Guitar Hero Turns 20 – The Plastic Guitar That United the Gap Between Music Fans

Marking 20 years since Guitar Hero debuted in North America, providing everyday gamers the tools to feel like rock legends. Not literally, but try telling that anyone who's mastered the epic lengthy instrumental break in front of an enthusiastic living-room audience.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine live show.

Harmonix previously experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series that had a significant influence for many of the artists featured, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced all the music since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, album purchases and radio play were going up, all artists desired to be in.”

He continues: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the music they loved. It became an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been considered music that was past it, but then when it was included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s debut album was still not available in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew had on the song during travel, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It sold more than 500,000 units in its first week, and demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.

The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. This track is challenging enough on the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist.

The band had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Iconic Controller

Top-tier promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.

Titles such as the fan project and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher in development. Recently formed developers has entered production on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?

“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”

Teresa Pierce
Teresa Pierce

A seasoned gaming expert with over a decade of experience in casino management and entertainment reviews.