Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Among Rock Generations

It has been 20 years since the legendary game first launched across the Atlantic, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic lengthy guitar solo before a packed living-room audience.

Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, producing the feel of an authentic live show.

The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a remarkable influence on numerous of the artists featured, introducing decades-old bands to millions of younger players.

A former executive, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game took off, album purchases and radio play were going up, all artists desired to participate.”

He adds: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational thing.”

Timeless Music Finds a New Audience

Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been considered outdated material, however once it got included in the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog renewed popularity.”

In 2008, the band's first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group greater revenue than any of their studio albums. It moved well over half a million units upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.

The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging even in the hardest setting, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” notes musician Herman Li.

The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else the band has done. Last year, the track featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a rock star 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 enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles such as the fan project and newer releases have maintained the community active, and there’s set to be something from the founders on the way. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?

“Our team believed those games could be similar to sports games where you can releases,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”

Emily Mahoney
Emily Mahoney

A seasoned gambling analyst with over a decade of experience in reviewing online casinos and optimizing player strategies.