The Iconic Game Celebrates 20 Years – How a Plastic Axe Bridged the Gap Among Music Generations

It has been two decades since Guitar Hero hit the market across the Atlantic, providing everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the feel of an authentic live show.

The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar series that had a significant impact on numerous of the artists featured, showcasing decades-old bands to millions of younger players.

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

“We rerecorded all the music because the cost was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to be in.”

He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their children to the songs they loved. It became a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically this had been seen as outdated material, but then once it got included in the game and teenagers discovered it, abruptly it was cool.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 first record remained not available stateside, meaning the game served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.

Major Band Titles Enduring Influence

Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and related lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It sold more than half a million copies in its first week, while demand for their songs rose of up to 40% during an era when the music business was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took nine months of practice.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” says musician Herman Li.

The band previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other accomplishments. Last year, the song featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear 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 Iconic Controller

The best promotion, be it for automobiles, apparel or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.

Titles like Clone Hero and newer releases have kept the community active, and there’s set to be something from the original publisher on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”

Katie Peters
Katie Peters

A passionate casino enthusiast with over a decade of experience in online gaming and slot analysis.