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December 15, 2005RedOctane's Guitar Hero: An Interview with Marcus Hendersonby Brian D. Holland.
Before you're onstage and under the lights you choose a song to play along with. The list is comprehensive: Ace of Spades These songs are excellent covers of the real thing. The man behind the licks, riffs, and chordal arrangements of at least two thirds of the songs is a fine player from San Francisco by the name of Marcus Henderson. Marcus is the guitarist for Drist, and has toured all about the US and Europe as a special guest with different bands. I recently spoke with him and learned about his involvement with RedOctane and their game, Guitar Hero. Of course, we talked a lot about guitar as well. So tell me, Marcus. What led to becoming the guitar hero behind 'Guitar Hero'?
You have to play behind the beat, double pick bass lines in unison-behind the beat, and you have to be aware of the calls from the leader. I came into it green, and came out with what was a whole new appreciation for the style. It's one thing to impersonate certain qualities that makes different guitar playing unique, and another to really listen and learn how to analyze music and reproduce it convincingly. Challenging situations make you a much better player. It's those situations that prepared me for Guitar Hero, because you never know what you'll be playing, and the level of accuracy has to be so high that you really have to be on top of your stuff to do it well. I understand you've got a band together called Drist. Marcus: Hell yeah, Drist!! We just started mixing our record last night. We're almost done! It's really been an awesome year for the band! David Bendeth has one of the songs. It's sounds epic. He's with Breaking Benjamin and Hawthorne Heights, and had done a bunch of good stuff. He's mixing it out, so things are moving along well. Talk about Guitar Hero.
The unlocks are pretty cool. Marcus: Here's a cool story. John Tam, the game's producer, told us that Zakk Wylde had heard about the game. He called up Harmonix in Massachusetts, our developer, and asked them why we had put out a guitar-oriented music video game without him being a part of it. It was a stroke of genius, man. He's now on the box! Zakk rocks, and to have him involved is great. He gave us the rights to use his concentric circle bull's-eye Les Paul. It really makes the game; it legitimizes it. Zakk is such a bad ass on guitar. I mean, who's going to go up to him and say, "Why are you playing with a plastic toy guitar, Zakk?" [Laughing] Kids won't learn to play the guitar from it. It's just a fun game.
The game progresses, too. You start off in a little practice room and eventually find yourself onstage in a huge concert hall. Marcus: Right. And the setlist is designed so that the very first song you get into is 'I Love Rock and Roll'. It's a pretty basic song as far as form. All of the songs are rock standards basically. I'd heard a lot of these songs so many times growing up that it wasn't too difficult for me to pick them apart and get them going. I mean, some of the idiosyncrasies of a solo and figuring out how to play, or attack, each song are what made the sessions so unique. But as I was saying, it's 'I Love Rock and Roll' first, a fairly basic yet classic rock tune, and then it ends with 'Bark At The Moon'. That's a huge leap in a career. By the time you hear 'Bark At The Moon' you're confident, and you deserve to be up in that highest venue. If you can pull of 'Bark At The Moon' in the game, man, then you're rockin' pretty hard.
Since we're heading that way, Marcus, and because it was of such tedious importance to the recordings, talk about the gear used in achieving the required tones for each song. Marcus: Okay. First of all, the sessions were done in Fremont, California, at WaveGroup Sound Studios. It's an absolute world-class facility. I'm actually endorsed by Morley, VHT, Graph Tech, and a few other awesome companies. I gathered pretty much every toy out of the toy box for this. We used a variety of different amplifiers. I brought them all in myself. I was in charge of getting basic tones up and running. I knew what I had to do when I entered the studio basically. Certain songs would be more suited to an EL34 kind of grid, while others required a Mesa. I used a VHT, a Marshall, a Triple Rectifier, a Line 6 HD, and pretty much every effect pedal under the sun. I broke out some special ones, too. I used a couple of rare Boss pedals. One of my favorites is the Maxon overdrive pedal, the OD-808. It's like a Tubescreamer, but it adds this really special attack to your picking. It gives it a kick ass bite. Guitar-wise, I used a couple of different SGs and a couple of different Strats. The Strats were set up differently, with different pickups. Basically, for the really heavier stuff, I used a Strat loaded with EMGs. For some of the bulkier rock stuff I grabbed an SG or an LP with 500T, 490T, and a burst bucker respectively. I also used an Explorer and an LP Studio. Talk about guitar playing, and your experience and inspirations. Relate it to you, as being the guitarist in Guitar Hero.
Basically, in short, if you asked me what makes a certain player good, in a couple of sentences I'd say, 'this is what makes him who he is'. Like so and so gravitates toward this melodic motif most of the time. Good is a different story altogether. You can play slow or fast, and you can gather all of the tools in the world. Once you have the tools, it's what you do with them. It's how you put them in a musical context for people to enjoy that makes a difference. I knew early on, mainly because I failed a few auditions when I was younger, that if I'm going to satisfy this drive in me to become the very best guitar player I can, then I have to learn, even painstakingly, as much as I can about every facet of music. That's what I think prepared me for 'Guitar Hero'. I have relative pitch and can hear stuff. I can tell you where on the neck it's being played, what position it's being played in, what key it's in, and sometimes what amp and guitar are being used as well. With those details, it helps me get into it. I'll hear a song and start analyzing the form. There are only twelve notes you can deal with, so you're going to be able to find it on the neck, even if your ear isn't well developed. You should be able to find the note sequence. After that it's kind of like analyzing the form, putting it together, and then attacking the trouble spots. In Guitar Hero, a lot of it was the solos. Yeah. That would take some time, I would think. Marcus: And I didn't have much time. Most of what I had a chance to listen to sounded pretty good. I didn't immediately realize that they weren't the originals until the vocals came in.
Did you play along with a band, a bass player and a drummer? Marcus: Not often enough. In some cases, because of the workload, the composer at WaveGroup would do the drums and the bass and then kick over the mix to me. I'd then fill it up with guitar. Luckily, Scott Dugdale at WaveGroup would have everything prepared for me as much as humanly possible. In certain cases I got to do a bit more. I played bass on 'Cowboys From Hell'. In fact I produced that entire session because they were away when the song went down. Here's a quick story about 'CFH'. I love metal. Dimebag [Darrell Abbott], who was like a luminary in the metal community, just passed away a few months beforehand. Here I was, the only player in the world responsible for honoring the memory of Dimebag by playing this song. If anything, I over analyzed 'Cowboys From Hell' to the point of madness. I wanted it to be so perfect, and such a service to the Abbott family, and I wanted the metal community to know that I really worked my ass off to get that down, to show respect for the spirit of Dime. I think we pulled it off; I think it sounds amazing, to tell you the truth. ![]() There's a music store in the game, in which you can utilize the game's unlock feature. You can take the money you earned from playing gigs, go in and unlock new Gibson guitars, new skins, and new songs to play. One of the things you can buy is the unlock video. The screen says, 'If you think the solo in 'Bark At The Moon' is hard, wait until you see someone rip it in real life'. How cool is that? It shows me playing the solos in the video. I'm not going to kid you, Brian; some of these songs were real hard guitar parts. There's a reason why these guys are the best of the best. They don't call the game Guitar Hero for nothing. The setlist is like a who's who of Rock and Metal guitar legends. It was no easy task going into the studio and recreating some of the finest masterpieces in rock history. I had such great help around me, too. And because of my experience, and because I really wanted it to be that good, you can tell that the level of detail and attention is pretty high. I came out of this even stronger. I'm ready for Guitar Hero II. It sounds like a good gig, Marcus. Marcus: It's great! I have a really unique situation here. It allows me to be in my original band and write original music, and then I get paid to play guitar for one of the most popular video games in history. I did 30 years worth of guitar, everything from The Donnas to 'Iron Man', and everything in between. The game rocks! Related links
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