Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Rock Generations

It has been 20 years since Guitar Hero first launched in North America, offering players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy guitar solo before a packed crowd of friends.

Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Each riff corresponded to particular chords, creating the sensation of a genuine live show.

The studio previously experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series that had a remarkable impact for many of the artists included, showcasing decades-old bands to millions of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.

“We rerecorded all the music since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been seen as outdated material, however when it was included in the title young people were finding it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the Answer’s debut album was still not available 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 were playing Never Too Late during travel, and several recognized us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Impact

Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money compared to their studio albums. It moved well over half a million units upon release, while demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.

The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult even in the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

Top-tier marketing, whether it’s for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.

Most installments were released in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.

Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following the classic?

“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to continue with new generations.”

Greg Moore
Greg Moore

Aria Vance is a lifestyle journalist and luxury consultant with over a decade of experience covering VIP events and high-end trends.