Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Between Music Fans

It has been two decades after the legendary game debuted across the Atlantic, providing everyday gamers the opportunity to become a rock star. Figuratively speaking, but try telling that someone who has mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.

Harmonix previously experimented in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant influence on numerous of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song since the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”

He adds: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got included in the title and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”

In 2008, the band's debut album was still unreleased stateside, meaning the game served as a primary platform of discovery for the band during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Impact

Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their records. It moved more than 500,000 copies upon release, and demand for their songs saw an increase significantly during an era when the music business was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. This track is difficult enough on expert mode, let alone performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.

“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” says musician the artist.

DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall the record label informing us that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track featured in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy from the Plastic Guitar

The best promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive 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, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.

Titles such as Clone Hero and newer releases have maintained the community active, with expectations of a new product from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following the classic?

“We thought such titles might become like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist for future fans.”

James Alexander
James Alexander

An interior design expert specializing in ergonomic office setups and sustainable furniture solutions.