Skip to content
StrideZone provides expert running advice, in-depth gear re…

Guitar Hero Turns 20 – The Plastic Guitar That United Generations Among Rock Fans

It has been two decades since Guitar Hero hit the market across the Atlantic, providing players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute instrumental break before an enthusiastic living-room audience.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, creating the feel of an authentic live show.

Harmonix had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series which made a remarkable influence on numerous musicians included, showcasing decades-old groups to millions of younger players.

A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.

“We rerecorded every song since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases and radio play increased, all artists desired to be in.”

He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It evolved into a multigenerational thing.”

Timeless Music Finds Younger Fans

Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been considered outdated material, however once it got included in the title young people discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s debut album remained unreleased in the US, meaning the game served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their studio albums. It sold more than 500,000 units upon release, while demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.

The series still motivates quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band previously completed a successful tour when their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Plastic Guitar

Top-tier promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival in 2015.

Titles like Clone Hero and newer releases have kept the community active, with expectations of a new product from the original publisher in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?

“We thought such titles could be like Madden where you can releases,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

By

John Welch

Elara is a certified running coach and marathon enthusiast who shares practical training insights and gear recommendations based on years of experience.

StrideZone

Type to search articles.