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Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged the Gap Among Rock Fans

It has been 20 years after the legendary game debuted across the Atlantic, providing players everywhere the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break before an enthusiastic crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, producing the feel of an authentic performance.

Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise which made a remarkable influence for many musicians included, showcasing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured cover versions.

“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, 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 participate.”

He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock back into vogue: “The game provided a bigger, younger audience. Generally such music was considered music that was past it, however when it was included in the title young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”

In 2008, the Answer’s first record remained not available stateside, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their records. It sold well over half a million copies in its first week, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.

The series still motivates quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on the hardest setting, let alone played at double speed and without missing every one of the thousands of cues. The streamer claimed it took months of practice of practice.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.

The band previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

The best promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as 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 use technology to allow people to do it”.

Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.

Games such as the fan project and Fortnite Festival have maintained the scene active, with set to be something from the founders on the way. A new studio has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following the classic?

“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”

Written by

Jason Smith

Gaming enthusiast and tech reviewer with a passion for esports and community events.

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