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Guitar Hero at 20 – How a Plastic Axe Connected the Gap Between Rock Generations

It has been two decades since the legendary game first launched in North America, providing everyday gamers the means to become a rock star. Not in reality, but try telling that anyone who's mastered the epic four-minute guitar solo before a packed crowd of friends.

Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of a genuine performance.

The studio previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar franchise that had a remarkable influence for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.

“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to participate.”

He continues: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It evolved into a multigenerational thing.”

Classic Rock Gains Younger Fans

Irish group one featured act had their track on the 2008 game the popular installment. Guitarist the artist remembers how the series revived classic rock back into vogue: “The game offered a larger, younger audience. Typically such music was considered music that was past it, but then once it got included in the game and teenagers discovered it, suddenly it became trendy. This validated the genre, eliminating the outdated label. It provided our catalog a new life.”

In 2008, the Answer’s first record was still not available in the US, so the game was a key medium of discovery for the band as they went on US tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.

Major Band Titles and Lasting Impact

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It sold more than 500,000 copies in its first week, while sales of Aerosmith’s music rose significantly during an era when the music business faced decline.

The series continues to inspire quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging enough on the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. They stated requiring months of practice of practice.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.

DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.

The majority installments were released in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.

Games like Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of a new product from the founders on the way. A new studio has entered production on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?

“We thought those games could be like Madden where you can update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”

By

Stacy Lee

Liam van der Meer is a freelance writer and editor passionate about tech and culture, based in Amsterdam.

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