Guitar Hero Celebrates 20 Years – The Plastic Guitar That United Generations Between Music Fans

It has been 20 years after the legendary game first launched across the Atlantic, offering players everywhere the means to become a rock star. Not literally, but try telling that someone who has nailed the epic lengthy instrumental break before a packed crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Every sequence mimicked particular chords, creating the feel of an authentic live show.

Harmonix had already tried its hand with rhythm games before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable series which made a significant impact for many musicians featured, introducing decades-old bands to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.

“We reproduced every song since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”

He continues: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as outdated material, but then when it was featured on the game young people discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”

In 2008, the Answer’s first record was still not available stateside, so the game was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It moved 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 faced decline.

Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring nine months of practice.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should pick up a real gun and go to war,” notes musician Herman Li.

DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

The best promotion, be it for cars, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.

Games like Clone Hero and Fortnite Festival have kept the scene active, with expectations of something from the founders on the way. A new studio has entered production on its debut music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought such titles could be like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”

Jeff Conley
Jeff Conley

Elara Vance is an investigative journalist with over a decade of experience covering international politics and human rights issues across Europe.