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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Between Rock Generations

It has been two decades after Guitar Hero debuted across the Atlantic, giving players everywhere the means to become rock legends. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s four-minute guitar solo before a packed living-room audience.

Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.

The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series which made a remarkable influence for many of the artists featured, showcasing classic bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – even though the first two games mostly used cover versions.

“We reproduced every song since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became a multigenerational thing.”

Classic Rock Finds Younger Fans

Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been considered music that was past it, however when it was featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the band's debut album was still not available stateside, so the game was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles 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 more money than any of their records. It sold well over 500,000 units in its first week, while demand for their songs rose of up to 40% at a time as the industry was already collapsing.

Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. The streamer stated it took months of practice of practice.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes musician the artist.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, 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 has threatened to overshadow everything else the band has done. Last year, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Plastic Guitar

Top-tier marketing, be it for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the creators felt that humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.

The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.

Games like the fan project and newer releases have maintained the scene alive, and there’s set to be something from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought such titles could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

The writer

Heather Daniel

A wellness coach and writer passionate about holistic health, sharing evidence-based tips for balanced living.

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