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

Marking 20 years since Guitar Hero debuted across the Atlantic, giving players everywhere the means to become rock legends. Figuratively speaking, but try telling that someone who has mastered the epic four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the screen in time with the music. Each riff mimicked specific notes, creating the feel of an authentic performance.

The studio previously experimented in the music genre prior to teaming up with the publisher, later purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a significant impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced all the music since the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. But once the game took off, album purchases airtime increased, everyone wanted to participate.”

He adds: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was considered music that was past it, however when it was featured on the game and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”

In 2008, the band's first record was still not available stateside, so Guitar Hero was a key medium for exposure for the band during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their studio albums. It sold more than half a million copies in its first week, while demand for their songs saw an increase significantly during an era when the music business was already collapsing.

The series still motivates quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough 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 enough on the hardest setting, let alone performed at double speed while hitting a single one of the thousands of cues. They stated requiring nine months of practice.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up a real gun and go to war,” notes musician the artist.

The band had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “It exploded when we next toured, and we performed just before the headliners at the event.”

Indeed, the band's visibility via the game was so immense that it threatened to eclipsing all other the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” 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 create songs, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?

“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”

Kevin Hodge
Kevin Hodge

Elara Vance is a seasoned mountaineer and travel writer with over a decade of experience exploring remote peaks across five continents.