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Guitar Hero Turns 20 – How a Plastic Axe Connected the Gap Between Rock Fans

Marking two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the means to become rock legends. Not literally, but try telling that someone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.

Developed by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.

Harmonix previously experimented with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable influence for many musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.

“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”

He adds: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they adored. It became a multigenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero offered a larger, new demographic. Typically such music was seen as outdated material, but then once it got featured on the title young people were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the band's first record remained not available in the US, meaning the game was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and several knew us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue compared to their studio albums. It sold more than 500,000 units upon release, while 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 nimble-fingered fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. They claimed requiring nine months of practice.

“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.

Most installments came out in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Titles like Clone Hero and newer releases have maintained the scene alive, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed those games might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”

MD
About the author

Marcus Davis

A seasoned luxury lifestyle journalist with over a decade of experience covering high-end fashion, travel, and exclusive events worldwide.

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