Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Among Music Fans
Marking 20 years since the legendary game first launched in North America, giving players everywhere the opportunity to become rock legends. Not literally, but try convincing someone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable impact for many musicians included, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game took off, album purchases airtime were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their children to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions 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 earned the group more money compared to their records. It sold more than 500,000 units in its first week, and demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says musician the artist.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best promotion, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher on the way. A new studio has begun work on their first music game. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry following the classic?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”