Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Rock Fans

It has been 20 years after the legendary game hit the market in North America, providing players everywhere the means to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic lengthy instrumental break before an enthusiastic crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to match coloured notes moving along the display in time with the music. Each riff corresponded to specific notes, producing the feel of an authentic performance.

The studio previously experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a remarkable influence for many of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero took off, and record sales airtime increased, everyone wanted to participate.”

He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game offered a larger, new demographic. Typically such music was seen as outdated material, but then when it was included in the title and teenagers were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It provided all our music a new life.”

In 2008, the Answer’s first record was still not available stateside, meaning the game was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It moved well over half a million units upon release, while demand for their songs rose significantly at a time when the music business faced decline.

Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, a streamer achieved 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 similar gameplay and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” says musician the artist.

DragonForce had already completed a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else the band has done. Recently, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Iconic Controller

The best marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to do it”.

Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.

Titles like Clone Hero and newer releases have kept the community active, with set to be a new product from the founders in development. A new studio has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed such titles might become like Madden where you can update every year,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”

Phillip Gardner
Phillip Gardner

A seasoned gaming enthusiast with over a decade of experience in online casinos and sports betting.