The Iconic Game Turns 20 – How a Plastic Axe Connected Generations Among Rock Generations

Marking two decades after the legendary game first launched in North America, offering everyday gamers the tools to feel like a rock star. Not literally, but try telling that someone who's nailed the epic lengthy guitar solo before an enthusiastic living-room audience.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Each riff mimicked specific notes, producing the sensation of a genuine performance.

The studio had already experimented in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series that had a remarkable influence for many of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.

“We rerecorded every song since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they adored. It became a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “The game offered a bigger, new demographic. Typically such music was considered outdated material, however when it was included in the game young people discovered it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”

In 2008, the Answer’s first record was still not available in the US, so Guitar Hero served as a primary platform of discovery for the band during their US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It sold more than 500,000 units upon release, while demand for their songs rose of up to 40% during an era as the industry faced decline.

Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult even in expert mode, let alone played at double speed and without missing a single one of the thousands of cues. They stated it took months of practice of practice.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and go to war,” says musician the artist.

The band previously wrapped up a profitable run when their hit was featured in the third game, but Li says it made them widely recognized. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it risked overshadow all other accomplishments. Recently, the song was used in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.

Enduring Legacy from the Plastic Guitar

Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.

Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the scene alive, with set to be something from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?

“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”

Tiffany Villarreal
Tiffany Villarreal

A passionate gaming journalist and esports analyst with over a decade of experience covering competitive gaming and industry trends.