Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Rock Generations

It has been two decades after the legendary game first launched across the Atlantic, offering everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.

Developed by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine live show.

Harmonix had already experimented in the music genre before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the foundations for a surprising massively profitable franchise that had a remarkable influence for many musicians featured, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song since the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”

He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational thing.”

Timeless Music Finds Younger Fans

Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was seen as music that was past it, but then when it was included in the game young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the Answer’s debut album was still not available stateside, meaning the game was a key medium of discovery for the band during their US tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles and Lasting Impact

Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their studio albums. It moved well over half a million copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.

The series continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is difficult even in expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They stated requiring nine months to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before the headliners at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

The best promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that 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 came out in just a half-decade between 2005 and 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback several years later.

Titles like the fan project and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher in development. Recently formed developers has entered work on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?

“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”

Stacy Cummings
Stacy Cummings

Elara is a certified fitness trainer and wellness coach with over a decade of experience in holistic health practices.