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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Between Music Generations

It has been 20 years after Guitar Hero debuted across the Atlantic, providing everyday gamers the means to become rock legends. Not literally, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with a song. Every sequence mimicked particular chords, producing the sensation of a genuine live show.

Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant impact for many of the artists included, showcasing classic bands to millions of younger players.

Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.

“We reproduced every song since the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases airtime were going up, all artists desired to be in.”

He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Irish group one featured act had their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been considered music that was past it, however once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s first record remained not available in the US, so Guitar Hero served as a primary platform of discovery for the group during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It moved more than half a million units upon release, and demand for their songs saw an increase significantly during an era as the industry was already collapsing.

The series still motivates quick-handed dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult even in the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring months of practice of practice.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes musician Herman Li.

The band previously wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.

Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Titles such as the fan project and Fortnite Festival have kept the scene active, and there’s set to be something from the original publisher on the way. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”

Written by

Sandra Chapman

Data scientist with over a decade of experience in predictive modeling and AI ethics, passionate about making complex data concepts accessible.

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