Guitar Hero Turns 20 – The Plastic Guitar That Connected the Gap Between Rock Fans

It has been two decades after Guitar Hero hit the market across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo in front of 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 synchronized to a song. Each riff mimicked particular chords, producing the feel of a genuine performance.

Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely massively profitable series that had a remarkable influence on numerous musicians included, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the early financial challenges of licensing the recordings – even though initial releases primarily featured cover versions.

“We reproduced every song since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”

He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, however when it was included in the title young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the Answer’s first record was still unreleased in the US, so the game served as a primary platform of discovery for the band during their a North American tour opening for the rock giants. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It sold more than 500,000 units upon release, while demand for their songs rose of up to 40% at a time as the industry was already collapsing.

The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.

“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says musician Herman Li.

DragonForce had already wrapped up a profitable run before their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”

Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

The best marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

Most installments came out over a mere half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback several years later.

Games such as the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?

“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”

Scott Brown
Scott Brown

Elara is a passionate cultural journalist with a background in musicology, dedicated to uncovering hidden gems in the Swiss arts scene.