Guitar Hero Turns 20 – How a Plastic Axe United Generations Among Rock Fans

Marking 20 years after the legendary game debuted across the Atlantic, giving players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked specific notes, producing the feel of an authentic performance.

The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a remarkable impact on numerous of the artists featured, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded every song since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It evolved into a multigenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however once it got featured on the title and teenagers were finding it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the Answer’s first record was still not available in the US, so the game served as a primary platform of discovery for the band during their a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles Enduring Impact

Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It sold more than half a million units in its first week, and sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes musician Herman Li.

DragonForce had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed 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 five-year period from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Titles like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?

“We thought those games might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

Mark Avery
Mark Avery

Lucas van der Meer is a musician, writer, and digital artist exploring the boundaries of sound and technology.