Guitar Hero at 20 – How a Plastic Axe Bridged Generations Among Music Generations

It has been 20 years after the legendary game debuted in North America, offering players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that someone who has nailed the epic lengthy guitar solo in front of a packed living-room audience.

Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic live show.

Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise that had a significant impact for many musicians included, introducing classic groups to millions of younger players.

A former executive, former COO from the developer, remembers the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.

“We reproduced every song since the cost prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play increased, everyone wanted to be in.”

He adds: “Among the remarkable aspects was how many parents reached out expressing gratitude for exposing their children to the songs they adored. It evolved into an intergenerational thing.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock back into vogue: “The game offered a bigger, new demographic. Typically such music was seen as music that was past it, however once it got featured on the title young people were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”

At that time, the band's first record was still unreleased in the US, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It moved more than half a million copies upon release, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.

The series continues to inspire quick-handed dedication among its fans. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.

DragonForce previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Last year, the track was used in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Iconic Controller

Top-tier promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.

The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.

Games such as Clone Hero and newer releases have kept the scene active, and there’s expectations of a new product from the original publisher in development. A new studio has entered work on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?

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

Carolyn Romero
Carolyn Romero

A web developer and educator with over 8 years of experience, specializing in front-end technologies and creating accessible online learning resources.