vogue: “The game offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got featured on the title and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the outdated tag. It provided all our music renewed popularity.”

In 2008, the band's first record remained not available stateside, so the game served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It sold well over half a million units in its first week, and demand for their songs saw an increase significantly during an era as the industry was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. This track is difficult enough on expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They stated it took months of practice of practice.

“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

The band previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best promotion, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.

The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.

Games like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following the classic?

“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”

Written by

Richard Smith

A professional blackjack strategist with over 15 years of experience in casinos worldwide, specializing in card counting and risk management.

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