Guitar Hero at 20 – The Plastic Guitar That Connected the Gap Among Rock Fans

It has been two decades since Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed telling that someone who's mastered the epic lengthy guitar solo before an enthusiastic living-room audience.

Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.

Harmonix had already tried its hand in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series which made a remarkable impact for many musicians featured, showcasing classic bands to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.

“We rerecorded all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, all artists desired to participate.”

He continues: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game provided a larger, younger audience. Typically this had been considered outdated material, however once it got included in the title young people were finding it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It provided all our music renewed popularity.”

At that time, the band's first record was still not available in the US, so Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It moved more than 500,000 units upon release, while sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.

The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging even in expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” notes musician the artist.

DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that our selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.

Enduring Legacy from the Plastic Guitar

The best marketing, be it for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.

Most installments were released in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.

Games like the fan project and newer releases have kept the scene alive, and there’s set to be something from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?

“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”

Cynthia Arias
Cynthia Arias

A seasoned gaming journalist with over a decade of experience covering casino trends and innovations across Europe.