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

Marking two decades since the legendary game hit the market across the Atlantic, providing players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy instrumental break before a packed living-room audience.

Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic live show.

Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a significant influence for many musicians included, showcasing decades-old bands to a new generation of younger players.

A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.

“We reproduced every song since the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get 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, and record sales airtime were going up, everyone wanted to participate.”

He adds: “Among the amazing things was how many parents got in touch and thanked us for introducing their children to the music they loved. It became an intergenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock to the forefront: “The game provided a bigger, new demographic. Typically such music was seen as outdated material, however once it got included in the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”

At that time, the band's first record was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Impact

Rock’s heavyweight names quickly took advantage of the series’ popularity, with 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. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold well over half a million units upon release, while sales of their songs rose of up to 40% at a time when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is difficult enough on the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.

“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up a real gun and go to war,” says musician Herman Li.

DragonForce previously completed a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Iconic Controller

The best promotion, be it for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed humans have a natural urge to create songs, and they wanted to use technology to enable everyone to do it”.

The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.

Titles like the fan project and Fortnite Festival have kept the community active, with expectations of something from the founders on the way. A new studio has begun work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?

“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”

Sabrina Andrade
Sabrina Andrade

Lena is a tech journalist and analyst with over a decade of experience covering emerging technologies and digital trends.