Guitar Hero Turns 20 – The Plastic Guitar That Bridged Generations Between Rock Generations

It has been 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the means to feel like a rock star. Not literally, but try telling that someone who has mastered the epic four-minute guitar solo before a packed crowd of friends.

Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Each riff mimicked particular chords, producing the sensation of an authentic performance.

The studio previously tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a remarkable impact for many of the artists included, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced every song because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”

He adds: “Among the remarkable aspects was the number of parents reached out and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, however once it got included in the game and teenagers were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the band's debut album was still not available stateside, so the game served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It moved well over 500,000 units in its first week, and sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.

The series still motivates quick-handed fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. This track is challenging even in expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They claimed requiring nine months of practice.

“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

The band previously wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy from the Iconic Controller

The best marketing, be it for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.

The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.

Titles such as the fan project and newer releases have maintained the community alive, and there’s expectations of something from the founders on the way. Recently formed developers has entered work on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed those games could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”

Jeff Luna
Jeff Luna

Elena is a certified interior designer with over 10 years of experience transforming homes into stylish and efficient environments.