Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged the Gap Between Music Generations

Marking two decades after Guitar Hero debuted in North America, providing everyday gamers the means to become a rock star. Not literally, but try convincing someone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, producing the sensation of an authentic performance.

Harmonix had already experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series which made a significant impact for many of the artists featured, introducing classic groups to millions of younger players.

Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the songs – even though initial releases primarily featured cover versions.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, and record sales airtime were going up, everyone wanted to be in.”

He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into a multigenerational thing.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been considered music that was past it, however when it was featured on the game young people were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the band's debut album was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.

Major Band Titles Enduring Impact

Music's heavyweight names quickly 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 related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold well over 500,000 copies in its first week, while sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.

“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use actual weapons and go to war,” notes musician the artist.

DragonForce had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “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 threatened to eclipsing all other accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

The best promotion, be it for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.

The majority installments were released over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.

Games like the fan project and Fortnite Festival have kept the community active, with set to be something from the original publisher in development. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?

“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”

Mark Sosa
Mark Sosa

A seasoned casino strategist with over a decade of experience in gaming analysis and player coaching.