Guitar Hero at 20 – How a Plastic Axe Connected the Gap Among Rock Fans

It has been two decades since the legendary game first launched in North America, providing everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.

Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine performance.

The studio had already tried its hand in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable impact for many of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, album purchases airtime increased, everyone wanted to be in.”

He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “The game offered a bigger, younger audience. Typically such music was seen as outdated material, but then when it was included in the title young people discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”

At that time, the Answer’s debut album was still unreleased stateside, so the game served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It sold well over 500,000 units upon release, while demand for Aerosmith’s music rose significantly during an era when the music business faced decline.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. They claimed requiring months of practice of practice.

“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should use a real gun and go to war,” says DragonForce guitarist the artist.

The band previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Iconic Controller

Top-tier promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.

Games like the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher in development. A new studio has entered work on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?

“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

Ricky Levy
Ricky Levy

A UK-based writer passionate about sharing lifestyle hacks and financial advice to help others thrive.