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Guitar Hero at 20 – How a Plastic Axe Connected the Gap Among Rock Fans

It has been two decades since Guitar Hero first launched across the Atlantic, providing players everywhere the means to feel like a rock star. Not in reality, but try telling that someone who has nailed the epic four-minute guitar solo in front of a packed crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Each riff corresponded to particular chords, producing the sensation of an authentic live show.

The studio previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series which made a significant impact for many of the artists featured, introducing decades-old groups to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – even though initial releases primarily featured cover versions.

“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”

Timeless Music Finds Younger Fans

Irish group one featured act had their track on the 2008 game the popular installment. Lead musician the artist recalls how the series brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was seen as outdated material, however once it got featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the band's first record was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their records. It moved well over half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult enough on expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took months of practice of practice.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.

DragonForce had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked eclipsing everything else the band has done. Recently, the track was used in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact of a Plastic Guitar

The best promotion, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.

The majority installments were released in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.

Games like the fan project and Fortnite Festival have maintained the community alive, with expectations of something from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game in the spirit of the classic?

“We thought those games could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”

Written by

Jeremy Whitaker

Elara is a seasoned gaming journalist with over a decade of experience covering industry trends and indie game developments.

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