The Iconic Game Turns 20 – How a Plastic Axe Bridged Generations Among Music Fans

It has been 20 years since the legendary game hit the market across the Atlantic, giving players everywhere the tools to become a rock star. Not literally, but try convincing anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, creating the feel of an authentic live show.

The studio previously experimented in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many of the artists included, introducing classic groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.

“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became an intergenerational thing.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Typically such music was seen as music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated tag. It provided all our music a new life.”

At that time, the band's debut album was still not available in the US, 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 several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It sold more than half a million units in its first week, while demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is challenging even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist the artist.

DragonForce had already completed a profitable run when their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”

In fact, the band's visibility via the game was so immense that it risked eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact of a Iconic Controller

The best promotion, be it for cars, clothes or games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.

Titles like Clone Hero and newer releases have maintained the community alive, with set to be a new product from the founders on the way. A new studio has entered production on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?

“Our team believed those games could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”

Elizabeth Armstrong
Elizabeth Armstrong

A former professional poker player turned gaming strategist, specializing in probability analysis and risk management for online casinos.