Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Among Rock Generations

Marking two decades since the legendary game debuted across the Atlantic, offering players everywhere the means to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy guitar solo before a packed crowd of friends.

Developed by the developers, the game gave players a plastic guitar peripheral to match coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, producing the sensation of a genuine live show.

The studio had already experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a remarkable impact for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, remembers the early budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, and record sales airtime increased, all artists desired to participate.”

He continues: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

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 classic rock to the forefront: “The game provided a bigger, younger audience. Typically this had been seen as music that was past it, but then when it was featured on the game and teenagers discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided our catalog a new life.”

In 2008, the band's first record remained not available stateside, so the game was a key medium of discovery for the band during their a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It moved well over 500,000 copies upon release, while demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt featuring 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 but an array of customisation options. This track is challenging enough on the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They claimed requiring nine months to accomplish.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says musician Herman Li.

The band previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact of a Iconic Controller

The best marketing, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to do it”.

The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.

Titles such as Clone Hero and newer releases have maintained the scene active, and there’s expectations of something from the original publisher on the way. A new studio has entered work on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“Our team believed those games might become like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”

Terry Hawkins
Terry Hawkins

A seasoned sports analyst with over a decade of experience in betting markets and statistical modeling.