Guitar Hero at 20 – The Plastic Guitar That Connected Generations Between Music Fans
It has been two decades after the legendary game hit the market across the Atlantic, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable impact for many musicians included, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial financial challenges in securing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act had their track in the 2008 release the popular installment. Guitarist the artist remembers how the series brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was considered outdated material, however once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's debut album remained unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for AC/DC. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It sold well over half a million units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is challenging enough on the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes musician the artist.
DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought 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 their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the founders on the way. Recently formed developers has begun work on its debut music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”