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

Marking two decades since the legendary game hit the market across the Atlantic, providing players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.

Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.

The studio had already tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable impact for many of the artists featured, showcasing classic groups to millions of gaming enthusiasts.

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

“We rerecorded all the music since the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game took off, and record sales airtime were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational phenomenon.”

Timeless Music Gains Younger Fans

Irish group the Answer included their track on the 2008 game the popular installment. Lead musician the artist recalls how the series brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music renewed popularity.”

In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Impact

Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It moved well over half a million units in its first week, while sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. The streamer stated 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 Herman Li.

The band had already completed a profitable run when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before top acts at the event.”

In fact, the band's visibility via the game was so immense that it risked eclipsing all other accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

Enduring Legacy of a Iconic Controller

Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.

The majority installments came out over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.

Titles such as the fan project and newer releases have kept the community alive, with set to be a new product from the founders on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?

“We thought those games could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”

Yvonne Nixon
Yvonne Nixon

Elara Vance is a seasoned designer and photographer with over a decade of experience, passionate about sharing creative techniques and visual storytelling.