Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Fans

Marking 20 years since Guitar Hero first launched in North America, providing players everywhere the tools to feel like rock legends. Figuratively speaking, but try telling that someone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Every sequence corresponded to particular chords, creating the feel of an authentic live show.

The studio had already experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar series that had a remarkable influence on numerous of the artists included, showcasing classic groups to millions of gaming enthusiasts.

A former executive, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded every song because the cost was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, 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 expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational thing.”

Timeless Music Gains Younger Fans

Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “The game provided a bigger, new demographic. Typically this had been seen as outdated material, but then once it got featured on the title young people discovered it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the band's debut album was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the band during their US tour supporting AC/DC. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It moved well over 500,000 copies in its first week, and sales of their songs rose significantly at a time when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. This track is difficult even in the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. They claimed it took months of practice to accomplish.

“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.

The band previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other the band has done. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.

Enduring Impact from the Iconic Controller

Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to participate”.

Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.

Games like Clone Hero and newer releases have maintained the scene alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“Our team believed those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”

William Haas
William Haas

A seasoned journalist with a passion for uncovering unique British stories and global perspectives.