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The Iconic Game Turns 20 – How a Plastic Axe United the Gap Between Music Generations

Marking 20 years since Guitar Hero debuted across the Atlantic, providing players everywhere the means to become rock legends. Figuratively speaking, but try telling that someone who has mastered the epic four-minute guitar solo in front of a packed crowd of friends.

Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff mimicked specific notes, producing the feel of an authentic performance.

The studio had already experimented with rhythm games before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a significant influence for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, and record sales and radio play increased, all artists desired to participate.”

He continues: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was considered music that was past it, but then when it was included in the game and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It gave all our music renewed popularity.”

In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium of discovery for the band during their US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.

Major Band Spin-offs Enduring Influence

Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It moved well over half a million units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice to accomplish.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist the artist.

The band previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”

In fact, the band's visibility via the game was so immense that it has threatened to eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role 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 inspires a longing. Was the game able to tap into that? “Precisely what our team 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 they wanted to leverage innovation to enable everyone to participate”.

Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.

Titles like the fan project and newer releases have kept the scene alive, and there’s set to be something from the original publisher on the way. A new studio has entered production on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?

“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

Written by

Monica Spencer

Elara Vance is a seasoned casino strategist with over a decade of experience in baccarat and high-stakes gaming.

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