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

Marking 20 years after Guitar Hero first launched across the Atlantic, giving players everywhere the opportunity to become a rock star. Figuratively speaking, but try telling that anyone who has nailed the epic lengthy instrumental break in front of a packed living-room audience.

Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, producing the feel of an authentic live show.

Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable series which made a significant influence on numerous of the artists included, showcasing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.

“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, and record sales airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been considered outdated material, however when it was included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog a new life.”

In 2008, the Answer’s debut album remained not available in the US, so Guitar Hero served as a primary platform of discovery for the group during their US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It sold well over 500,000 units in its first week, while demand for their songs saw an increase of up to 40% during an era as the industry faced decline.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone played at increased tempo and without missing a single one of the thousands of cues. They claimed it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” says musician Herman Li.

DragonForce previously completed a successful tour when their hit was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Plastic Guitar

The best promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.

Most installments were released over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.

Titles like Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of a new product from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?

“We thought those games might become like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”

Thomas Ward
Thomas Ward

Liam Voss is a writer and urban enthusiast exploring the intersection of technology and city living.