Guitar Hero at 20 – How a Plastic Axe Bridged Generations Among Rock Fans

It has been 20 years after the legendary game debuted across the Atlantic, giving everyday gamers the opportunity to become a rock star. Not in reality, but try telling that someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.

Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Each riff corresponded to specific notes, creating the sensation of an authentic live show.

The studio had already tried its hand in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a remarkable impact for many musicians included, showcasing decades-old groups to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational thing.”

Classic Rock Finds a New Audience

Irish group the Answer had their track in the 2008 release the popular installment. Guitarist the artist remembers the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was seen as music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated tag. It gave our catalog renewed popularity.”

At that time, the band's first record remained unreleased in the US, so Guitar Hero was a key medium for exposure for the band during their US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It sold well over 500,000 copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.

The series still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging enough on expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They stated it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician the artist.

DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

The best marketing, be it for cars, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 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 died down, except for a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have kept the community active, with set to be something from the original publisher on the way. A new studio has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”

Michele Fernandez
Michele Fernandez

Elara is a seasoned gaming analyst with a passion for uncovering trends in the UK slots industry, offering data-driven insights.