Skip to content
Summit Report

Guitar Hero Turns 20 – How a Plastic Axe United the Gap Among Rock Fans

Marking two decades after the legendary game hit the market in North America, providing everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed convincing someone who's mastered the epic lengthy guitar solo before a packed crowd of friends.

Created by Harmonix, 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, producing the sensation of a genuine performance.

The studio previously experimented in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a significant impact on numerous of the artists included, showcasing classic bands to millions of younger players.

A former executive, former COO of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.

“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to be in.”

He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational thing.”

Timeless Music Gains a New Audience

Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically such music was considered outdated material, but then when it was featured on the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog a new life.”

In 2008, the Answer’s first record was still not available in the US, so the game was a key medium for exposure for the band during their US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their studio albums. It sold well over 500,000 units in its first week, and sales of their songs rose significantly during an era as the industry was already collapsing.

Guitar Hero continues to inspire quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, let alone performed at double speed while hitting every one of the thousands of cues. The streamer stated it took months of practice to accomplish.

“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.

DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, be it for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.

The majority installments came out in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.

Games like the fan project and Fortnite Festival have maintained the scene active, with set to be a new product from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?

“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

The writer

James Thompson

An avid mountaineer and photographer who documents her alpine expeditions across Europe, sharing tips on gear and trail navigation.

Summit Report

Type to search articles.