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The Iconic Game Celebrates 20 Years – The Plastic Guitar That United Generations Between Music Generations

Marking two decades after the legendary game debuted in North America, providing players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Each riff mimicked specific notes, producing the feel of a genuine performance.

Harmonix previously experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable series which made a remarkable impact on numerous of the artists featured, showcasing classic groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded all the music because the cost was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”

He adds: “Among the amazing things was how many parents reached out expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational thing.”

Classic Rock Finds a New Audience

Irish group one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been seen as outdated material, but then when it was included in the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”

At that time, the Answer’s first record was still not available stateside, so the game was a key medium for exposure for the band during their a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.

The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult even in expert mode, let alone played at double speed and without missing every one of the thousands of cues. They claimed it took nine months to accomplish.

“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” says musician Herman Li.

DragonForce had already wrapped up a profitable run before their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow all other accomplishments. Recently, the track featured in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has 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 automobiles, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.

Games like the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the founders on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?

“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”

About the author

Sylvia Johnson

A digital strategist with over a decade of experience in tech consulting, passionate about simplifying complex innovations for businesses.

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