Skip to content
Smart Prize Connect UK

The Iconic Game Celebrates 20 Years – How a Plastic Axe Connected the Gap Between Rock Fans

Marking two decades since Guitar Hero hit the market in North America, providing players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with the music. Every sequence mimicked particular chords, creating the feel of an authentic live show.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many musicians included, introducing decades-old groups to millions of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games primarily featured cover versions.

“We reproduced all the music since the dollar figure was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime increased, all artists desired to participate.”

He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was seen as outdated material, however once it got included in the game young people were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

In 2008, the band's first record was still unreleased in the US, meaning the game served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “Their crew had on the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Impact

Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group more money compared to their records. It moved well over half a million copies in its first week, and demand for Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months of practice.

“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes musician Herman Li.

The band had already wrapped up a successful tour before their hit appeared in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best marketing, be it for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.

The majority installments came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.

Games like the fan project and newer releases have kept the community active, with set to be something from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

About the author

Cheryl Bradley

Freelance writer and prize hunt enthusiast, sharing the best UK competitions.

Smart Prize Connect UK

Type to search articles.