Guitar Hero Turns 20 – The Plastic Guitar That United the Gap Between Rock Generations

Marking 20 years since the legendary game first launched in North America, offering players everywhere the tools to become rock legends. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Each riff mimicked specific notes, producing the sensation of a genuine live show.

The studio previously tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise which made a remarkable impact on numerous musicians included, introducing classic bands to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used cover versions.

“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became an intergenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically this had been seen as outdated material, but then when it was featured on the game and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”

At that time, the band's debut album was still unreleased in the US, meaning the game 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 several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It sold more than half a million copies upon release, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging enough on the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer stated requiring nine months of practice.

“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.

DragonForce had already completed a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it risked eclipsing everything else accomplishments. Last year, the track featured in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.

Enduring Legacy of a Iconic Controller

The best promotion, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to do it”.

Most installments were released over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.

Games like the fan project and newer releases have kept the community active, and there’s expectations of something from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?

“We thought those games could be like Madden where you can releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”

Mark Mullen
Mark Mullen

Award-winning journalist with over a decade of experience covering US politics and international affairs, based in Washington D.C.