Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Among Music Fans

It has been two decades since Guitar Hero first launched across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, but try telling that anyone who has nailed Free Bird’s four-minute instrumental break before a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of a genuine performance.

The studio previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable impact for many musicians included, introducing classic groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases primarily featured rerecorded tracks.

“We rerecorded every song because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game took off, and record sales airtime were going up, all artists desired to be in.”

He continues: “Among the amazing things was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It became an intergenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was considered music that was past it, however once it got included in the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.”

At that time, the band's first record was still not available in the US, meaning the game was a key medium of discovery for the band as they went on US tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved more than half a million units upon release, and sales of Aerosmith’s music rose significantly at a time as the industry faced decline.

The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult even in expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes musician Herman Li.

DragonForce previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Recently, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

The best promotion, be it for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.

The majority installments came out over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.

Games such as the fan project and newer releases have maintained the community active, with set to be a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“We thought such titles could be similar to sports games where you can releases,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”

Daniel Andrews
Daniel Andrews

Elena is a certified nutritionist and wellness coach with over a decade of experience in holistic health and sustainable living practices.