Guitar Hero Turns 20 – How a Plastic Axe Connected the Gap Among Music Generations

It has been two decades after the legendary game first launched across the Atlantic, offering everyday gamers the means to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.

Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Every sequence mimicked specific notes, creating the feel of a genuine performance.

Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a remarkable influence on numerous musicians included, showcasing classic bands to a new generation of younger players.

Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.

“We rerecorded all the music because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher 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, all artists desired to be in.”

He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It became a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a bigger, younger audience. Generally such music was considered outdated material, but then once it got included in the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”

In 2008, the Answer’s debut album was still not available stateside, meaning the game was a key medium for exposure for the group during their US tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It moved more than 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is difficult even in expert mode, let alone played at double speed while hitting every one of the thousands of cues. They claimed it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says musician Herman Li.

The band had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

In fact, the band's visibility via the game proved so vast that it threatened to eclipsing all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

The best marketing, be it for cars, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

The majority installments were released in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival in 2015.

Games like the fan project and Fortnite Festival have maintained the community active, and there’s set to be something from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following the classic?

“We thought those games could be like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”

Tracey Nguyen
Tracey Nguyen

A seasoned gaming analyst with over a decade of experience in the Canadian betting industry, specializing in odds analysis and responsible gambling practices.