The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Between Rock Fans

It has been 20 years after Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to become a rock star. Figuratively speaking, but try telling that someone who's mastered Free Bird’s four-minute instrumental break in front of a packed crowd of friends.

Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the screen in time with the music. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise which made a significant influence for many of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.

“We reproduced every song since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved 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 Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”

He continues: “Among the amazing things was the number of parents got in touch and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”

Timeless Music Gains Younger Fans

Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was considered music that was past it, however when it was featured on the title young people were finding it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the band's debut album was still unreleased stateside, meaning the game was a key medium for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It moved more than half a million units upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.

The series still motivates quick-handed dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took nine months of practice.

“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and go to war,” notes musician the artist.

The band had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier marketing, be it for cars, apparel or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.

The majority installments were released in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.

Games such as Clone Hero and Fortnite Festival have maintained the scene active, with set to be a new product from the founders in development. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?

“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

Mr. Robert Norman
Mr. Robert Norman

Elara Vance is a seasoned luxury lifestyle journalist with over a decade of experience covering high-end trends and exclusive events across Europe.