Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected the Gap Among Music Fans

Marking two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.

The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous of the artists included, showcasing classic bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – even though initial releases primarily featured cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to participate.”

He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a larger, new demographic. Generally this had been seen as music that was past it, however when it was included in the title young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”

At that time, the Answer’s first record was still unreleased in the US, so the game served as a primary platform for exposure for the group during their a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It moved more than half a million copies in its first week, and sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. The streamer claimed it took nine months to accomplish.

“The game offers a, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.

DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.

Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.

Games like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”

James Morris
James Morris

A passionate UK-based gamer and tech writer with over a decade of experience covering the gaming industry and community trends.