Skip to content
Harborland Canada

Guitar Hero at 20 – The Plastic Guitar That Connected Generations Among Music Generations

Marking 20 years since Guitar Hero first launched across the Atlantic, giving players everywhere the tools to become rock legends. Not literally, but try convincing anyone who's nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Created by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Each riff corresponded to particular chords, creating the sensation of a genuine live show.

The studio had already experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a remarkable influence for many of the artists featured, introducing classic bands to a new generation of younger players.

Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.

“We reproduced all the music because the cost was so high,” he says. “Even with 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 pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It became a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits to the forefront: “The game offered a larger, new demographic. Typically such music was seen as music that was past it, but then once it got included in the game and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”

At that time, the Answer’s first record was still unreleased stateside, meaning the game served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It sold well over half a million units upon release, and sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They claimed requiring nine months of practice.

“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and enlist,” notes musician Herman Li.

The band had already wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Impact from the Iconic Controller

The best promotion, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement 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 leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a brief comeback in 2015.

Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved 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 allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”

By

Scott Thompson

A coastal enthusiast and writer based in Vancouver, sharing insights on maritime culture and outdoor exploration.

Harborland Canada

Type to search articles.