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

It has been two decades since Guitar Hero hit the market across the Atlantic, giving everyday gamers the tools to become rock legends. Figuratively speaking, but try convincing someone who's nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.

Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series which made a remarkable influence for many of the artists featured, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”

He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been considered music that was past it, but then once it got featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog a new life.”

In 2008, the Answer’s debut album remained unreleased stateside, meaning the game was a key medium for exposure for the group during their a North American tour opening for the rock giants. “Their crew had on the song during travel, and some of them knew us thanks to the game,” he notes.

Major Band Titles and Lasting Influence

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It moved more than half a million units in its first week, and demand for their songs rose of up to 40% at a time when the music business faced decline.

The series continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging enough on the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. They claimed requiring nine months to accomplish.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist the artist.

The band had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Recently, the track featured in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact of a Iconic Controller

The best promotion, whether it’s for cars, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed 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 five-year period between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.

Titles like Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?

“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”

Melissa Spears
Melissa Spears

A financial technology expert specializing in blockchain innovations and digital asset markets across Europe.