Between constant delays, failing to deliver on promised experiences, or completely changing the style of a title around after the money has long since been collected, Kickstarter projects have been getting a bad reputation these days, and for good reason. So when a project that originated from a crowdfunding source releases with a legitimately great product, people take notice.

Harmonix reached out to its fans in 2014 to fund a remake of the PS2 cult classic, Amplitude. As the game that essentially layed the groundwork for what would become Guitar Hero and Rock Band alongside its prequel, Frequency, expectations were through the roof. Now that I’ve experienced the full game for myself, I’m happy to say that Amplitude still hits all the right notes, with a wave of nostalgia that’s sure to reward fans who have been clamoring for an update after 13 years.

Amplitude Screen 1

If you’ve never played Amplitude, Frequency, or their spiritual successor, Rock Band Blitz, then the concept around the game play might sound insane, but stay with me. As one of many selectable Beat Blasters, (which looks like a ship out of a sci-fi movie,) your job is to fly across one of multiple tracks that represent a different instrument or layer within one of the game’s 30 songs. By hitting enough of the three sets of beats using the L1, R1 and R2 buttons in sequence, the track will break down and start playing by itself. From there, the player must shift over to a different track and activate a new part of the song without missing a beat, with the ultimate goal being to get the full song to play on its own. You can’t take a break for long though, because each track eventually respawns, forcing you to keep the beat until the end of the song. Each successfully completed segment builds up your point multiplier, while missing sections will drop your health. If your health runs out before the end of the track, well… You know what happens. Thankfully, your health recovers as combos build as well as when you hit each quarter of the song, so you’ll be able to coast on easier tracks if you’re on the verge of failure.

Now if you have played games in the series before, then all of the above sounds exactly like what you would expect. Yet, that’s not to say nothing has changed, and all of it for the better. Most noticeably, the Beat Blaster no longer has to travel along empty tracks to get to the next open one, which was a surefire way to lose your streak in the past. Now, a simple tap of the left or right direction will transport you directly to the closest active track. You’ll still need a keen eye to figure out which button you’re going to have to start the chain with, especially if the track you’re moving to is farther away, but as those who experienced the originals can confirm, it’s so satisfying to keep those combos going as you move from section to section.

Amplitude Screen 2

When it’s proving to be too difficult to hit the right notes however, Amplitude offers unlockable power ups that can really change the game. Featuring both new and returning items across single and multiplayer, these powers become available after hitting certain notes with the desired power’s symbol on them. Ranging from automatically clearing a track, to flying over the whole stage, slowing down the speed of the song and your standard score bonuses, their various effects can give you a huge advantage when trying to maximize your results. Considering that this game can get REALLY difficult on the Expert setting and above, some of these are absolute musts for surviving the game’s gradual difficulty increase, while further keeping us on our toes at the same time.

So now that we’re all initiated with how the game works, the question at the end of the day is does this still translate into an enjoyable way to spend that precious gaming time? As with the originals, the game play is top notch, still holding up to this day. If you’re used to the single track gameplay style of the band games that rose to prominence over the last few years, then Amplitude is like those titles with ADD. Having to manage which tracks you want to tackle, pulling off complicated sequences and seamlessly transitioning straight into another one without losing your streak, accomplishing the often difficult task of getting the whole song to play is one of the most immediately rewarding accomplishments I’ve experienced. Topping off the gameplay with some impressive visuals with an emphasis on lighting effects, and the combined experience makes you feel as if you can conquer any sound put in front of you. More so than most games, getting better and pulling off these feats over time rewards you with a type of instant gratification that you can’t easily find anywhere else, providing such a simple, yet powerful pleasure when revealing the entire track in unison.

Amplitude Screen 3

If there is a place that the game falls short at though, it’s in the features it offers. Much like the original release, Amplitude doesn’t have a ton of frills outside of the standard game play modes. Consisting of quickplay, local multiplayer, (with both a co-op and competitive mode supporting up to four players,) and a strange campaign, the game gets you started with a few songs out of the gate. As you accomplish certain tasks like completing specific songs, playing a designated amount of songs in total, or progressing to a certain point in campaign, more of the track list becomes available the more you play. Yet, despite how addicting the game play is or how varied the difficulty modes are, being forced to play the same limited set literally over a hundred times before the full list is available becomes annoying to pull off, especially if you’ve mastered the songs you enjoy up until that point and have to keep replaying them arbitrarily.

On the other hand, campaign would have been much better if you actually could replay songs. Set to the backdrop of your Beat Blaster trying to unlock portions of a comatose patient’s brain in order to help the person regain consciousness, (because it makes as much sense as anything else going on in the game,) each of the three sections consists of four songs, with a hidden fifth track being revealed if you score well enough on the first four. Totaling 15 songs, this is where you’ll unlock new stages the fastest. To differentiate itself from quickplay, certain tracks require you to hit a certain streak number to regain health at the quarter checkpoints like usual. Coming up short results in the opposite, taking half a health bar of damage. While the story and gameplay tweeks are all well and good, campaign falls hard when it comes to actually completing it. In order to get the true ending, you have to beat all 15 levels, including the three hidden ones. If you don’t unlock them, you’ll have to start all over again. Yep, that’s right! From the beginning, with no way to replay campaign songs for better scores. Now imagine getting to the end and not knowing that until it’s too late. While I understand that short single player modes are typically padded, forcing you to replay the entire game is insanely annoying, even if the journey to get there is a hell of a lot of fun.

Amplitude Screen 4

Thankfully, the repetitive nature of unlocking content is helped by the game’s highly addicting multiplayer mode. Surely designed to ruin friendships in some of the cruelist ways possible, this new take on the game’s Vs. mode has opponents fighting for the highest score by trying to hit the most notes for a shared song. The player who gets to a track first is the only one that can score on it, but the player in the back row can use their power ups to sabotage the active Beat Blaster on that track. Unique multiplayer abilities like the Disrupter make the track that your friend is scoring on blurry and wavy, making it almost impossible to see. The Cleanse power that’s a huge asset in single player mode for instance, becomes the quickest way at labeling yourself as a huge jerk by instantly clearing the track, destroying your opponent’s combo in the process. Moments like these are where the multiplayer shines, which is why it’s a huge shame that the mode is local only. As far as co-op is concerned however, it’s a lot more straightforward, where each player teams up to score as much as possible.

As one of the first projects I’ve ever crowdfunded, I’m very happy with the way Amplitude turned out. It’s true that it’s missing online modes that the original had, features fewer licensed songs, with more original tracks that more closely resembles Frequency‘s set list, and a thin feature set, but considering the game’s budget, Harmonix’s latest still manages to capture the magic that started a rhythm revolution over a decade ago. Gorgeous visuals compliment creative game play that both new and old fans should make sure to check out. Unique, rewarding and oh so addicting, Amplitude cannot be missed.

Final Score: 4/5

The cult classic rhythm game is returning! After barely squeaking past it’s Kickstarter goals, the successor to Harmonix hit music title FINALLY get’s a release date. Check out the launch trailer below!

Amplitude is a reboot of the 2003 PlayStation 2 music game by Harmonix Music Systems, Inc. The developers that worked on the original game are back to bring Amplitude to current Sony consoles with high-fidelity visuals, new music, a sci-fi narrative, and more. Play cooperatively, or competitively on over 30 songs, only on PlayStation!

You can snag Amplitude on PS4 when it’s hits PSN January 5th!

Briefly: Back in January, celebrated developer Harmonix revealed that it would have to push its Kickstarter-funded reboot of popular rhythm game Amplitude to this Summer.

Unfortunately, it looks as though the game is taking the route of every Kickstarter project that I’ve ever backed and has been delayed once more.

Now, this isn’t just a case of shipping estimates being impossibly ambitious in order to procure more backers, but instead Harmonix has decided to vastly expand the title, and just can’t possibly finish the new content in time.

In an update to the project’s Kickstarter page, Harmonix’ Alex and Ryan detail just what’s going on:

Greetings, beloved backers!

 

This is Alex Rigopulos, writing to you through a cartoon speech bubble. Ryan and I are eager to fill you all in on a number big developments in Amplitude Land.

 

As the game came together this year, it became apparent to all of us that it was shaping up to be something really special. The gameplay is as fun and addictive as ever, the HD visuals are gorgeous and hypnotic, and the soundtrack is killer.

 
The game is fulfilling all of our hopes and ambitions for it, and at a certain point, we made a major call: We’ve decided to double down, increase the project budget, and make the new Amplitude bigger and better than the scope of game we originally pitched to you all last year.

 

I will now hand the mic over to Cartoon Ryan, who will tell you some more details.

 

Hey there…

 

Although we had originally promised about 16 songs total, we have decided to cram as much awesome music into Amplitude as possible. We now upped the total count to 30 songs! If you are a backer at the appropriate tiers, you will also get a 31st song too, voted on by the Song Senate—our group of backers that chipped in at the Song Senate tier. (Side note: In a display of true Amplitude community good will, the Song Senate decided to keep the “most wanted” song in the main game soundtrack, instead of keeping it all to themselves. THANKS, SONG SENATE!)

 

You guys may also recall that early in the dev cycle, we decided to add a concept album wrapper to the otherwise vanilla solo mode. This is all new for Amplitude and we think it adds a bit more depth and interest to the game and the songs themselves. The core campaign now includes 16 all-original songs, written in-house by our amazing musicians. You have heard some of these tracks in past posts and at the conventions… songs like “Decode Me” and “Wetware”.

 

In addition to the basic play modes that were promised originally, and the single path/single environment in which they would be presented, we decided to expand both of those dimensions by adding 2 more playable environments, unique path topology per song, and more play modes. We are now shipping a solo campaign, solo free play, 2-4 player “free-for-all”, and an all-new team play mode (1v3, 2v2).

 

Over the course of the project, we created the original nanoblaster and the backerblaster, and also made 3 additional nanoblasters for players to choose from in solo and multi play. (v0.9 Chubs is my personal fave, displacing v1.1 Raven)

 

We have added leaderboards, allowing players to compete asynchronously against each other online for score, both per-song and across the whole game.

 

Oh! One last thing: There is a new, still-to-be-announced way to play the game that will change the way you think about Amplitude’s 6-lane track. More on that at a later date! Now back to Alex.

 

Thanks, Cartoon Ryan. So that’s all of the good news. Now for the bad news that comes along with it: It’s impossible for us to finish all of these extra songs, environments, features and modes on the same schedule. Our previous target for shipping the game was this summer. Now that we’ve committed to this expanded scope, though, we won’t be able to complete and ship the game until the end of this year on PS4 (with the PS3 version coming shortly thereafter).

 

Kickstarter backers who paid for the “early access” reward will be able to play the PS4 version in December, prior to the holiday break. For everyone else, the PS4 version will become available in January. (We’ll follow up with the exact dates in December and January for PS4 as soon as we have them. PS3 will follow shortly behind.)

 

We know that this schedule slip will be a disappointment to many of you. (Frankly, it’s disappointing to us as well, as we’re all dying to play the finished game…) However, our judgment was that our highest priority is to deliver the best game we possibly can to our fans—the definitive version of Amplitude. We want to over-deliver for our biggest supporters, and that’s simply going to require some extra time.

 

Some of you might wonder—will this delay mean that synchronous online multiplayer will be added? I’m sorry to say, it will not, as that is impossible within our budget means for this game, even with the expanded budget. However, our hope is that this release of Amplitude will be successful enough to justify a sequel or feature expansion pack that could include this. In the meantime, the newly added leaderboard system will enable plenty of heated asynchronous online competition!

 

Finally, I should add that the physical rewards are beginning production, and we’ll have more news on those in the coming weeks.

 

From the whole Amplitude team, thank you for your continued support and patience. We think that when you see the finished product at the end of this year, you’ll agree that the wait as been worth it!

TL;DR? Basically, it’s coming in December for early access members, and January for everyone else. Game modes have been expanded, and the track list has increased from a decent 16 to a whopping 30 tracks.

Sound like a good reason for a delay? Yeah, I thought so.

Are you looking forward to playing the Amplitude reboot? Sound out below!

Briefly: Is it sad that Harmonix’s Amplitude reboot is one of my most anticipated releases of the year?

Nope. It’s not. Because Amplitude freaking ROCKS (no pun intended).

The game was recently pushed back to Summer, but that’s totally okay, because the fact that it exists at all is amazing.

Harmonix has just released the first gameplay trailer for the game, and it’s so damned smooth. I can’t wait to disappear for a week when this one drops and do nothing but play (not even sleep)

Take a look at the trailer below, and head to the official Playstation blog for info on the newly-announced Team Multiplayer mode.

Excited?

Join Derek, Josh, Juan and Shane as they discuss the last week in video games!

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This Week

Club Nintendo shuts down.

Borderlands 2 & Pre-Sequel get current gen releases.

Amplitude getting pushed back.

Milquetoast.

Phil Spencer wears a Battletoads shirt.

Jon Tron Nuts & Bolts review.

Are video games too long?

Ahoy: History of Graphics.

Lizard Squad gets hacked back!

EVO lineup released.

Monster Hunter 4 Demo.

Majoras Mask 3D.

This Week’s Listener Mission Objective

What is the WORST game you’ve ever played?

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Briefly: All the way back in May of 2014, Guitar Hero creator Harmonix took to Kickstarter in an attempt to reboot their classic, critically acclaimed, and beloved rhythm game Amplitude. The campaign was a huge success (because the game is freaking awesome), raising over $840,000 of its $775,000 goal.

So the game is coming, and is well on its way through development. It just won’t be coming out as soon as we’d hoped. Here’s what Harmonix had to say:

As you all know, 2015 is the year we bring Amplitude back to Sony consoles. While our expected delivery date according to our Kickstarter page is “March,” our release plans have changed. We’re currently targeting a summer release.

 

WAIT, WHAT? WHY?

 

This is our first time working on PlayStation 4, and it’s been a big learning experience for the team. We’ve put a lot of work into our proprietary engine to support some of the new, awesome content we’re bringing to the reboot. These factors combined have bumped production out a few additional months.

 

In a traditional scenario, we’re sometimes tasked with shipping a game to meet publisher demands or in some cases, meet a deadline to make sure the game is available to be purchased during the busy holiday season. In these cases, developers have to re-evalute production needs and make difficult calls to meet deadlines, including removing or shrinking features and – in the worst cases – sacrificing quality in other areas.

 

With Amplitude and our promise of open development, you’ve given us the opportunity to create the game we want to make and, more importantly, make the game that you want. In order to meet that goal, we don’t want to cut any corners, and we want to stay true to our vision and deliver the best Amplitude experience possible.

 

We had an amazing showing at PlayStation Experience in December, letting fans play the game for the first time, and we got amazing feedback. We know we have a ways to go, and we’re committed to getting there and making this truly feel like a worthy successor to the game you remember from 2003.

 

SO WHAT’S NEXT?

 

We’re still making solid progress and look forward to sharing what we’re working on during production, as promised over the coming months. We also have some exciting plans for PAX East in March; backers who backed at the VIP party level – that is totally still on so please check your inboxes.

 

You can also expect a far more polished multiplayer mode that will be available for hands-on at PAX (those of you who joined us at PlayStation Experience know that even though multiplayer was playable, it needed some serious work). We hope you can join us in March and challenge us to a multiplayer match!

 

Thanks so much for your continued love and support. We’ve hit the ground running upon returning to the studio after the holiday and look forward to getting Amplitude in your hands as soon as we can.

 

-Team Amplitude

So, not a huge delay seeing as the game was originally slated for March, but in any case we’ll be waiting a few more months to play the reboot of what’s possibly the most fun music game, ever.

Are you looking forward to Amplitude? Sound out below!

In unexpected and exciting news, Harmonix has announced a new Kickstarter campaign to revive one of their classic titles from the PS2 era, Amplitude.

For those unfamiliar with this gem, Frequency and Amplitude were the baby steps that would eventually grow into the gaming juggernauts known as Guitar Hero and Rock Band, (or at least they were, until over saturation sent the music genre back to niche status as quickly as it rose to prominence). Anyway, rather than playing a single instrument, players would have to switch between different tracks mid song to get a whole song to play. For example, getting a sixteen beat combo on the guitar track would trigger it to play on its own for a set time. The idea was to move to the next instrument and keep the combo going. It was an innovative, rewarding system that proved to be ahead of its time.

Since Amplitude‘s release, we haven’t seen the slightest hint of its return since the PSP release of Rock Band Unplugged, (which eventually got ported to Xbox Live Arcade and PSN). With this announcement, it looks like Harmonix is heading back to basics before it resumes work on Rock Band and Dance Central, and I couldn’t be happier.

After amassing a pile of plastic toys, I threw in the towel for music games after Rock Band 2. Much in the way that the Call of Duty series has felt stagnant, the Rock Band franchise needed to inject something fresh, innovative even. Well, what Harmonix delivers in Rock Band Blitz is a little of both.

Right from the start, it seems like Harmonix went back to their roots of music genre games with the stylistic similarities to their previous games Frequency and Amplitude, more so on the later. I found myself uncomfortable with the controls at first, using the default setup of triggers/bumpers moving you from track to track with the analog sticks or d-pad/face buttons to hit left or right notes. The options to change the controls saved me by letting me choose a more comfortable button layout. Using the triggers to hit the notes and the analog sticks to move between tracks. The control style is labeled ‘Freakish’, but I find it to be quite normal despite what Harmonix thinks.

After playing all 25 included songs, something still felt off. No matter how hard I tried, it never seemed like I was getting the score I should have got, even with power-ups active for that song. It wasn’t until I picked the pinball power-up that I realized that I was doing this all wrong. The OCD in me wanted to hit all the notes on all the tracks. When I tried focusing on the pinball power-up when activated, I managed to keep the pinball in play for at least 10-15 seconds every time I came across the power-up in the song. My score soared above my greatest expectations.

So, in order to get the best score you have to actively think what power-ups to combine and use on each and every song. That is a lot of strategizing and research to do! Once I got over the fact that it’s all about the power-ups, I started to have a little more fun. It doesn’t hurt to have a ton of songs bought or imported from previous Rock Band games, except Rock Band 3, to hoard a lot of coins as well as to experiment to the best combos. I have yet to find the perfect companion to my wonderful pinball power-up but with a little more time, or someone finding out before me, I will find some friends that will play well with my lovely pinball.

Score Wars is a way to challenge your friends and strangers to a certain song to get bonus blitz points and coins. Only having Facebook linked to the Rock Band Blitz gives you the option to pick just what song you want to challenge people with. Not giving the freedom to do this in-game is a missed opportunity for many to troll people with the horrible songs that you actually paid for, though Harmonix would get that last laugh since you actually bought that horrendous song. We all have one in our Rock Band collection, mine is that Miranda Cosgrove song. Hey! It was free, all right?

Rock Band Blitz has enough here to make me have faith in the franchise again. Finding a way to get me to play all the old songs I have in my library as well as buy new ones all without using those evil plastic space-sucking instruments is an accomplishment in itself. To actually have fun playing a Rock Band game again, that is simply wonderful.