Guitar Hero at 20 – How a Plastic Axe United Generations Among Music Generations

It has been 20 years since the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Not in reality, but try telling that anyone who's mastered the epic lengthy guitar solo before a packed crowd of friends.

Created by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked particular chords, creating the sensation of an authentic performance.

The studio had already tried its hand in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar franchise which made a remarkable impact 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 financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”

He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It became a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Lead musician the artist remembers the way the game brought classic rock back into vogue: “The game offered a larger, new demographic. Generally this had been considered music that was past it, but then once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group during their US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Impact

Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It moved well over 500,000 copies upon release, while sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. This track is difficult enough on the hardest setting, let alone played at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took months of practice of practice.

“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes musician Herman Li.

The band previously wrapped up a successful tour before their hit was featured in the third game, but Li says it made them widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other accomplishments. Last year, the song featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.

Enduring Legacy of a Iconic Controller

Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to do it”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.

Titles like the fan project and newer releases have kept the scene active, and there’s set to be a new product from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace another game following Guitar Hero?

“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”

Adam Ryan
Adam Ryan

A passionate gaming journalist with over a decade of experience covering industry trends and esports events across Europe.