The Vergecast - Version History: Guitar Hero

Episode Date: October 26, 2025

Millions of basements have fake plastic guitars in them thanks to the 2005 smash hit Guitar Hero. Chris Grant and Ash Parrish join David Pierce to rock out with a game created over a matter of months ...by a niche developer and a peripheral manufacturer, fueled by word-of-mouth and viral videos on a nascent YouTube. You probably don’t play Guitar Hero anymore, but you might still find it in surprising places. If you like the show, subscribe to the Version History feed⁠ to make sure you get every new episode. Let us know what you think: 866-VERGE-11 or vergecast@theverge.com. Learn more about your ad choices. Visit podcastchoices.com/adchoices

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Starting point is 00:00:00 Welcome to the Vergecast. I'm your friend David Pierce, and you're about to hear another episode of our new show, version history. Before we get into it, one reminder, send us all of your feedback about the show, everything you like, everything you don't like, everything we should do differently,
Starting point is 00:00:11 and most importantly, go subscribe to version history, wherever you get podcasts, because it will not be on this feed forever. Let's get it to it. Would you like to be a rock star? Here's the deal. You don't need any skills.
Starting point is 00:00:23 You don't need to know how to play a musical instrument. You don't even need to be willing to get up on stage in front of people and do something. All you need is $70, PlayStation 2, and probably a whole bunch of time on your hands, because there's this game you might have heard of called Guitar Hero that is going to, if not make you a rock star, at least make you feel a lot more like one. From the Virgin Vox Media, this is version history,
Starting point is 00:00:46 a show about the best and worst and strangest and most interesting products in the history of technology. I'm David Pierce, and today it's time to talk about what is almost certainly the most important guitar in video game history. Support for the show comes from Retool. Too many companies run critical operations on duct taped spreadsheets, Slack workflows, and whatever else they could cobble together. Not because they want to, but because building internal tools means weeks of waiting on someone else's backlog. That's where Retool comes in.
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Starting point is 00:01:46 We all need to retool how we build software. What's up, y'all. I'm Skylar Diggins, seven-time WMBA All-Star, Olympic gold medalist, and mom. And I'm Cassidy Hubbard, host and reporter for nearly 20 years, covering the biggest names
Starting point is 00:02:01 and stories in sports and mom. And this is Am Mom, a community for athletes, game changers, and moms of all kinds. Dropping May 14th. Tap in with us. Welcome back.
Starting point is 00:02:14 It's Virgin History. It's Guitar Hero. Let's do this. Ash Parrish is here. Hi, Ash. Hi. All the way from Ohio. Yes.
Starting point is 00:02:20 Kim to do this with us. I'm so excited. Chris Grant also here. Hello. Not from as far away. That's okay. Sorry. We're making it work.
Starting point is 00:02:27 So before we get into Guitar Hero, here's what I want to know is like, I want you both to describe like your peak guitar hero era. Like how good were you? When was it? How do you feel about it now? Ash, you go first. Peak Ash.
Starting point is 00:02:41 Geek Ash, this was shortly after the first guitar hero came out. It was a big deal that I got the game at all. You had the first one? Yes. Okay. Because, like, gaming was not a thing, a not allowed thing in my house for the most part. Like, my consoles had to be bought, like, by my dad. And my dad would give me money and he would send me to the mall, like, hey, your kid, like, go have fun or whatever. And that was a substitute for parenting me.
Starting point is 00:03:03 And it was a big deal to get guitar hero because it was so expensive. And it was like this big, clunky piece of plastic. And my mother is very neat and very clean. And she doesn't like, first of all, she doesn't like the idea of, like, a console. Because back in those days of 2000. Sure. Yeah. The console was on the floor, like, hooked up to wires.
Starting point is 00:03:20 Like, it wasn't a thing where a console was connected to your TV at all times. You took it out, you played with it, you put it away. So the idea of having this console and then this other big piece of plastic on top of that was like a non-starter. So the fact that I had it was like a big deal. And then I just played it over and over and over again. And the cool thing about Guitar Hero for me is that I was a very nerdy child. So I grew up listening to jazz music. Nice.
Starting point is 00:03:43 Yeah. Like, I played saxophone when I was a kid. and my saxophone teacher, she told my mom to get me like Dave Brubeck CDs and like Stang Ed's CDs and that's what I listened to and that's what I liked. Did not endear me at all to my peers. You get in the car. You're like, yo, guys, Dave Bruback? And they're like, it's time to go. And then I got to play guitar hero and I got to get exposed to incubus.
Starting point is 00:04:07 And like, even Jimmy Hendrix. Like this, I was not like a rock and roll household. So like I heard Jimmy Hendricks for the first time, Ozzie Osborne for the first time. and I, like, loved these songs, and that, like, continues to today. That's awesome. Yeah. Do you have a song that you remember as, like, the track you would tread on in the first one? Yes. So it was Spanish Castle Magic, which was the Jimmy Hendrix experience, and then bark at the moon.
Starting point is 00:04:30 Nice. Yes. I would just do it over and over and over again. Okay. That's awesome. Chris, what about you? I don't know when I was best at it because I can't remember that far back. It was 20 years ago.
Starting point is 00:04:42 I know. Two decades. I'll say this. We loaded up Guitar Hero. one here on my PlayStation with my 8 megabyte memory card, and it had a save file on it, which I had, in my wisdom, at the age of 25, titled God as the username. So I don't remember doing this.
Starting point is 00:05:00 I did unlock all the tracks on that profile, though. So I'm going to go ahead and say that that's probably when I was best, based on the arrogance of that name. I did enjoy the thing we got to the end of one of the rounds, and it pops up, like, the newspaper showing the headline of how you did. And it was like, solid set from God. Hell yeah. At no point do I ever feel like I excelled at it.
Starting point is 00:05:18 And I think that the secret of Guitar Hero for me, I didn't play an instrument at all. I don't feel like a musical person, but I could play Guitar Hero well enough that I felt competent in my living room alone or with my partner. I would go to press events and see people playing Guitar Hero,
Starting point is 00:05:33 other press members, and just shredding on an expert level and being like, well, that's not for me. I still felt good doing it at home. So I think that's like one of the magic, part of the magic of the game. But I would say I'm consistently, a C player. Okay. That's about where I landed too. And my memory of it is the my like friend group went
Starting point is 00:05:52 straight from all playing N64 Mario games, which I was good at, to playing guitar hero, to playing Halo, which I was trash at. And I would lose like 50 to negative three in Halo because I would like run off the side and die a few times. And like that wasn't fun at all. Guitar hero, I was the worst at all of my friends, but was still like fun to play, which was like a magical thing about guitar heroes. It's It's like accommodated being lots of different ways at the game. But then I had a bunch of friends who were like actual musicians and guitar players who got really good at it and really annoying about it. You know who you are if you're watching this.
Starting point is 00:06:26 My musician friends hated it because they're like, oh, this is wrong. Like, if you know how guitar feels, you're playing it. Yeah, all those people who are like, just doesn't feel enough like a real guitar. Didn't matter. Very cool. Yeah, congratulations to you on all of your accomplishments. And your big muscle. Exactly.
Starting point is 00:06:41 So let me just, I have a lot of notes here on like the story. of guitar hero a bit. So we're talking about the very first guitar hero. And I'm just, I'm going to walk through the history as I have come to understand it. You both know a lot about this too. So together, we're going to try to explain
Starting point is 00:06:57 where a guitar hero come from. Does that sound good? Sounds good. Okay. So the story starts in 2004, which is actually substantially later than I would have guessed, which is sort of fascinating.
Starting point is 00:07:06 And there's two companies, harmonics and red octane. We should probably talk about harmonics first. And I'm curious for you in particular. You had been sort of in the gaming world professionally around this time. Were you aware of harmonics, like in the early aughts? Harmonics had the company existed before this, and they had some flops, say the least. But they did strike some magic with their earlier PlayStation 2 games, frequency and amplitude, I think in that order.
Starting point is 00:07:41 Both great games, critically acclaimed. Oh, actually, while we're talking about frequency, let me just play you this clip we have a frequency. The gameplay in frequency is like Tempice meets dance, dance revolution, where you're actually traveling down. I love that description. That's actually great. And you choose a particular track to play,
Starting point is 00:08:00 which is a particular instrument, like drum, bass. It looks a lot like guitar hero. Like guitar hero in a octagon. Okay, so you got the two games right, but you missed one thing that Harmonics did that I would very much like to tell you about, which is called The Axe. And I just have, I have this clip that I want to play for you in which Harmonix describes what the Axe is. This is the first thing they ever made as a company.
Starting point is 00:08:21 Harmonics is an interactive music software company, created by two guys from MIT's Media Lab. And they've spent the past five years developing this technology, which is going to be the hottest thing to hit the music world in the last decade. And it's called The Axe. You pick your song, you pick your instrument, and you pick your interactive music video, which graphically. shows you what you're playing. You hit the play button and you're off. You're making music. I just love the way the 90s look. You control the sounds and playing style of the instrument with either a joystick or mouse. I really love the axe. It was like with no practice, I could pick up a guitar and play along with James Brown. First of all, there's just no way that's
Starting point is 00:09:02 true. The flight stick also is great. That's my favorite part of that whole clip. He's like describing how it works and it's this insane looking like on-screen control center. And then he just picks up a joystick and it's like, and now I'm ready to play guitar. Yeah, for folks that are listening, this is a 1990-style sidewinder flight stick, just some real 90s PC energy. It's very good. But there were, like, that's a bunch of the ideas that ended up being guitar hero, right? Like, it's a physical object. You get to have a thing that, you know, moves around.
Starting point is 00:09:30 You get to sort of control the instrument lots of different ways. And then frequency and amplitude were basically similar games. So this is also, like, right around the time, if I'm doing my history correctly, that D.E. DDR was like taking over the world. Were you guys DDR people? Yes. Not right. This actually makes perfect sense for me.
Starting point is 00:09:47 This I was like I knew for sure you were going to say yes to this. Were you good at DDR? No. Were you committed anyway? Yes. Okay. Because so, you know, I'm a girl. And boys, like this is, you know, back in 2005, 2006, you know, that kind of like era of video game girls versus boys kind of culture.
Starting point is 00:10:05 And the boys had like the shooter games that they would be really good at. And they would play like Doom on Ultra Nightmare. stuff like that. And I wanted a game that I could be good at, that I could, like, they would look to me like the same kind of prowess as we look at people that can do, like, those shooters games really well. And, like, rhythm games were that for me. But DDR is way too intensive for the cardio even back then. So I focused on making Guitar Hero my thing to varying levels of success. I'm a spaghetti man. You can't see it. You're, you know, listening right now. But I'm made of noodles, everybody. I'm a very tall man, and I have very, it's called inconsistent control of where different parts of my body are going. So DDR was particularly challenging for me. My feet are very far away from my head. And I...
Starting point is 00:10:53 So the brand signals just don't get there quickly enough. They take up a minute or two to get all the way down there. And so I'm not going to show you what that looks like, but you can imagine it in your head. It's not great. Similar to Ash, Guitar Hero. For me, was some chance to sort of like see and enjoy that style of physicality, from rhythm games, but in a way that my hands were closer to my brain and it only took a little bit of time together.
Starting point is 00:11:14 It feels good when a game engages your entire body. Games don't really do that so much anymore, and that's why when you get games that do, like, take full faculties, like, you have to, like, write notes or you get into it, like, physically, it feels good. And that's why Guitar Hero feels good to play, even though you get, like, really bad claw hands at the end of it. Yeah, Guitar Hero, I think, ended up being, like, right down the middle of that. Like, it's very physical and not too much work. But the reason I bring up DDR is because it came out in 1998,
Starting point is 00:11:45 and it was mostly in like an arcade thing in Japan. And it was this giant monster hit. And Red Octane first sort of made its money by making somewhere between, like, legit and bootleg DDR pads for people who just wanted to play the game. Well, fun fact, they actually first made their money as a video game rental service. That's right. Did they make any money, though? Well, hold on.
Starting point is 00:12:09 Well, okay. They had one. They made something. This is before the dot-com bust. They busted on that. And idea was good. I mean, I did came back later with other services gameplay.
Starting point is 00:12:21 But they pivoted to, yeah, physical pads. Yeah. And so they were making these pads and selling them to people who had a PlayStation version of the game because you could get the game, but you couldn't get like the thing to dance on, which is sort of important in DDR.
Starting point is 00:12:34 And basically what happens is red octane is like, okay, we want to do all this rhythm game stuff in the U.S. We want to make a peripheral. We probably need to make a game. They don't know how to make a game. So they call Harmonics, which, like you said, has made these two games, frequency and amplitude, that were rhythm-style games this way,
Starting point is 00:12:54 but they were, like, kind of wonky. They were, like, accomplished games, but people didn't like them that much. People who played them liked them. They won a words, but they didn't do very well. It did not... The description in the game and seeing any footage of the game was not appealing to.
Starting point is 00:13:08 based on the sales numbers, anybody. Right. This is the thing I've heard about rhythm games over and over from people is that one of the great challenges of these games was once you play it, you get it and it's really fun, but the description of it sounds awful. And even to watch like a video of what the game looks like on a screen is bad. You're like, it's just dots running at me.
Starting point is 00:13:29 Why would I want to play that? It's not physical. And for folks who are familiar with what Kataria looks like, frequency and amplitude look exactly like that. They look almost identical, but you're playing it with a PlayStation. controller. Yeah.
Starting point is 00:13:39 Just with your hands. And so it doesn't have any of that same sort of visual appeal. Yeah. The Harmonics folks did make one other game that I should just show
Starting point is 00:13:47 you very quickly because a thing that I have discovered is that this game karaoke revolution also turned out to be very important in what would become guitar hero. So here's what
Starting point is 00:13:55 karaoke revolution was. The first and only karaoke video game for your PlayStation 2. Sing along to over 35 hit songs made famous by Aval Levine, Nickelback,
Starting point is 00:14:06 R.I.M., Bay, ladies and more. And as you rock the crowd, the game scores your performance. It's the ultimate party game for parties of one or 100. I miss commercials like that, right?
Starting point is 00:14:19 Yeah. But there's a bunch of things happening in that video, right? There's a game that you have to do something with other than press buttons on a controller. You get active feedback from the crowd. It gives you, you sort of improve and fail as you go. There is a thing that looks like
Starting point is 00:14:38 a stage that you're on as you're performing. Like, add a guitar and karaoke revolution just is guitar hero. And the realization they all take out of this is like, oh, people want to be rock stars. Like, that's the thing. Put me in, coach, is like the vibe everybody has here. They want to be part of it. And I think in the way that, like, dancing very quickly and well is really hard, more people can stand in front of their TV and sing passably.
Starting point is 00:14:59 And so that was like fun and people were into that. So these two companies, one that, like, knows how to make rhythm games but can't figure out how to sell them to anybody. and one company that knows how to make really cool peripherals but doesn't really know how to make games. It's like kind of a perfect match. So they find each other, and they pretty quickly, as I understand it, decide they're going to make a game together.
Starting point is 00:15:19 And red octane, from what I understand, was super, super into guitar freaks, which was big in Japan. They had been thinking about wanting to bring it to the U.S. So these two companies make a deal in early 2005 to make a game, and they decide they want to ship it by the holiday season of 2005, which I don't, you know,
Starting point is 00:15:36 Y'all both know a lot more about game development than I do, but that strikes me as insanity. It's unusual. To save the least. Yeah. Yeah, I mean, to the point where it's like, and they decided pretty quickly they wanted to make a controller. They loved guitar freaks, so they wanted to do something like that.
Starting point is 00:15:52 The guitar hero controller, spoiler alert, looks an awful lot like the guitar freaks controller. They wanted to make it a little more complicated. They wanted to make it so that you could actually feel like you're playing a guitar and it's hard and its work. So they added more buttons. They made it a little more complex. but this was just the thing that they wanted to do.
Starting point is 00:16:09 And, yeah, like you said, they took on this truly bonkers task of trying to do it in nine months. Their other option I found out, by the way, I don't know anything about this, except that one of the developers said that their other option, other than Guitar Hero,
Starting point is 00:16:21 was to make a Duck Tales game. I have no more information, but I would desperately love to know what that game was. Red Octane version of... Yeah, right? The peripheral would have been Uncle Scrooge's cane and you would have pogoed on it.
Starting point is 00:16:34 Yeah, hell yeah. Okay, turns out why that's a really good idea. A band now. It's trademark, by the way, Chris Grant, 2025. So nobody touched that. We're bringing back duct tails, everybody. I'm mailing that to myself right now. You heard it here first.
Starting point is 00:16:47 Can't touch it. I think it was crazy about that timeline, too. And I'm sure we'll get to this in your notes, but they made an E3 demo. It wasn't just that they got the game ready and packaged up for holidays. They had it ready for people to play just a few months after that. So I can do it even better. They had a prototype of the game that they were playing in their office in like a couple of weeks. And it's because all this stuff is so tied together, right? There's, there actually is
Starting point is 00:17:11 frequency technology in Guitar Hero, and there's Amplitude Technology in Guitar Hero. And Harmonics had made all of these deals where it would make the games for other companies, but it would keep the sort of core technology for itself. And so it just poured all of that into this game. And it basically, the way they all described it is like without those deals that it had made not thinking about Guitar Hero, none of this would have been possible. They couldn't have done it this fast. They couldn't have done it this way, but it was just all this, they had all this stuff sitting there and they were just able to like recompile it and have a game working really quickly. See how like development works? Yeah. You let companies just like do shit that they're good at. See how that works? And they
Starting point is 00:17:50 knock this out and I would hate to see like that crunch condition was probably awful. But just the idea like it's almost verboten now to hear about like, you know, a company taking stuff that they've done from other places and pouring it into this game and they can make this different version of those same ideas so quickly and have it be do so well. You just, it doesn't happen in modern video game development anymore
Starting point is 00:18:15 unless like you're a very big indie studio or something like that. It just doesn't happen. It's not just the soundtrack and the haircuts that make this feel 20 years old. Yeah. Maybe some of that deal structure also making it feel 20 years old. And then the thing that, well, okay, I won't say that.
Starting point is 00:18:28 That's for another time. Yeah, yeah, I'm not sure Guitar Hero gets done quite the same way in 2025 as it did in 2005. But so anyway, so they get this done really fast. The other thing, it seems like this company had going for it, was that it was like a company full of musicians. A thing I didn't know about Guitar Hero
Starting point is 00:18:45 until I started researching for this episode is that a lot of the songs in the first guitar hero are from Harmonics employees. And who are like legit bands. Yep. I had no idea. I remember their head of marketing publicity, John Drake, what up, played a show
Starting point is 00:19:01 in Philly at some point I went to go see him because he's straight up as like a musician in a band playing shows and yeah I think that was true all the way down
Starting point is 00:19:08 to the folks on the marketing side of the house. Yeah, apparently like two thirds of the employees there were in some band or another and a bunch of the songs in there are from them most of the songs
Starting point is 00:19:18 are just like songs that they liked. They ended up instead of getting the actual versions of a lot of the songs paying this band to do covers
Starting point is 00:19:27 which was much cheaper for very unnecessary to go into licensing reasons, but they were able to get this list of songs that everybody knew, but that they definitely couldn't afford. What was funny is I went back and was doing a bunch of research on this, and a surprising number of people on that team have no memory of the first songs in Guitar Hero. Everybody agreed that, like, Walk This Way by Aerosmith and Back in Black by ACDC were
Starting point is 00:19:51 iconic ones. But then they would be like, oh, yeah, what were your favorite songs from the first guitar hero? Like, what were the first ones you guys decided on? And they're like, I don't know. And there would be people who, like, disagreed. on which song was the first one to show up. But everybody said back in black was like the first, like iconic guitar hero song.
Starting point is 00:20:08 I don't even remember that song. I have no. I just completely skipped over that to go to Ozzy Hop Sport. It wasn't hard enough for you. I get it. So then they get through all this. They're cranking like crazy towards fall of 2005. And E3, like you were saying, Chris,
Starting point is 00:20:29 was like the coming. out party for this game. Were you at E3 in 2005? 2005, I was not at E3. I have a lot of memories of the 2006 E3 showing for Guitar Hero, but 2005 E3 was like a big deal E3. It was maybe one of the last really major
Starting point is 00:20:46 E3s that, I mean, you can make a case ever. And one of the stories that to this day, you ask any games journalist about 2005 E3, the thing that will come to their mind first before any of that is Kenchahal in the basement with the weird carpet and the smell and guitar hero. Kenchahal is the place where you put the international pavilions, your German game developers pavilion.
Starting point is 00:21:09 There was a bar down there, which just gives you some of that energy of that place. The weirdo controllers, there's some that, like, you know, the weird 3D mouse controllers stuff, like all this junk stuff all went to the basement, the security networking software for games industry in the basement. And red octane with guitar here. And it became, and everything you read about it, people played it and would go tell everyone else to come play it. And then people would come and watch people play it. Yeah.
Starting point is 00:21:41 So as I understand it, that was like, that was when that game became sort of real. That was the moment. Yeah. And it was like, because like we were saying with all these rhythm games, the thing is you like describe to somebody, oh, you stand and play guitar in front of your television and it does the buttons for you. It's like, it doesn't sound good. and they were apparently actually having trouble explaining to like possible buyers and distributors and whoever how this game actually worked and why it was fun because there was nothing like it. But then like you're saying at E3, it starts to it starts to percolate and it's like the thing everybody's talking about and it's the moment. And so all the harmonics folks and the red octane folks have long said that that was the moment that they were like, oh my God, we have something.
Starting point is 00:22:21 Like we don't know what, but it's something and we have it. And there was one other moment and it involves, I assume you're, sworn enemy of games journalism, IGN. We're all friends here. I'm just kidding. One other thing that they've said is there was IGN made a video that year playing the game. And it was one of the first public demos from a big name game publication showing the game. And they loved it.
Starting point is 00:22:48 And they had apparently been they like sent them a guitar hero set unprompted and then like begged them to play it over and over and over again, which is an experience I suspect we've all had. where somebody's like, please try my thing, you'll love it. And you're like, I have other things to do. And I've never heard of you. And what is this? And they're like, please, I beg you. I have to imagine at the time, too, IGN, along with GameSpot, were the only two kind of huge major sites.
Starting point is 00:23:12 There was UGO and there were some other ones at the same time. But like, IGN and GameSpot at the time were massive. I think getting that coverage and that attention there in a pre-social media era was it. Yeah. You're not going to get it. Maybe a magazine later on a slower publishing timeline. Totally. So let me just play you a little bit of IGRA.
Starting point is 00:23:28 IGN's video in which they have an extremely good time. How much psychic damage is this going to do to me as a video game's trouble list? We're going to find out. Look, Tao. Wow. There's IGN's Tal Blevins shredding in a white cloak, a cape, called a cape, I guess. Let's see how they're doing. There are two people in one of them doesn't appear to be playing at all.
Starting point is 00:23:56 They're busy shredding. Wow, it's very 2005. Yeah. And they're having a great time. It's the jam. But so that video, that extremely 2005 video, a bunch of people who made guitar hero are like, that's the time we went from something a few people had heard of
Starting point is 00:24:19 to like a game people were excited about. This is before the game is available. They got an early demo of it. It was live. It was public. They were super excited about it. And they were like, all of a sudden, that drops and everything changes.
Starting point is 00:24:30 And they're like, people start taking your phone calls. People start caring. People start, like, actually wanting this game in their lives. which is nuts because that video is deeply hilarious. You got to channel it through your 2005 energy brain. I love it. I have no notes. We should wear more capes.
Starting point is 00:24:46 We should all be wearing capes right now as we do this, honestly. I agree. Unironically. Hey, guys, let's do some capes and post. All right, thank you. Thanks. Yeah, this is why we green screen and everything. This is totally fine.
Starting point is 00:24:57 One other thing that I found was that one of Red Octane's biggest worries with this game and one of the things that they were struggling with at the very beginning was that the game was humongous. Like, I have this, I have the controller here behind me. It's like, it's a big guitar. Well, the good news is retailers love huge boxes and they love making shelf space. So this is what seems, they were, like, genuinely worried about it. It was expensive.
Starting point is 00:25:19 It was 70 bucks for the whole kit, which now sounds just adorable. It was a big deal that I was able to get this. And my dad, who had, like, the super high-powered six-figure job, he was the one who bought it for me because he was the only one who could afford something. A $70 video game, are you high? Yeah, back then that was. That was nuts. You got the game and the controller for $70.
Starting point is 00:25:40 You got the game and the controller. Just thinking about that now. In 2025 brain is just like mind-blown. The control loan would be $200. That's a dozen eggs today. So, but this was their big worry and they had trouble getting people to buy it because they're like, well, we can either stock your game, which no one's ever heard of and maybe nobody wants, or we can put like 20 discs of other things on the shelf.
Starting point is 00:26:05 And they ended up just getting Best Buy. And in particular, like, one buyer at Best Buy was super into it. They said yes, they set up demo stations in the stores. And this was like, this was the thing that they were like, we're going to get people to try it and buy it, and they're going to love it. And spoiler alert, they did. But before we get into that, we should take a really quick break. And then we're going to talk about what happened when it launched,
Starting point is 00:26:28 and then what happened afterwards. We'll be right back. Support for the show comes from Framer. Framer is an enterprise-grade no-code website builder used by teams at companies like Perplexity and Murrow to move faster. With real-time collaboration and a robust CMS, with everything you need for great SEO, not to mention advanced analytics that include integrated A-B testing,
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Starting point is 00:28:53 I was way too cool to play video games in 2005. What were you doing in 2005? What was I doing in 2005? Let's get into it. I was the fourth best player on my JV volleyball team, right about when this launched. So that was cool. Yeah, no time.
Starting point is 00:29:08 People really liked that. I was also very into American Idol at the time. This was like peak David American Idol season. It was great. It was as good as it got. How are you off? That's good. That might have been right after the double popped polo phase, but it wasn't, it wasn't, oh, I was right there.
Starting point is 00:29:26 Okay, good. But it wasn't, this was well after Puccas. Okay. But not far enough. Okay. You know what I mean? I was doing great. I'm just trying to get a mental picture for the listeners at home.
Starting point is 00:29:37 Trying to, you know, all, yeah, put us in the place. You would have missed, like, the big jinkgo pants because you weren't in high school at this time. No. No, some of the skate kids had that in the 90s, but I was, um, 2005 for me was a pair of car hearts and a white t-shirt. That was it. That was it that was the dream. And that would work today. I was going to say, it turns out you had it going.
Starting point is 00:29:58 So this game drops, Christmas season, 2005. And at least from what I can tell, looking back, it was a pretty much. much a giant hit right away. Do you guys remember when it came out? You got it pretty quickly, it seems like. I think I got mine. I had to have gotten it after my PlayStation 2 because that's what I played it on. And it was, I didn't get that at launch. It probably was around like 2007. Because I bought, I got a PlayStation 2 specifically for Kingdom Hearts. And I think that was 2006. So I didn't, I don't think I got a guitar hero until like 2007. I love this as a way to remember the years of your life. I'm like, I got game launches and that's, that's what I do. Yeah. Everything for me is
Starting point is 00:30:35 Oh, that was the year that doom came out. So where was I? Okay, no, I got it. That's right. I can tell you the story about Kingdom Hearts 2 because I was in college and I remember going down to the college came. Hold on. Hard mode. Can you tell us the story in Kingdom Hearts 2?
Starting point is 00:30:48 Yes. Because that's, oh, no, that's going to do it. We don't have time for that in this podcast. A lot of confidence. Sicko mode. Let's do it. Listen, for a bonus episode, Ash is going to spend four hours explaining Kingdom Hearts 2 to you. Just two.
Starting point is 00:31:00 Not all of them. Just King. Hearts 2. I was the nerd that was the nerd that was. was like watching that IGN video and like getting that pre-order in early and like picking it up. I, I was, that was what I, you know, before I was doing it full time for a living, that was my, those were my friends, just my PlayStation. I love this for you.
Starting point is 00:31:21 They were my friends. Yeah. So the story is that the harmonics and red octane had made 100,000 of these. And this thing immediately becomes like a phenomenon. Everybody wants it. They can't sell them fast enough. Everybody wants 10 times as many as they have. it ended up being the second best-selling game of that holiday season,
Starting point is 00:31:39 which for a game that never existed before, and was that expensive at the time, just strikes me as nuts. What was the first? This was my trivia question. What do you think the number one game of the holiday season of 2005 was? Halo 2. Just on Hill 2.
Starting point is 00:31:54 I'm going to say, this is like a video game version of Price is Right Rules. I'm just going to say Madden. It was Madden. Yeah. Madden's kind of a boring answer. I know, but that's why it's like why you bet a dollar. You know, it's like a boring answer, but you get it right a lot of times.
Starting point is 00:32:07 That's true. Madden, which I assume in 2005 was the exact same game that it is in 2025. I haven't changed it yet. No, that's just what we're doing here. So this game comes out. People really love it. I have a montage here of some of the reviews that I would like you to see because they are a delight. Have you ever secretly dreamed of being a rock star wailing on your electric guitar to the sold-out crowd?
Starting point is 00:32:31 What's the game you've spent the most time playing this year? Guitar Hero. John Davison there. ...ever to grace the market. That's still an half-foot-long plastic guitar. Guitar Hero stands out as one of the top PS2 games released in the past year. It's really addictive, really exciting.
Starting point is 00:32:46 And I recommend it. Is Jeff Grossman a game spot? Oh, Guitar Hero won't make you play a real guitar like a rock star. It certainly makes you feel like one. Four or five out of five. Just flexing by calling out people by name. Well, I'm just sitting, you know, for the old heads in the house who were... watching all that same stuff
Starting point is 00:33:05 when they were kids. I see guardsmen, you almost have to like salute. So it was like people loved it. It was like overwhelmingly, the thing where once people try it, they love it, continued to be a thing.
Starting point is 00:33:16 Just like the other harmonics games, critical hit. Yeah. But now also commercial hit. Right. You know, some of that magic coming together. And it does seem like
Starting point is 00:33:25 the biggest difference between a lot of that was just the guitar. And I think one of the things I thought was really interesting about the way that they made this controller was that they wanted to have a guitar that actually felt like playing guitar, which is like it did and it didn't work.
Starting point is 00:33:41 You know what I mean? Like we were all just playing earlier and like, I play that a lot better than I play guitar and I don't play that very well. But they based this thing on a Gibson S.G., which means nothing to me, but certainly will mean some things to other people. And the thing that they took from guitar freaks was the idea of like sort of the rough shape of the thing. But then they made it a lot more complicated. It has five buttons so you can play, I think it's three different power chords that actually feel like you're playing the power chords, which is basically all you need to be a rock star.
Starting point is 00:34:10 They had the whammy bar, which fun fact, I learned they added before they had any idea what it was going to be for. They were just like, this thing should have a whammy bar. And they're like, why? And they're like, I don't know. It's going to have a whammy bar. Let's take the energy into everything we do in life. Yeah, right? Like, where can we add a wami bar?
Starting point is 00:34:25 We're going to find a use for it. Yeah. That's a good, like, newsroom question. Where's the whammy bar? And then they also, a thing I learned was they, in the name of making this feel like you were playing guitar, they had a freestyle mode for this where you could just play guitar in the game and actually like make stuff creatively. Ended up not making it into the game, but it's like a very harmonics thing to do. We're like all the way back to the ax. That's the act.
Starting point is 00:34:47 That's the act. People just want to play. But I wish they did that because one of the challenges of frustrations of guitar here is when you're playing, especially if you're playing two player, you have friends over, et cetera, like having failing out. is like a bummer when you're just trying to drink and play video games. And I think later they did add some of those modes back into future iterations of this game. But yeah, it's interesting to hear that they did it. But, you know, it's too bad they didn't get to it. They had nine whole months.
Starting point is 00:35:16 It's not quite sure why they didn't get to it. I know. Seriously. It's plenty of time. I mean, the entire ethos, I guess, behind this game is that they wanted non-musicians to feel like a musician. And you can get about as close as you can. can get without actually being a musician with like guitar hero. Like I play the saxophone, but I'm not like a guitar person, but I feel, it feels very good, even though it's not like, you know, as you were
Starting point is 00:35:39 saying earlier, it's not exactly a one-for-one replication of actually playing a guitar. It's just close enough that I don't care. And it feels, feels good. It's like it's a very tactile thing. I'm going to go ahead and say as a non-g guitar player feels a lot better than playing the guitar. It also is like, it's hard in a way that I think is really good and productive. and instructive in a lot of these games, right? Like, I think one of the things that you encounter with a lot of these games is you sort of max out at how actually complicated the mechanic is.
Starting point is 00:36:08 And then you have to invent new ways. You're like, okay, I'm going to do it at weird speeds or I'm going to do it with my eyes closed or whatever. This game is like the runway for how much better you could get at it was super, super long. Well, interestingly, another thing launched in 2005, which has a very close alignment to guitar heroes success, which is YouTube.
Starting point is 00:36:27 And people being able to record themselves and put up these crazy high scores, these crazy stunt videos, you know, as a video game blogger in 2005, 6, et cetera, like crazy guitar hero videos was a staple of the genre, staple of the form, like just somebody doing something sick, you know, in the same way you'd post a video of somebody getting a high score on Geometry Wars.
Starting point is 00:36:47 It was just novel seeing human beings do things that are hard. And a lot of video games are, when you see this later in, like, e-sports and stuff, it's hard to communicate excellence in a video game. It's hard to communicate excellent. excellence in League of Legends. Like, what are they doing? I'm not, that went down that lane?
Starting point is 00:37:03 I'm sure, okay. It's like why a layperson doesn't watch competitive chess and have a good time. It's hard. You can watch guitar here and just like, ah, shit, that's good. That's really hard. It's going very fast and they're hitting all the buttons.
Starting point is 00:37:15 Yeah, all the buttons on time. So the physicality of it, in the same way a slam dunk looks impressive. I cannot do that. He jumped good. And like, seeing somebody play guitar here are good. It's just impressive to watch
Starting point is 00:37:28 as a human, and I think a lot about that sense of like the game itself encourages you, the player, to improve, and you know when you have. It's like very clear when you've improved enough. And not all games do that. All the games you improve when your character levels up, and that is how you get better, because you've played long enough. But there's a real meaningful, tangible reward to playing more guitar hero. And the interesting and the very cool thing about that is that you can look at those videos
Starting point is 00:37:56 of these, like, high-level players. And you're, you know, you're impressed, but you can also, there's a very clear way that you yourself can do that. That was when I was, like, playing guitar here and I was trying to make it my thing. You know, I would graduate, like, I can't do, like, the pinky with the orange button and, like, part of, like, my training, like that I developed this training course for me. It was, like, learning how to, like, slide my hand up and down. You can't see me. I'm, like, sliding my hand up and down the front. You also can't see.
Starting point is 00:38:22 She's got, like, a rocky-style montage outfit on. She's actually playing guitar right now. I don't know how that's even possible. To slide your pinky finger, your hand down so your pinky can get at that button. And when I was able to do that, like, reliably, like, you feel like, God, like, oh, okay. There's a gulf between, you know, looking at someone play Halo at a very high level and think, I could do that. And it's not the same. And I could look at that of Guitar Hero.
Starting point is 00:38:45 I was like, oh, I can actually do that. And that was, like, part of why Guitar Hero was so big for me personally and, like, why it is so fun, even all these years later just to watch. presumably also why I named my profile on that memory card God. Because it made you feel like God. You feel like God. I got real good at. So they made this first game in nine months, and then all of a sudden, the next year in 2006,
Starting point is 00:39:11 everything goes insane. And Chris, I want you to explain this to me because I spent a lot of time researching how, so Harmonics sells to Viacom in 2006. Red Octane sells to Activision, also in 2006. And this whole thing just sets off like a house on fire. This is, in some ways, like early Activision dealmaking. Activision, you know, is a relatively, I'll say small, but more humble publisher than the one that you think of today in that earlier period.
Starting point is 00:39:38 They had a bunch of hits. They had Tony Hawk on PlayStation, et cetera, but they published Guitar Hero along with Red Octane and had like this licensing arrangement. But they bought Red Octane. So they bought the peripheral. They bought the hardware company, and they bought the brand name Guitar Hero. Like we mentioned before, Harmonix owns the software. They own the game. And so Harmonics gets purchased by Viacom or more specifically a new imprint called MTV Games.
Starting point is 00:40:06 Shut up to Stephen to tell. And this is, I remember there was an ethical question over whether Stephen, for example, at MTV News, like, how do you cover the game? It's MTV? And he's like, it's different. It's like not the same. It's a big company. But the alignment there was kind of wild. And the timeline that we're talking about, again, 2005, Qatarier 1 comes out.
Starting point is 00:40:22 Boom. 2006, Guitar Hero 2 comes out. It comes out for PlayStation 2 and Xbox 360. And then 2007 rock band and Guitar Hero 3 come out. And so by 2007... The pace of that is just bonkers. Like, both of these companies sell. And, like, I'm used to a lot of acquisitions
Starting point is 00:40:44 where, like, a company sort of disappears and languishes and everything falls apart. But it seems like basically both of these companies showed up to work at their new giant corporate parents And they were like, you have a new game due in 12 minutes. So you have the originators of the gameplay, harmonics, making rock band, critical hit. That was the one that I think, you know, the nerds really appreciated it, brought everything together. But then you had a guitar hero, which had the brand name.
Starting point is 00:41:06 It had at this point the marketing muscle behind it. And it went on to be a massive sales hit. And I think that was the first retail game in history to crack 1B. That's what we call in the biz, $1 billion. That's not what we call it in the biz, by the way. And so you had these, like, two competitors, one, you know, that still had the brand name and still had the sort of retail weight. And then you had the critical darling and set up a really great competitive set. I refused on principle to play rock band because I had like guitar hero loyalty and rock band was like the knockoff.
Starting point is 00:41:38 And now knowing what I know, it's actually the exact opposite. Yeah, yeah. The soul of guitar hero lived on in rock band. I had no brand loyalty at that point. No. That was purely a commercial decision like, oh, you want me to spend how a. much money to buy like this entire kit absolutely not
Starting point is 00:41:54 we're just going to stick with our PlayStation 2 and our three rock band games I was a snob I went to in 2007 I mentioned E3 changed 2006 was the last like E3 of that kind in 2007 they downsized they went to this
Starting point is 00:42:08 smaller media only event in Santa Monica where you went from like hotel to hotel that was the year it was terrible and rock band debuted at a like invite only hotel event. And I remember just being so excited to go in and we went in.
Starting point is 00:42:24 I still remember to this day, Nick Chester, who at the time was editor at Destructoid, another publication, later went on to work with Harmonics. Now he's at Annapurna,
Starting point is 00:42:32 I think. Nick, where are you? Anapurna. He crushed at it. He was really, like, he's good. And every other, for years,
Starting point is 00:42:39 when there's a lot of rock band events, you'd go and see Nick at them, and he'd shred and you're like, okay, it's a great job. It's a weird party trick. It's a great party. It is, so specific, like, you know, what is the worst superpower that you can have? Like, that is a
Starting point is 00:42:54 fantastic party trick. Like, it really is. He was like a rock band influencer. He knew he played a game. He was good at it. But I remember just like seeing that performance, walking into that room. I remember exactly what it looked like. I walked into the dimly lit. This is the basement. Living room. No, this is the suite. It's a fancy suite at a hotel in Santa Monica. And they had the drum set up and they had a TV in front of them. And there's just like 20 people just watching these journals play rock band. And it was like one of these really indelible memories for me of like a big shift, right? The competitive audacity to launch rock band against Guitar Hero 3 from the original developers with a full set with singing karaoke revolution style.
Starting point is 00:43:38 They had all the pieces. A quite literal mic drop. Yep. And they had another fun thing about rock band is they had the masters. It wasn't just covers. They had this MTV relationship, and they were able to leverage that. And so, you know, Qatar Hero 3 outsold it because it was cheaper and it was the brand name. But there was this new, really intense and very well-earned competitive landscape that just didn't exist before.
Starting point is 00:44:05 And it made that launch 2007, everything that came after that, just like really exciting. It was its own little console war, if you will. Yeah, it just continues to be wild to me how quickly all of that happened. And then they start making like several of them a year. These things are just started coming out in like crazy, absurd rapid succession. And to your point about the masters, one of the things I thought was really interesting was that these games wound up being sort of crushed by their own success in a way. Because like at the very beginning, either nobody cared about Guitar Hero and didn't want their stuff
Starting point is 00:44:38 because they just didn't want to like negotiate the deal for the song. Or they were able to get it pretty cheap because artists were like, well, whatever, who is this game? we'll take some money. Sure. The amount of money you made off of video game licensing before that was nothing. Right. Exactly. But then as it gets bigger, all of a sudden, getting in a guitar hero game becomes a huge win for you as an artist.
Starting point is 00:44:59 In the same way that it's like the modern equivalent is probably like the Fleetwood Mac song blowing up on TikTok, right? And it's like all of a sudden these songs from 10, 20, 30, 40 years ago are zooming up the charts because of this one very specific property. And for a long time it was Guitar Hero. that was like if you were there, like you and your cool jazz music, right? Like you, people were picking up Guitar Hero and being exposed to completely new kinds of music
Starting point is 00:45:23 that they then like cared about for a long time. So then all of a sudden it's like, okay, well, A, we want to be on this game very badly, but B, we would like a piece, right? Especially as Guitar Hero 3 comes out and sells a billion dollars and becomes huge. They're like, well, a huge part of the appeal of this is our songs. This doesn't work without the music that everybody likes, which I think, is an interesting, like, it would have been interesting to see them go all the way down the road of, this is music no one knows, would the game still have worked? I don't know. But then it, like,
Starting point is 00:45:56 becomes a problem because they have to spend all of this money on their songs, eventually, like, the image and likeness of the people that they wanted to have. And so the bigger the game gets, the more expensive the game gets. And it starts to sort of collapse on itself in a certain way, especially as the game starts to get a little less popular, which happened really fast. Like, the whole Guitar Hero era was like five years, which is bonkers to me. They split into two companies. They made a thousand more games. And ran it into the ground.
Starting point is 00:46:22 Five years. Five years. Like by 2010, they've both guitar hero, let's see, the number I have is by the end of 2010, Guitar Hero had sold $2.47 billion worth of games, and Rock Band was $1.2 billion. This is by 2010. Meanwhile, at this point, Call of Duty is doing a billion dollars a year, so do that what you will. But these games are like huge, and then it just fell off a cliff because people, everybody who wanted Guitar Hero, I guess, had it.
Starting point is 00:46:47 It was very funny playing the first one again today because I'm like, oh, this game still rips. Like, I don't play this one, and I'm like, you know what I want now is Guitar Hero too. It's like, oh, no, I have Guitar Hero now. Like, I'm good. It reminds me of the We and We fit to some degree. Guitar Hero was very, very popular with people who are not video game players.
Starting point is 00:47:06 My partner, to this day, I live in a house, anyone that's seen me on a meet call. I live in a house with a home office full of video games video game junk. My partner plays one game. One fan. It's guitar hero. Guitar Hero or slash rock band. That's it. And I would break it out. We broke it out recently a few months ago and prep for this. And my son has friends over and they play Beatles rock band and they have a great time. Like it's just universally appealing. You can put it in front of anyone and they enjoy it. And they get it. And they get it right away. And the game was a big hit with people that weren't gamers.
Starting point is 00:47:38 But it also means it's easy to put down. This is not the thing you keep coming back to. It's big. It's in your living room. They used to sell furniture to keep your. rock band kit in, an ottoman that flipped up that you could store all your stuff. And everything was so big. Folks in the chat, hit me up with that link to that piece of furniture. That's got to be on Facebook Marketplace somewhere. Well, even then, like, there was a time when getting a whole rock band kit was on pre-Facebook Marketplace Craigslist for a dollar. Like, people are just getting rid of this stuff. And it was so easy to get. And then five years later, you're like, oh, should I need that? Oh, it's expensive now. And it's hard to get.
Starting point is 00:48:12 I used to work at FYE, which for you younger kids used to be a CD store. Sorry, coming on what sort? FYI, exactly. And we sold video games. We're one of the rare FYEs that sold video games. This is in Tower City in Cleveland. And to your point about the Wii and this crossover appeal is we had guitar hero controllers. And the number one guitar hero controller that people would ask for whenever they would come and buy stuff was the one for the Wii.
Starting point is 00:48:39 Because that's what they wanted. when we would get them in and they would disappear like that because that's what people want. Even now you go to like, I don't know if they have that around here, but like the exchange, which is one of those like secondhand places, they always have a guitar hero controller. People are always buying them. They're always there. They're always like more than what you would expect to pay for them. One of the things that we wanted to do for our wedding, we got married in our backyard was we tried to put together a rock band set and that would be like wedding entertainment for people to just like pick up.
Starting point is 00:49:10 That's such a good idea. We weren't able to make it work, but like for months and months and months up to the lead-up, like my husband would go down to the basement and hook up his PlayStation 3, and you can hear him tapping on the drums for rock band because, A, it's excellent cardio, and B, it's fun. It still works. It's very hard to find a game like that that's still like you can just put it down in front of anybody and they immediately get it and it still feels the way that it did 20 years ago. My rock band drum set still the same one I got in 2007,
Starting point is 00:49:40 and I have a piece of diamond-plated metal cut to the foot pedal because the foot pedal used to snap in half. I got that fixed. And then I put, they sold these sound dampening pads that you'd put on the pads because it was actually very loud. They're allowed. And so I put those on to make it quiet.
Starting point is 00:49:58 And then I still use, at one point, my proudest moments, I caught a drumstick from Questlow from the roots and it has like a little signature on it. So I have two drumsticks, but one of them is my little Quest. I love drumstick. Still my drumstick I use for rock band. That's awesome. Yeah. It's a good. It's a good setup. Come hang out. Questlove. If you're watching, I know you are. Get at us.
Starting point is 00:50:19 We know it's a game or two. Hit me up. I'm a Philly, Questlap. We'll hang out. Love this. So we're basically at the end of the guitar hero story now, which is kind of wild. Harmonics went on to make a game called Dance Central, which is a connect game because harmonics can't help itself. But some part of this is also the physicality that's going on here, right? It's the Wii and the physicality of Wii sports. It's good. guitar hero and the physicality of guitar hero and then Microsoft's like ooh physicality we need some of that we'll do connect and that didn't it wasn't quite go how they thought um
Starting point is 00:50:49 and then they went all in on Xbox one and that's all she wrote but uh yeah Dan Central Dan Central by most accounts too wasn't my cup of tea but it did okay and people liked it was again critically acclaimed yeah yeah and then rock band lived on a while uh got onto some next gen consoles guitar hero everybody kind of soured on after a while I think it became such a like obvious money grab that everybody just kind of gave up. They gave up. The thing I didn't know is the coda to this story is Harmonix got acquired by Epic Games and is now part of Fortnite.
Starting point is 00:51:18 Yes. Which is actually like a perfect ending that I had no idea had ever happened. It's kind of like a very good happily ever after kind of. Yeah, it kind of is. Because that game still lives on. Yeah. And you can still play it and you can still get new controllers that work with your computer and play it.
Starting point is 00:51:34 Can you still buy a guitar for Fortnite Festival? Yes. They do exist. Oh, that makes me handy. Riffmaster. My favorite part. of Fortnite Festival is I can now get Sabrina Carpenter to play music in Four Night Festival where I can also have her kill fools in Battle Royale.
Starting point is 00:51:48 And that's just dope. I got Hakkunimitsu, killing fools. I got Sabrina Carpenter killing fools. I feel like if you've ever wanted a perfect encapsulation of where games have gone in 20 years, it's that sentence that you just said. Sabrina Carpenter, Killing Fool. Yeah. Sabrina Carpenter shredding and killing fools.
Starting point is 00:52:03 Yeah. 2025. I got Billy Ayush, Hakimitsu, and Sabrina Carpenter on my squad. And we're going to roll out on you. Ariana Grande and LeBron James. Watch out. First of all, it's a sick rock band lineup. Second of all.
Starting point is 00:52:17 It's good stuff. All right, we need to take one more break, and then we're going to come back, and we have the version of history questions. Support for this show comes from What Not. Whether you're selling online or out of a storefront, you already know the challenge. You're simply hoping for people to find your listing
Starting point is 00:52:35 or waiting for them to walk in. But What Not flips that. They say they're the live shopping marketplace where you can shop, sell, and connect around the things you love. On What Not, you go live and sell directly to people in real time. They see what you've got, ask questions, and buy. And they keep coming back. Whether it's beauty, collectibles, electronics, luxury fashion, and yes, even cookies,
Starting point is 00:53:05 sellers are building real thriving businesses. And for a limited time, What Not says they'll match your first. $150 sold in the first month. You can visit whatnot.com slash sell to start selling.
Starting point is 00:53:21 That's W-H-A-T-N-O-T-com slash sell. Whatnot.com slash sell. Support for the show comes from Anthropic. Not every question has an easy answer. And the ones that are really worth asking usually come with a healthy
Starting point is 00:53:45 mix of inspiration and backpedaling, aha moments, and quiet meditation. When you're working through one of those problems, you want a partner to bounce ideas off of and figure out where the deeper issue lies. That's where Claude can help. Claude is the AI for minds that don't stop at good enough. It's the collaborator that actually understands your entire workflow and thinks with you, whether you're debugging code at midnight or strategizing your next business move. Cloud What extends your thinking to tackle the problems that matter? Plus, Claude's research capabilities go deeper than basic search. It can have comprehensive, reliable analysis with proper citations, turning hours of research into minutes.
Starting point is 00:54:29 Ready to tackle bigger problems? Get started with Claude today at cloud.aI slash vergecast. That's clod.aI slash vergecast and check out Claude Pro, which includes access to all of the features mentioned in today's episode. Claude.a.ai slash Vergecast. All right, we're back. So in every episode,
Starting point is 00:54:54 we have eight questions that we try to answer about every single product that we talk about on the show. The first question is what was the best thing about the very first guitar hero? Chris, what do you think? I'm going to go ahead and say
Starting point is 00:55:05 the thing that was true before Guitar Hero and the thing that was true to some of your after Guitar Hero, which was the game itself. Right? Just the rhythm gameplay itself was adaptable.
Starting point is 00:55:14 It worked in these different formats that worked with different instruments. The guitar is the thing that got people to pick it up. But when people played frequency and amplitude, they liked them. They just didn't pick them up. And so the guitar got them to pick it up, but the game itself was the best thing there. Okay. I like the physicalness of it.
Starting point is 00:55:32 I like the different kinds of genres of music, like, encapsulates across, like, several decades. Like, you've got, I don't know, I can't even think of the cell of the top of my head. But just that smattering of different music tracks from different genres definitely opened my eyes to the possibilities. And I really appreciate that. I like it. I'm going to go more niche, which is that I think the real-time audience feedback was amazing
Starting point is 00:56:01 and is still like an underrated thing that you don't get enough of them video games anymore. People booing at you. When it boos, it feels bad. Yeah. It is like genuinely upsetting when you're playing poorly and the crowd starts doing. at me all the time anyway, so I'm just used to walking down the street, getting booed at. It's just your day to day. Hell of them, Philly. It's all right.
Starting point is 00:56:20 All right. Question number two, what was the worst thing about the first guitar hero? Well, I was going to say the worst thing about Guitar Hero was when Activision came in and bought Red Octane, which I guess technically works. I guess that's true. That was technically in the life cycle of the first guitar hero. All right, I wasn't going to allow it, but I'll allow it. I'm going to go ahead and say, I can't remember 2005 and what it felt like, a time of like limitless opportunity and possibility. The future was great and wide open. We probably had a lot of positive feelings about the world. Can you imagine? That was the year I graduated high school.
Starting point is 00:56:56 So, yeah, that was all that. It was in my commencement speech. And then 2008 happens. Imagine what a commencement speech is like today. Everyone's good luck out there. See you. Bye. Bye, crypto.
Starting point is 00:57:08 So I'm going to go ahead and say the price tag. I think, again, the limitless pocketbooks of 2005, where we all apparently had money and interest rates were low, I guess. I don't know. But that price tag, I'm sure it was an impediment for the people who could afford it, you know, could have been less. Hindsight, 2020, I know, I know, but $70 and you got the controller and the gate. I know.
Starting point is 00:57:35 Yeah, but gas was 50 cents or something. I don't know. You buy a Coke for a nickel. You scamp, get out of here. No, that's what's fun. I think both of those things are true. Right? In retrospect, it was very expensive, and it was a big swing to be as expensive as it was.
Starting point is 00:57:48 But we also look back and it's like, oh, weren't they adorable for thinking that was expensive? I know. It's just bless their hearts. I think the worst thing, and this is somewhat controversial, and I might get in trouble for saying this, but the music library on the first one was not for me, especially because, again, this is America. American Idol watching recently puka wearing David Pierce in 2005. Big ACDC fan. This was not nearly poppy enough for my taste.
Starting point is 00:58:16 This was like the music that I listened to when my friends were in the car because I wanted to impress them. This was not the music that I listened to by myself in the car, which was like, did I know all five parts to the in sync song tearing up my heart and could sing any of the harmonies on demand? I did. And I could. That's the music. And I will. Ladies and gentlemen, David Pierce. And I eventually got some of that stuff, right?
Starting point is 00:58:40 And I was like, the thing I liked, actually, I think I might have been the only person who liked the, like, artist-specific ones that came out eventually because some of those were just sort of closer to my zone. This was just, I wasn't cool enough to, like, rock music enough to really get into this game. Have you talked to your therapist about this? No, honestly, that felt really good to say.
Starting point is 00:58:58 I'm not going to lie to you. I appreciate you guys being here for this. My claim to fame is at some later point when DLC happened in rock band, the theme song for the podcast I used to host the joystick podcast made its way to the DLC. That's cool too.
Starting point is 00:59:11 Yeah, ripped joystick podcasts. That's a claim to fame right there. I like that. All right, question number three. Would it have been a bigger hit if Apple made it? No. Part of the reason why
Starting point is 00:59:20 Guitar Hero occupies the space that it does is because it's really grimy. It's not polished. Apple would have over-engineered the hell out of this. We've got,
Starting point is 00:59:31 would have gotten like all white, seriously heavy guitars that you could not like lift. It would have been so expensive. Yeah. Like you think 70 bucks is expensive. It would have been one button because, you know,
Starting point is 00:59:41 can't have, it's too many buttons. It just says guitar and you just press the button. That pared down, stripped down, like funkiness of it, like still works. Like it's good to have like an older game that with all that you can see the edges of it and the edges are actually really good. I totally agree. And especially the first one is like it's such a weird sort of bizarre game and like all the names are inside jokes.
Starting point is 01:00:04 There's a human footprint. or fingerprint in that game that would have been completely erased if Apple had done it because nobody human works at Apple. I'm sorry. All right, next question. What feature of this thing
Starting point is 01:00:15 should every current version have? Oh, okay. So the thing that would go back in time and change about this is I would steer Bobby Cotec away and tell him to go do more moneyball stuff and be like a baseball financier instead of getting into video games.
Starting point is 01:00:29 I had a feeling that was going to be the answer. Do you think that there was like a much longer, life for something like Guitar Hero otherwise? Absolutely. You think? Because my only counter to that would be the like I already own Guitar Hero. Maybe I don't need, like, maybe there just was a ceiling in the same way that like everybody
Starting point is 01:00:46 who was going to buy a Peloton already bought a Peloton and that kind of screwed Peloton. Like I think we could have gotten more out of it if we didn't over saturate the market as fast as we did. Probably true. You know, you've got all these different versions like Beatles rock band and like Guitar Hero Aerosmith and, you know, all that kind of stuff. Like we didn't need all that. Like give them time to space. it out, maybe develop more innovations for their controller or do something, like give them time
Starting point is 01:01:10 to cook a little bit instead of just like serving meal after meal after meal after meal and eventually we're full and we can't eat anymore. Yeah, I think time and not saturated in work. It would have saved this game a little bit and we would have had it for a little bit longer. I don't think it would have maybe become like a call of duty kind of deal where, you know, we need one every year or we need one so often. And it's okay to let video games, like, die, essentially. Like, we had a good run. I think five years was too short for this run.
Starting point is 01:01:41 That's fair. I'll give you that. I'm going to argue a counterpoint to that, and then I'll give you my reason. But I think that to some degree, they had this window, just like the Wii, where a bunch of people bought it. They bought the big controllers, the big drum sets. And there's a limited period of time before they put that on Craigslist. Or they put it in a garage sale. And so you've got, you know, your aunt Linda has the whole setup, and she liked it when you're like, she's not going to keep it forever.
Starting point is 01:02:03 It's not going to go in the basement. And when I break out my set, the number of people who are like, oh, man, I used to have that. Nobody has it anymore. Everyone got rid of it. Nobody keeps it in the basement. I'm just a sicko. First, if I'm going back in time and I can redo it all, I'm going to buy a lot of tickets. I'm going to kind of bring back a sports book, going to just put a dollar in the high-yield savings account, et cetera, et cetera.
Starting point is 01:02:24 So I'm going to do all that first. Sure. That's good. Put some money in a Panama account, too. So am I red octane or harmonics? Who am I? Interesting. thing. You're the CEO of harmonics.
Starting point is 01:02:37 No, this is a true your own adventure. This is the walking dead. So you have to, you get a branching path. Ashes right. If I'm a doctorating, you in 2005, you get to choose. If I'm at octane, I buy harmonics. Okay. That was a big boo-boo. It's a little bit of a mistake. Just split up. Don't split the party. I buy harmonics. I make them, you know, not even buy merge, right?
Starting point is 01:02:55 Like, just straight up some structure in which that those two things stay together. Just make it one thing. And then in terms of, like, the saturation, you have a little bit less of, you a saturation problem with one major product that is sort of excellent instead of two excellent products. If I'm harmonics, hmm, that's a little trickier. I mean, maybe I would maybe same answer, but I would propose a merger. I'd propose some kind of, you know, don't just pay us to do this contract work for hire. Give us a piece of the pudding. And we'll keep doing it with you and see how that works out. Okay. So you also think that in theory there could have been a bigger,
Starting point is 01:03:28 longer guitar hero history than we got. I think that part of that history has, has to account for having a second marketplace player that was in its own right excellent, making a clearly duplicative product in that sense that there wasn't just one product that was saturated in the market, but two. That's pretty hard to unwind. And who's to say that, you know, this harmonics, red octane merger would continue to make rhythm games as like straight up simulation stuff? Also true. We're starting to see now a lot of people incorporate rhythm games into other kinds of games. You got Crypted the Nekrodancer specifically, those kinds of games.
Starting point is 01:04:07 We could have seen something like that come out of them much earlier than what we're getting now. And I think giving them the opportunity to have that runway and not just be ground down in the dirt would have been potentially, you know, good for gaming as a whole. It is an interesting sort of parallel universe in which you have like mainstream interest in rhythm games in the United States and a company with theoretically tons of resources that only cares about making rhythm games. games, that, like, it is probably true that is hugely unexplored territory. I mean, I even think about, like, dumb examples, like, supernatural, the fitness game for VR. It's like, that game was huge and fun. It was a completely different use of that same mechanic.
Starting point is 01:04:50 Like, there's probably a lot of places you could point that thing. Yeah. Yeah. Beat Saber has some of the same make-your-own-song mechanics. Somebody made, there's mods on the PC version. Somebody made an incredible version. You can check it out at home for the Outer Wilds soundtrack and Beat Saber. That's incredible.
Starting point is 01:05:05 But I was thinking about another thing, and just give Activision some credit here, they did try and, you know, find new parts of that market when the guitar and rock music part of the market died off. DJ Hero? DJ Hero. Oh, okay. You're serious. I'm serious. No, DJ Hero's great. Freestyle games.
Starting point is 01:05:23 Yeah, you both said that word, but you said it very differently. She's like, DJ Hero. I'm like, DJ Hero. I got two DJ Hero turntables in my office. It's a good game. DJ Hero, too, is good, too. The tracks are great. These great mashups, they brought in great DJs.
Starting point is 01:05:37 They did, I think, really good work. That game was, again, a critical hit. Did not sell great. And I think there was some attempt to, like, try and keep that party going. And it didn't quite work out. And they rebooted it. Freestyle games, again, rebooted Guitar Live, it was called, I think. Same developer.
Starting point is 01:05:54 Your office must be enormous. You've described so many, like, 20-year-old peripherals that no one cares about that I'm like, at some point, you just have a, you know, Six-story office going on here full of video games. I got it all. Here's the thing. It's not huge, but it's very dense. I'll give you a tour one day.
Starting point is 01:06:12 It's great. All right. Next question. What feature of this thing should every current version have? And I will rephrase this one slightly for Guitar Hero, which is if you could borrow one either piece of the game or mechanic or idea about guitar hero and shove it back into mainstream gaming in 2025, what would it be? Star Power.
Starting point is 01:06:32 So we haven't talked about this through this entire podcast, but part of Guitar Hero, if you've never played it, you can build up a resource like Star Power, and then you can deploy it to get super high scores or whatever. You can also use it to come in and save you when you're failing. So I think modern games could do a lot with, I know there's this whole thing about get good and, you know, Dark Souls is game for adults or whatever.
Starting point is 01:06:57 Wrong. Exactly. And having some kind of mechanic, like, you are clearly sucking at this. And instead of like getting these, He's pithy, like, would you like to switch to a lower difficulty? Like, any of those patronizing messages? Like, there's something that you can deploy to save you, to make you better or to get you through
Starting point is 01:07:11 like this difficult part. So it's like, you're bad, but you did one sick thing, so you're back. Yeah, exactly. I love that. That's the dream. That's life. Do one sick thing. We're so back.
Starting point is 01:07:21 I'm waiting. Has it hit me any day now. It'll happen. Also, Star Power, the fact that you could do it by tilting up the guitar. It's so cool. Very well played. Chris, what are you? This is tricky, but I think the thing for me
Starting point is 01:07:35 that was really transformative about it, again, something about the timeline with YouTube. I think there's still something here with live streaming and games and watching people beat Dark Souls bosses using guitar hero controllers and all this stuff. The idea of performance, that the video game itself is performance, the tools that you use to play at our performance.
Starting point is 01:07:54 And I think a lot about an essay that we've published on Polygon and about Spalunky and live streaming. and how Spolunky's challenges were only solved by a community playing in parallel with each other, that they could only sort of understand the complexity of the game by building upon what other people had already done. And so this idea of games that exist and augmented by distribution channels that are not the game, YouTube or Twitch or whatever, and the physicality of it, that sense that you can see, actually tell when somebody's better, and that you can share that and that is not the game. It is this different asset, this different thing.
Starting point is 01:08:34 And in a world where everything's connected through streaming and channels and distribution mechanics, it's strange to me that more games don't specifically build themselves to travel that way. So that would be my thought. I like that. Mine is just physical controllers. I just want more games specific items to hold. You say that. I don't want that many.
Starting point is 01:08:58 You really don't. So my only reason for thinking that I do is, playing Mario Kart with the actual wheel. Yeah, no, you're right. Is a delight. It is a delight. I don't know how far this idea goes. It's possible it goes right to there and nowhere else.
Starting point is 01:09:12 And I also understand that what I'm asking is for a lot of expensive things that I want. I have the illness. I have the Taito Drummaster set for Switch. I have. The office just keeps getting there. I know. I'm sorry. I'm sorry.
Starting point is 01:09:25 To my partner who's not listening to this at all. I'm sorry. I've got the Maracas up there from Sambadio. I've got all the dumb shit. If they make a dumb thing, that looks up to a video game, I'm like, well, I guess I have to have it. I can't not have it.
Starting point is 01:09:42 I'm down. Just reboot Duck Hunt in 2025, and I will buy the thing again. I'm just saying. All right, next question. Is there an alternate timeline in which this thing was more or even more successful? And I think, I suspect the answer
Starting point is 01:09:55 is the alternate timeline of these companies do not get acquired. And blake. acquire each other and get to have that long life, longer life, hopefully. I would have just really liked to have seen them iterate on the idea of applying rhythm game fundamentals to different kinds of games. I think that's a really fun thing that we're doing now, and I wish we had more of that. So game developers, please, like incorporate rhythm stuff into your games, because that's how
Starting point is 01:10:23 you get me. I like it. Chris, anything else? I don't know. I think that the time it launched was really, you. unique, maybe a couple years earlier. It wouldn't have had the same opportunity. A couple years later, it wouldn't have.
Starting point is 01:10:34 It launched on the PlayStation 2, which is, and launched at the tail end, right? Again, new console generation coming out. So it launched on a console that had a higher install base than any home console ever made before. And it just had a lot of things going for it. It really was like a little bit of, you know, the right people, the right place, the right time,
Starting point is 01:10:53 and then a little bit of serendipity and cosmic kismet there. I can think of a lot of ways it would have gone worse. Right? Like the size of that hit is hard to imagine. It's hard to replicate and it really hasn't happened again in that way. So I kind of am going to say that maybe again, sort of these counterfactuals of mergers, et cetera, that didn't happen. I think they really nailed it. They did 100% expert play on hard mode using their feet. They definitely had that vision and they executed on it. We want to make non-musicians feel like a musician and feel like a rock star. And they nailed that really. Really did. And it's really hard and really rare to have, like, such a clear vision executed so perfectly. Yeah. Yeah.
Starting point is 01:11:38 Which brings me to an expectation. Especially in video games. Could you reboot it now? Could we bring back Guitar Hero in 2025 and would it work? We do that. Like, that thing exists. That's what Fortnite Festival is. It hasn't like...
Starting point is 01:11:49 Does that count? Like, I genuinely, like, I guess the pro case for that would be that Fortnite is so huge that something inside of Fortnite is sufficiently huge to work. But I feel like a feature of Fortnite is just never going to be the thing that Guitar Hero was. I think if you think about Fortnite, and I'm going to channel my Tim Sweeney for you here. Okay. Okay, Death Apple, Google, et cetera, et cetera, et cetera, et cetera, et cetera. But Fortnite is a platform at this point. So, Fortnite's a platform, if Roblox is a platform, and if you think of it more as a platform,
Starting point is 01:12:20 and what they're trying to do is incubate different games inside of this platform, there is battle royale, and that's our shorthand for where Fortnite is. But I think what Epic would really want you to believe is that Rocky is, at racing is a part of that platform and that Fortnite Festival is, it's not reflected in the player accounts, which are still playing Battle Royale? But I think there's a world in which, like, are they on to something? Is there some future there?
Starting point is 01:12:40 Is music and culture a part of Battle Royale? It is. And so how do you actually get the music and culture part out in gameplay that isn't about shooting people? That's where festival comes in. Have they nailed it? I think you could probably make a strong case. They have not nailed it.
Starting point is 01:12:53 But I do think there is something there. I also think, and Ash, you can tell us about a clone hero. Like the community, on games like this and making some of this themselves in a way that is not tied up with the vagaries of music licensing and the distribution platforms and channels, we have the music. We have our Spotify accounts. Like, how do you just, like, hook up a guitar controller and play? And I think that's what's so cool about video games in general is that when the corporations
Starting point is 01:13:19 step out, the community step in. And the community for Guitar Hero has stepped up in a big way where you have Clone Hero, which is this game that you can download for free. you can get all kinds of tracks for it like tons and tons and tons of tracks you can make your own tracks for it it plays on your computer it will work with any kind of
Starting point is 01:13:37 controller as long as you have an adapter and hook it up to your computer and one of the things that I really like to do is I follow music creators and music game creators and watch them like do these super hard like this is not musical at all it just exists to be as difficult as possible
Starting point is 01:13:51 and just watching them do that it's fun it's fun I downloaded Clone Hero 2 for my son because there was a moment, like, a couple years ago. I think this was, like, on the tail end of, like, social distancing. We're all in lockdown. Like, okay, I'm going to make Clone Hero, my thing. Like, I tried to do with Guitar Hero and just play it.
Starting point is 01:14:08 And I don't have to worry about, like, I don't know, DLC or getting my PlayStation 3 to work or anything like that. It's just there on my computer. And I did that for a little bit. And my husband will tell you, like, every day for, like, you know, a couple weeks I would go. And I would play the same, like, six songs over and over trying to, like, relearn that muscle memory. And it was good for a bit. What I've realized after playing this game today was that, like, I kind of don't want a 2025 version of Guitar Hero. I just want, like, that Guitar Hero again, or I guess like a Guitar Hero with the songs that I like more.
Starting point is 01:14:37 But it did make me realize, like, I don't know that I want more from this game. I just kind of want the game back in my life again. I don't know if I'm going to be one of those people who forever regrets selling it on Craigslist. But playing it again, I kind of regret selling it on Craigslist. What if it was an in sync edition? I mean, I would never have sold it on Craigslist. For me, one of the appeals of retro games especially, and it gets complicated with 360,
Starting point is 01:14:58 and if you bought games, you have to restore your licenses to stuff, it's like a little janky, but when you go back to a PS2 and earlier, like the complexity of even just talking about Fortnite as a platform, like the simplicity of playing a game that just exists. You have it physically.
Starting point is 01:15:11 It's on the disc. You hook up to a TV, and it works. It is kind of wild in 2025 to have that experience where you're like, I plugged the thing, and I haven't used it a long time. And it works. Right. I don't have to update it.
Starting point is 01:15:20 I don't have to download new things. I don't have to pay a subscription. I don't have to like remember a password. I just turn on the damn game and it plays. We're all old. Right? We're all old. My copy on that is two things.
Starting point is 01:15:32 One, kids don't know. Sometimes it doesn't work because you've got the input latency problem. You have some other challenges. Fair. Two, I brought my PlayStation Slim here too slim because my PS2 fat. The disc drive doesn't work. There's temperamental. It works sometimes.
Starting point is 01:15:45 It was not going to work if I brought on the train and bumped it the whole way. So like those old consoles oftentimes just need a lot of attention. They aren't, they will not last forever without maintenance and support. And the folks who do that maintenance and support, God, Lushy if you're out there. It's not easy to find these folks. And so the internet community to Ashes Point takes over and starts to support this stuff, but we do have a video game preservation problem. You can't go to your library and get this stuff easily to play an old game. It really is hard to access, which is sad.
Starting point is 01:16:17 And so I think that, you know, part of my enthusiasm for having a home office full of this bullshit. Can I say bullshit on the podcast? is that I know I can't just go get it somewhere else if I don't keep it. Yeah, I like that. So, all right, last version history question. Does guitar hero belong in the version history, Hall of Fame? The rules for the Hall of Fame still in flux,
Starting point is 01:16:37 but I would say the general rubric is, was this thing at least unusually important in the history of technology? Like, did this matter in some meaningful, specific way? and it has to, it doesn't even have to be good, it just has to matter. Does this thing matter enough to belong in the Hall of Fame? Yeah, I think, I mean, there's only going to be so many games
Starting point is 01:17:00 that have this real confluence of like hardware, software, culture, big moments, events, mergers, like all those things that are part of the tech industry that are part of that sort of, you know, amplified growth, it hits that in a way that breaks out of the normal niches of just video games and sort of transcends to some other. larger cultural context. But it's also frivolous and silly and it doesn't matter.
Starting point is 01:17:28 And it is just fun. And it didn't change the world in that same way. It's not an iPhone or whatever. It is a tricky one. It was so big and it burned so bright and then it died. And that's like what I would find like beautiful about it. That's the beauty. It doesn't have to be transformative in that other way.
Starting point is 01:17:47 It just has to have been like fun and pleasant. and, I don't know, like, well-intentioned. Yeah. I'm inclined to put it in just because I think it has, like, a damn near 100% approval rating as a thing. And I don't think there are that many things like that. I think it gets in for that reason. Yeah, I'm into it. All right.
Starting point is 01:18:06 So, this controller behind us, we're going to, like, hang it in the rafters or something until it all comes crashing down. All right. That is it for the show. Ash and Chris, thank you. This is so much fun. I appreciate you guys doing this with me. I appreciate the invite. As always, you can watch all of our episodes on YouTube.
Starting point is 01:18:22 You can listen to them wherever you get podcasts. And if you want to support all of this and everything, the best thing you can do is subscribe to The Verge. Theverge.com. It's a good website. We have journalism and websites and newsletters and podcasts like this one. Thank you for being here. We'll see you next time.
Starting point is 01:18:43 Version History is produced by Victoria Barrios, River Branson, Owen Grove, Brandon Kiefer, Travis Larchuk, Eric Gomez, Andrew Marino, and Alex Parkin. Studio support from Chris Shirtleff. Our theme music is composed by Brandon McFarland. Be sure to subscribe to the new version history podcast feed to get all of our new episodes as soon as they arrive.

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