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

It has been two decades since Guitar Hero first launched across the Atlantic, offering players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.

Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Every sequence corresponded to particular chords, creating the sensation of a genuine performance.

The studio had already tried its hand in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable impact for many musicians included, showcasing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – 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 publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game took off, album purchases and radio play increased, everyone wanted to participate.”

He adds: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock back into vogue: “The game provided a larger, younger audience. Typically such music was considered music that was past it, but then when it was featured on the title young people were finding it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It provided our catalog renewed popularity.”

At that time, the Answer’s debut album was still not available in the US, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It moved more than half a million units in its first week, and sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed it took months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist the artist.

The band had already wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing all other the band has done. Recently, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.

Titles like Clone Hero and Fortnite Festival have kept the scene active, with expectations of a new product from the founders in development. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following the classic?

“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

The writer

Bethany Thompson

A film critic and industry analyst with over a decade of experience covering Hollywood and independent cinema.

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