Guitar Hero at 20 – How a Plastic Axe Connected the Gap Among Music Generations

It has been two decades after the legendary game first launched across the Atlantic, offering players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.

Created by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, creating the feel of a genuine performance.

Harmonix previously tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series that had a significant influence on numerous musicians featured, showcasing decades-old groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games mostly used cover versions.

“We rerecorded every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to be in.”

He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational thing.”

Classic Rock Finds a New Audience

Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls how the series brought classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was seen as music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated it, eliminating the outdated tag. It provided our catalog a new life.”

At that time, the Answer’s debut album was still unreleased in the US, so Guitar Hero was a key medium of discovery for the group during their a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Major Band Titles and Lasting Influence

Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold well over 500,000 copies upon release, while sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is difficult even in expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated requiring nine months to accomplish.

“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes musician Herman Li.

DragonForce had already completed a profitable run when their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts at the event.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Last year, the song featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Impact from the Iconic Controller

Top-tier promotion, be it for cars, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to do it”.

The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.

Games like the fan project and newer releases have kept the scene active, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“We thought those games could be similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”

Crystal Gill
Crystal Gill

Elara Vance is a digital strategist and creative director with over a decade of experience in web design and brand development.