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

It has been two decades after Guitar Hero first launched across the Atlantic, providing everyday gamers the means to feel like rock legends. Not in reality, but try convincing anyone who has nailed the epic lengthy guitar solo in front of an enthusiastic crowd of friends.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display in time with the music. Every sequence mimicked particular chords, producing the feel of a genuine live show.

The studio had already experimented with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series which made a significant influence on numerous musicians included, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced every song since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, album purchases airtime were going up, all artists desired to participate.”

He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish group the Answer had their track in the 2008 release the popular installment. Lead musician the artist recalls how the series revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been considered outdated material, but then once it got included in the game and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the outdated tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Impact

Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold well over half a million copies in its first week, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.

The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is difficult even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They claimed it took months of practice of practice.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and go to war,” notes DragonForce guitarist the artist.

DragonForce had already 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 recall the record label calling to tell me that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the song featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.

The Lasting Legacy of a Plastic Guitar

Top-tier marketing, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, 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 came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.

Titles like the fan project and Fortnite Festival have kept the community alive, and there’s set to be something from the founders on the way. A new studio has begun production on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?

“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”

Frank Carson
Frank Carson

A seasoned gaming journalist specializing in online casinos and slot mechanics, with over a decade of industry experience.