Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged the Gap Between Rock Generations

It has been 20 years since the legendary game hit the market across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Not in reality, but try convincing someone who has mastered the epic four-minute guitar solo before an enthusiastic living-room audience.

Developed by the developers, the game gave players a guitar-shaped controller to match coloured notes scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.

The studio had already experimented with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series which made a remarkable impact on numerous musicians included, showcasing classic bands to a new generation of younger players.

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 cover versions.

“We rerecorded all the music since the cost was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game took off, and record sales airtime were going up, all artists desired to be in.”

He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their children to the music they adored. It became a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been considered outdated material, but then once it got included in the game young people discovered it, abruptly it was cool. That legitimised it, and got rid of the outdated tag. It provided our catalog renewed popularity.”

At that time, the band's debut album was still not available stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue compared to their records. It sold well over 500,000 copies in its first week, and demand for their songs rose significantly at a time as the industry faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.

The band previously wrapped up a profitable run before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it has threatened to overshadow all other accomplishments. Recently, the song was used in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Legacy from the Iconic Controller

The best promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.

The majority installments came out over a mere half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.

Games like the fan project and newer releases have kept the community alive, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”

Julie Davis
Julie Davis

Liam de Wit is a community enthusiast and writer who loves sharing local stories and hidden gems from the Netherlands.