The Iconic Game Celebrates 20 Years – The Plastic Guitar That United the Gap Among Rock Generations

Marking two decades after the legendary game hit the market in North America, offering players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed the epic lengthy instrumental break before a packed living-room audience.

Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Every sequence mimicked specific notes, producing the feel of a genuine live show.

The studio had already tried its hand in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable series that had a significant influence on numerous of the artists included, introducing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded all the music since the cost was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game took off, and record sales airtime were going up, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of parents got in touch and thanked us for introducing their kids to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was seen as outdated material, but then once it got featured on the title young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave all our music renewed popularity.”

In 2008, the band's first record remained unreleased stateside, meaning the game was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” he notes.

Major Band Titles Enduring Impact

Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved well over half a million units upon release, while demand for Aerosmith’s music saw an increase significantly during an era when the music business faced decline.

Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. They claimed requiring nine months of practice.

“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best promotion, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.

Most installments came out in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.

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. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?

“Our team believed those games might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”

Willie Jimenez
Willie Jimenez

Urban journalist and city enthusiast with a passion for uncovering stories that shape modern metropolitan life.