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

It has been two decades after the legendary game debuted across the Atlantic, providing everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that anyone who has mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.

Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked particular chords, creating the feel of an authentic performance.

The studio previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series that had a remarkable impact for many musicians featured, introducing classic groups to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.

“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases airtime were going up, all artists desired to be in.”

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

Timeless Music Gains Younger Fans

Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers the way the game brought classic rock back into vogue: “The game offered a bigger, younger audience. Generally such music was considered outdated material, however when it was featured on the game and teenagers discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave our catalog 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 group during their US tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It sold well over half a million copies in its first week, and sales of their songs 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. Recently, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is challenging even in expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took months of practice of practice.

“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” says musician the artist.

DragonForce had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Impact from the Iconic Controller

The best marketing, be it for cars, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be a new product from the founders in development. Recently formed developers has begun work on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?

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

Joseph Abbott
Joseph Abbott

A passionate urban farmer and food writer committed to promoting local, sustainable food systems in the UK.