Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected Generations Between Rock Fans

It has been two decades after Guitar Hero debuted in North America, giving everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has nailed the epic lengthy instrumental break before an enthusiastic living-room audience.

Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence mimicked specific notes, producing the feel of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists included, introducing classic bands to a new generation of younger players.

A former executive, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.

“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. But once the game took off, and record sales airtime increased, all artists desired to be in.”

He continues: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as music that was past it, however when it was featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the band's debut album was still unreleased stateside, meaning the game was a key medium of discovery for the group during their US tour supporting AC/DC. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group more money than any of their records. It moved well over half a million copies upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.

The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. This track is difficult enough on the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.

“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.

The band previously wrapped up a profitable run before their hit appeared in the third game, but Li says it made them a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.

Enduring Impact of a Plastic Guitar

Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most installments came out in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.

Titles like the fan project and newer releases have kept the scene active, and there’s expectations of something from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?

“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

John Khan
John Khan

A community planner and writer passionate about sustainable urban development and neighborhood engagement.