The Iconic Game at 20 – The Plastic Guitar That United Generations Between Rock Generations
Marking 20 years since the legendary game debuted in North America, giving everyday gamers the tools to become rock legends. Not in reality, but try convincing anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence corresponded to particular chords, creating the feel of an authentic live show.
Harmonix had already experimented in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series which made a significant influence for many musicians included, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Generally such music was seen as outdated material, but then once it got featured on the title and teenagers discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the band's first record remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It moved well over half a million copies upon release, while demand for their songs saw an increase significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes musician Herman Li.
The band previously wrapped up a successful tour when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of being 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 use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like Clone Hero and newer releases have maintained the community active, with expectations of a new product from the original publisher on the way. A new studio has begun work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”