The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Among Music Generations

It has been 20 years after Guitar Hero debuted across the Atlantic, providing players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute instrumental break before a packed crowd of friends.

Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Each riff mimicked specific notes, producing the feel of a genuine live show.

The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced every song since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game took off, album purchases and radio play were going up, everyone wanted to participate.”

He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It became a multigenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a bigger, younger audience. Typically this had been considered music that was past it, but then once it got featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It provided our catalog a new life.”

In 2008, the band's debut album was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Impact

Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their studio albums. It moved well over 500,000 copies upon release, while sales of Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.

The series continues to inspire quick-handed fanaticism 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 popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at double speed and without missing a single one of the thousands of cues. The streamer stated requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy from the Iconic Controller

The best promotion, whether it’s for automobiles, 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. “That thrill of being a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.

The majority installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.

Titles such as Clone Hero and Fortnite Festival have maintained the community active, with set to be a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry following the classic?

“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

Teresa Farrell
Teresa Farrell

A tech enthusiast and lifestyle blogger with a passion for innovation and creative storytelling.