The Iconic Game at 20 – How a Plastic Axe Connected the Gap Among Rock Generations

Marking two decades after the legendary game first launched in North America, offering everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed telling that someone who's nailed the epic lengthy guitar solo before a packed crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the sensation of a genuine performance.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise that had a remarkable influence for many musicians featured, introducing decades-old groups to a new generation of younger players.

A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play increased, all artists desired to be in.”

He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Irish group one featured act had their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as outdated material, but then once it got included in the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”

At that time, the Answer’s first record remained not available in the US, so Guitar Hero served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on the song during travel, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It sold well over 500,000 units in its first week, while demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.

Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. They stated requiring months of practice of practice.

“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.

The band previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow all other the band has done. Last year, the track featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

The best promotion, be it for automobiles, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.

Titles like Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”

Ryan Hunter
Ryan Hunter

A seasoned gaming journalist and esports analyst with over a decade of experience covering competitive gaming scenes.