The Iconic Game Turns 20 – How a Plastic Axe United the Gap Among Music Generations

It has been two decades after Guitar Hero first launched in North America, providing everyday gamers the means to become rock legends. Not in reality, but try convincing someone who's nailed Free Bird’s lengthy guitar solo in front of a packed crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.

Harmonix previously experimented in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a significant impact for many of the artists included, introducing decades-old bands to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.

“We reproduced every song because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, album purchases airtime increased, everyone wanted to be in.”

He adds: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”

Classic Rock Gains Younger Fans

Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived older hits to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered outdated material, however when it was featured on the game young people were finding it, suddenly it was cool. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”

In 2008, the Answer’s debut album remained unreleased in the US, so the game served as a primary platform of discovery for the group during their US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved well over half a million copies in its first week, and sales of their songs saw an increase significantly during an era as the industry was already collapsing.

The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult even in expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took months of practice of practice.

“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.

The band had already wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Legacy of a Plastic Guitar

Top-tier promotion, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.

The majority installments were released over a mere five-year period from 2005 to 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.

Games like the fan project and Fortnite Festival have kept the scene active, with expectations of a new product from the original publisher on the way. A new studio has begun production on their first music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?

“Our team believed such titles might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”

Jay Wilson
Jay Wilson

Astrophysicist and science communicator passionate about making complex space concepts accessible to everyone.