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

Briefly: Another incredibly unexpected announcement from last night’s The Game Awards.

Harmonix’ Rock Band 4 just launched a couple of months back, and while I’d imagine we’ll see years of support for the title, the developer has already set their sights on the next big paradigm shift in video games: virtual reality.

Yep, Harmonix revealed Rock Band VR as an Oculus exclusive for next year, and it almost looks like a far more cartoony, yet far more interactive take on this year’s (phenomenalGuitar Hero Live.

I’m already incredibly excited for Oculus to get its consumer release (I swear, it’s going to be the release that finally has me building a gaming PC), and just the idea of playing Rock Band in a virtual reality worlds gets my loins ‘a burnin’.

Take a look at the world premiere video below, and be sure to let us know what you think!

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!

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

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This Week:

Hideo Kojima Drama.

Activision delays PS3 & Xbox 360 versions of Tony Hawk Pro Skater 5.

Harmonix putting up fake reviews of Rockband.

Pokken Tournament not doing so well in Japanese arcades.

Assassin’s Creed: Syndicate review emargo’d lifted.

Trillion God of Destruction announced for the west.

Guitar Hero: Live.

Metal Gear Solid 5.

Amnesia: Memories.

Yoshi’s Wooly World.

Fatal Frame.

Pokemon Mystery Dungeon.

FAST Racing Neo.

Geekscape Giveaway’s:

We’re giving away a copy of Tale’s From The Borderlands! Listen to this week’s episode to find out how to win!

This Week’s Listener Mission Objective:

If you could play a Telltale style game based on any property, what would it be?

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Rockband 4

Starting today, you can pre-order the game-only Xbox One and PlayStation 4 versions of ‘Rock Band 4’. Both versions feature a world-class soundtrack of more than 60 tracks, access to more than 1,500 additional songs through the in-game Music Store and the ability to import and play previously purchased Rock Band tracks within the same console family at no additional cost.

Also announced today are additional tracks that will appear on the Rock Band 4 disc, including:

  • .38 Special – “Caught Up In You”
  • Arctic Monkeys – “Arabella”
  • The Both – “Milwaukee”
  • Cake – “Short Skirt/Long Jacket”
  • Little Big Town – “Little White Church”
  • Lucius – “Turn It Around”
  • The Mighty Mighty Bosstones – “The Impression That I Get”
  • The Protomen – “Light Up The Night”
  • Soundgarden – “Superunknown”
  • Tijuana Sweetheart – “Pistol Whipped”

 

Xbox One gamers can purchase a bundle ($79.99 SRP) that includes the game and Legacy Game Controller Adapter™ that enables them to use most previous-generation Xbox 360 Rock Band wireless guitars and drums. The adapter supports up to four wireless Rock Band controllers simultaneously as well as many third party wireless instrument controllers for the Xbox 360. In addition, ‘Rock Band 4’ for the PlayStation 4 ($59.99 SRP) supports most legacy Rock Band and third party wireless guitars and drums with no additional hardware.

‘Rock Band 4’ is set to release on October 6, 2015 for Xbox One™ and the PlayStation 4.

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!

Harmonix has announced nearly a dozen new songs that are set to launch on disc with Rock Band 4. As expected, these songs span generations of music that we can’t wait to rock out with.

Check out the new songs below:

  • Aerosmith – “Toys in the Attic”

  • The Cure – “Friday I’m In Love”

  • Dream Theater – “Metropolis –  Part 1 “The Miracle And The Sleeper””

  • Foo Fighters – “The Feast and the Famine”

  • Judas Priest – “Halls Of Valhalla”

  • Live – “All Over You”

  • The Outfield – “Your Love”

  • Ozzy Osbourne – “Miracle Man”

  • Paramore – “Still Into You”

  • St. Vincent – “Birth In Reverse”

  • Van Morrison – “Brown Eyed Girl”

These songs join tracks from Jack White, Elvis Presley, Queens of the Stone Age, The Killers and many many more, on top of the hundreds of downloadable songs already available from previous games. With current gen versions supporting our old instruments, it just might be time to dust them off and get the band back together.

Want to sample some of the tracks and get that singing voice ready? Check out the official Spotify playlist now! Until then, join us in counting the days until Rock Band 4 returns on October 6th for PS4 and Xbox One.

October 6th can’t come soon enough. The Rockband franchise is one of the biggest, and most popular party games ever to exist. When the fourth iteration was announced (out of nowhere), most fans where eagerly awaiting to see what new tracks we could expect from the game.

If you have a Spotify account you can head over HERE and listen to what the team from Harmonix have put together. That’s right, this is an official playlist from the people involved. So piracy involved.

Rockband 4 hits store shelves October 6th and will be released on PS4 and Xbox One

As a huge fan of rhythm games, even I was exhausted from the constant Guitar Hero releases in the mid to late 2000’s. Between GH and rival series, Rock Band, the over saturation of a suddenly hot genre led to both series’ fading away as quickly as they rose to prominence. While the good folks at Harmonix seem to be playing it safe with their next effort, complete with backwards compatible instruments on Xbox and nearly their entire back catalog available as DLC, the team at FreeStyleGames, (primarily known for their DJ Hero games and Sing Party for Wii U,) is going back to basics. With a brand new, six button guitar, an original interface that uses real, first person stage footage for certain shows, and a total revamp of the traditional playlist, Live surprised me with the drastic shift its taken compared to its previously successful formula.

Starting with the guitar, if you’re expecting five colored buttons, you’re going to be in for a shock. The only frets this time around are six buttons at the top of the neck, three that go sideways and three more right under them. To say it’s an adjustment to play is an understatement, since even a Guitar Hero veteran like myself was having trouble with even the most basic songs. Thankfully, Star Power, (now called Hero Powers,) was still there to bail me out after hitting a series of particular notes in succession. In terms of the core game play though, it’s about what you would expect. Adding a fret-less strum, as well as single and double frets for a total of 10 possible inputs, difficult songs can get very complicated. My only complaint with the new set up is would be that hitting double frets, (holding the top and bottom buttons on the same column,) took special effort, not feeling intuitive at all. Then again, it will probably take more than 10 minutes to get used to the guitar, so maybe I just suck. We’ll reserve final judgement for now.

Guitar Hero Live E3 Screen 3

Consisting of two main modes of play, the equivalent to a career section would be the Live Mode. Taking place in first person, you’re tasked with touring with a band, performing whatever songs are on your crew’s set list. The crowd responds to your performance in real time, so what might start as cheering  can quickly turn into a sea of insulting signs, trash thrown on stage, and a verbal lashing from your band mates. As you’d expect, progressing leads to new songs and venues, but this time, with the intention of creating an authentic on-stage experience.

TV Mode on the other hand, can’t really be compared to any other modes of play. Consisting of three sub modes, (or channels in this case,) which consist of a themed channel that cycles different genres, a new music channel that rotates the game’s newest releases, and premium channels, sections where you’ll play special sets. The first two modes constantly change, going through a one hour rotation before the set lists change, keeping new music flowing at a constant basis. Premium on the other hand, isn’t just a title, since some will use never before on stage footage from the actual band that the challenge is based around. As in, footage which was recorded during their performances in first person just for this game!

Guitar Hero Live E3 Screen 1

In these modes, the game is always running, even when you’re not around. Songs continue to play on each channel, and selecting them through TV will throw you into the song at whatever point it’s at when you start. As you perform, you’ll be automatically thrown into matchmaking and compared to other players who play at a similar level. Scoring high, reaching certain combo goals, (which is much easier to see thanks to the glowing notes that signify each multiple of 50,) and completing other challenges unlocks more EXP and bonuses, with even more content being offered at the Premium section.

Speaking of, knowing how much potential Premium holds, the game is also going to make you work for the right to play it. Premium challenges can only be played by spending in game currency that’s earned through other modes. All of the game’s newest content will be debuted on this channel, so any new DLC will likely be centered around a specific band or theme, forcing players to go head to head at songs no one has played before. Serving as the mode that yields the most unlockable content, highest EXP bonuses and exclusive, timed items, the devs want you to constantly check in to see what new challenges await. After all, once some of these in game items are gone, they’re gone for good, and WILL NOT be sold as future DLC, so you might want to make sure your guitar skills are up to snuff when the time comes around.

Guitar Hero Live E3 Screen 2

As EXP is earned, it can be used to customize your equipment, unlock new note highway designs, and even obtain other Hero Powers. With it’s current system, you’ll be able to adjust the game to cater to your play style, so if you want your guitar to earn more points per note, carry more Hero Power, raise its maximum multiplier or reach higher multipliers with fewer notes, it’s all yours to upgrade! How this will affect online matches is unknown, but we trust that there will be a level of balancing included when the final game releases. Outside of game play, special channels will open up that features music and genres that you tend to play most often, so you’ll rarely be stuck playing songs you don’t like! It’s clear that this could be the most customizable rhythm game to date, which we’re very excited about!

Now, to the most controversial part of what makes Guitar Hero Live stand out. The good news is that you will never have to pay a dime for DLC. After it debuts in the Premium Channel, the newest songs will eventually be cycled through the normal channels, depending on genre and band like the normal songs. But what if you don’t want to play randomized channels and want to play whatever songs you want on demand? This is where the pay wall comes in. During normal progression, you’ll unlock a separate currency called Plays. Each Play can be exchanged for the right to play any song, DLC or otherwise, at your choosing, including customizing a playlist in exchange for multiple Plays. If you run out however, you’ll have to pay out of pocket for more. And what about those times where you have a group over who wants to try everything? In these cases, unlimited passes can be purchased, which give you access to the full library to play as much as you want for a limited time. New challenges cycle through on a regular basis, so there will never be a time where Plays can’t be unlocked  for free, but this might not bode well for those who want to play what they want when they want.

What I took away from my time with Guitar Hero Live is that it’s looking to be more ambitious than I ever expected it to be. With a new guitar, new note chart, fully customizable game play, some impressive on stage technology and a completely different approach on the standard DLC model, we’re excited to see what the future holds for the former franchise’s comeback tour!

Retailing at $99.99, look for Guitar Hero Live this October.

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

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This Week

Sony loses list of PS4 Anniversary Edition winners.

Valve announces Source 2, VR headset and Steam Link.

Josh sells his surplus New 3DS out from under Shane.

Crazy Unreal 4 retro arcade with PLAYABLE games.

Maxis gets shutdown by EA.

Alien Isolation third person build gets shown off.

Harmonix announces Rockband 4.

Rockband 2: The Stars reality TV show.

Shovel Knight Plague of Shadows DLC.

Battletoads in Shovel Knight Xbox One edition.

Blizzard introduces WoW Tokens to combat gold sellers.

Shane updates us on his WoW story.

Monster Hunter 4.

Destiny.

COUNTER Spy.

Xenoblade: Chronicles

Wolf Among Us.

Codename: STEAM.

The Order: 1886.

This Week’s Listener Mission Objective:

What pre 2000 game would you like to see remade with modern tech? Not an HD remake, but totally remade from the ground up.

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Briefly: Remember those recent rumours that Rock Band was set to make a come back? Well, turns out they were true, and it’s not even very far away.

Yep. Rock Band 4 has officially been announced for Xbox One and PS4, and it’s coming THIS year, and Harmonix says that it will support ALL of the Rock Band DLC that you’ve already bought. That’s pretty freaking cool.

A new Rock Band, of course, means some new hardware, and Mad Catz has revealed “a Rock Band 4 Band In A Box™ bundle, which includes a copy of the game, a new Wireless Fender™ Stratocaster™ Guitar Controller, a new Wireless Drum Kit and a Microphone!” There’ll also be a “Guitar Controller Bundle which includes a copy of the game and a Wireless Fender Stratocaster Guitar Controller.”

Harmonix Chief Executive Officer Steve Janiak says that “With Rock Band 4, we’re doubling down on the energy and excitement of playing music live with your friends. Focusing on the core experience that our fans have told us they love allows us to evolve established gameplay in meaningful ways that we can’t wait to share with everyone later this year.”

Harmonix notes that “Hundreds of tracks will be available at launch, with more back catalog music – and new tracks – to be added regularly after launch.”

Between this and Amplitude, could the once-venerable rhythm genre be making a comeback? Hopefully the over-saturation that lead to the genre’s demise just a few years back can be avoided this time.

Will you be picking up Rock Band 4 when it announces later this year? 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?

Leave a comment below, tweet us OR email us: shane (at) geekscape (dot) net

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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!

We were testing out a new recording method and there are some hiccups. Please bear with us as this wont be the quality of future episodes.

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

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This Week

Forza 6 announced at Detroit Auto Show.

Nintendo leaves Brazilian market.

Nintendo sells 2.6 Million Amiibos.

Target leaves Canada, NO MORE ROSALINA!

Harmonix releases new songs for Rockband.

Australian gaming review board denys Hotline Miami 2.

Mortal Kombat X trailer with Goro.

Nintendo Direct breakdown.

Shane’s Ubisoft rant of the week: Tetris removed from Nintendo eShop.

Shadow of Mordor.

Fantasy Life.

South Park Zen Pinball 2.

Majoras Mask 3D.

Killer Is Dead.

CS:GO.

This Week’s Mission Objective

What game is the one game you could never beat?

What are your gaming New Years resolutions?

Leave a comment below, tweet us OR email us: shane (at) geekscape (dot) net

Winner of Captain Toad on Wii U

@MattMagician on Twitter!

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The proverbial nail was put in the figurative coffin of Rock Band and their DLC services, way back in April of 2013. Even though the Music Store was never actually taken down, gamers FREAKED and started hoarding all the music they could, in fear that their purchased tracks would be gone gone gone. Well, today Harmonix announced THREE NEW TUNES available Tuesday.

After a brief hiatus (cough21 monthscough) we’re releasing brand new Rock Band DLC tomorrow! New tracks from Arctic Monkeys, Avenged Sevenfold, and Foo Fighters will hit Xbox 360 and PS3 on Tuesday 1/13. Check out the full press release below for additional details, and we’ll update this thread with answers to frequently asked questions as the week goes on.

 

We’ve missed rocking with all of you. 🙂

 

-HMXhenry

 

On Tuesday, January 13th, new music from Arctic Monkeys, Avenged Sevenfold, and Foo Fighters will hit the Rock Band Music Store!

 

“R U Mine?” marks the first appearance of the Grammy Award winning Arctic Monkeys on the Rock Band platform. From 2013’s critically acclaimed album AM, “R U Mine?” – with its

driving riffs, syncopated rock beats, and memorable hook – is perfect for Artic Monkeys’ Rock Band debut.

 

One of the most fan requested artists, Avenged Sevenfold, makes their return to Rock Band with “Shepherd Of Fire.” The track comes from the band’s sixth studio record, 2013’s Billboard chart-topping Hail to the King.

 

Foo Fighters’ “Something From Nothing” from the band’s latest, 2014’sSonic Highways, will also be available for download. Heard in the opening sequence of the hit HBO music documentary series Sonic Highways, directed by Foo Fighters’ frontman Dave Grohl, “Something From Nothing” topped the charts when it was released last October.

 

Available on Xbox 360 and PlayStation®3 system (January 13th, 2015):

  • Arctic Monkeys – “R U Mine?”
  • Avenged Sevenfold – “Shepherd Of Fire”
  • Foo Fighters – “Something From Nothing”

 

Price: $1.99 USD, £.99 UK, €1.49 EU per song

(These tracks will be available in Europe on PlayStation®3 system January 21)

This brought up an interesting point. Event though Harmonix said they were stopping DLC, they never took the Music Store down. It’s always fun to see the panic train a-goin.

Looks like I’ll be dusting off my 360, scouring for a guitar, and gonna grab a big ole’ bottle of whiskey!

Today, Harmonix has announced that Dance Central: Spotlight, the fourth game in the only series of Kinect games that actually work, will make its Xbox One debut on September 7th, along with a $9.99 price tag. In addition, the last five of the ten song playlist has also been unvieled, bringing a mix of club bangers and top 40 hits to the dance floor.

The playlist is as follows:

Avicii – “Wake Me Up”
Cher Lloyd – “I Wish”
David Guetta ft. Sia “Titanium”
Jason Derulo ft. 2 Chainz – “Talk Dirty”
Kid Ink ft. Chris Brown – “Show Me”
Lorde – “Royals”
OneRepublic – “Counting Stars”
Pharrell Williams – “Happy”
Rihanna – “Diamonds”
will.i.am ft. Justin Bieber – “#thatPOWER”

In addition, the following songs will be available for download when the game releases, with more on the way, (including DLC from past games, which will be available at no extra charge if you’ve purchased them in previous versions).

Capital Cities – “Safe and Sound”
Emeli Sandé – “Next To Me”
Icona Pop ft. Charli XCX – “I Love It”
Lana Del Rey – “Summertime Sadness (Cedric Gervais Remix)”
The B-52’s – “Love Shack”d”

When Harmonix officially unvieled Dance Central: Spotlight back at E3, details were scarce. Aside from learning that it would be released digitally for Xbox One with half of the ten song playlist being revealed, there was little to go on as far as whether or not it would be worthy of our precious hard drive space. But now, at only $10 for ten songs, that sounds like an incredible deal to me!

As far as I’m concerned, the Dance Central series is the best motion controlled title on any platform, and will finally give us a reason to want to use our shiny new Kinects when Spotlight arrives this fall. I’m just confused as to how I’m supposed to dance to Royals…

What songs are you hoping get added to the game? Any favorites you’re hoping make a return? Check out our hands on preview from E3 this year, and let us know how excited you are to show off your moves once again!

A few months back, the developers at Harmonix had stated that they were putting Rock Band and Dance Central on the back burner to focus on other projects such as the upcoming Fantasia: Music Evolved, (which we previewed at last year’s event), essentially signaling that it could be a long time before we see either game make a return. But while the former is still sitting firmly in retirement after the industry got over saturated with peripheral based music games, I’m thrilled to say that the latter is making its current gen debut, giving us a reason to plug our Kinects back in in the process.

From Harmonix’s press release:

The core Dance Central Spotlight experience comes with everything you need to kick off your dance party – best-in-class gameplay featuring fun and authentic choreography for up to two players, along with 10 hit songs to get you started. Customize your party soundtrack with more than 50 chart-topping hits, with new hit songs1 arriving each week.

Now with eight different dance routines per song to choose from, Dance Central Spotlight is the most accessible, customizable Dance Central yet! With an all-new voice command activated* “Practice That” mode, it’s easier than ever to master your moves. Simply say “DJ, practice that!” during a song to hop right into an improved rehearsal mode and perfect your dance moves alongside a real-time dance mirror of yourself to make sure you’re nailing even the trickiest choreography. Dance Central Spotlight also features an expanded Fitness Mode, with special dance routines authored to focus on Strength and Cardio!

The core 10 song soundtrack will include all-new tracks to the franchise, including:

  • “Wake Me Up” – Avicii
  • “Talk Dirty” – Jason Derulo ft. 2 Chainz
  • “Show Me” – Kid Ink ft. Chris Brown
  • “Counting Stars” – OneRepublic
  • “Happy” – Pharrell Williams
  • …and more to be announced soon!

This September, step into the Spotlight. Dance Central Spotlight, only on Xbox One.

With the title being a digital release, I definitely expected it to be smaller, but only 10 songs? We’ll need to find out more information on pricing as well as whether or not the 50 + songs I downloaded across the previous versions will somehow carry over to the new game. But even with fewer songs, promising eight routines per song, an improved fitness mode and a more seamless practice mode makes this package seem promising, and I’m thrilled to see the series make its grand return.

Will Spotlight be enough of a reason for you to play with Kinect again? Dance Central has consistently been the best, and well… the only game I’ve played that uses the Kinect as it was promised, so I’m hoping the supposed improvements of the Xbox One model make it even more of a blast to play. Check out the E3 trailer, and let us know if this will be in your download queue come September.

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.

Last week, the music game giants at Harmonix announced a team up with Disney to bring us Fantasia: Music Evolved. A Kinect exclusive experience, the initial trailer combined the magic of Disney with the chart toping hits of today, but we didn’t really see how that would happen. During a demo session with the title, Harmonix answered all of our questions about the game, how it plays and how it relates to the Fantasia film. After trying it out for myself, I must say, the game has promise!

Fantasia: Music Evolved puts us in the shoes of the sorcerer’s new apprentice. Tasked with bringing life back to worlds that are initially dull and dreary, the opening moments of each stage are closer to a point and click adventure. Standing to the right or left of the screen rotates the camera and moving your hand over the environment has various effects. Spinning, dragging, pushing, pulling swiping and poking can transform the environment into colorful, vibrant areas that match up well with Disney’s family friendly reputation. Playing with the level awards magical energy that will help open up rifts in the background. It’s these rifts that house the musical challenges, which is where the heart of the game lies.

Fantasia Screen 1Inside a printing press. One of the many lands sorcerers will explore.

Bringing in a mix of Wii Music, Dance Dance Revolution, Elite Beat Agents and even Fantavision visually, sections of the songs are triggered by different motions. Some of these include swiping in a direction, pushing at a certain spot or tracing your arm along certain movement strings to keep the song going. Throughout various points in the song, apprentices will be given the choice to layer a different type of arrangement on top of the song to give a custom feel to it. The best part is that you aren’t obligated to use your hands at all. If you want to dance, use your feet or throw in a spin here and there, as long as some part of you follows the instructions, the action will register. By the time the song is over, you’ll have a brand new version that can sound vastly different from the original version.

As songs are unlocked and completed, mini games in the game world will open up new sounds that are eventually blended into the world. By the end, the once dead environment was booming with tons of activity and sounds, blended perfectly into a unique creation of musical expression, taken both from the licensed songs and the included sound effects to make it unique to the player. Even if you don’t care about any of these creation aspects and just want to rack up a high score, Fantasia rewards experimentation since various arrangements might yield higher scores than others.

Fantasia Screen 2

While the game was way too much fun to play, my biggest complaint wasn’t so much with the game, but with the Kinect itself. Using the new Xbox One version of the motion sensor, my movements weren’t being picked up for large chunks of the song. A combination of the lighting and my fellow journalists behind me were to blamed, but the new Kinect was supposed to alleviate or eliminate these issues that are part of the original Kinect as well. It could have been that I just sucked, but the demo had no way to tell me whether or not I was doing something wrong. Unlike Dance Central, which had visual cues that hinted at what you were doing wrong, Fantasia didn’t have anything of the sort. I’m hoping Harmonix adds something like this when the game launches early next year, because it’s sorely needed.

I was incredibly curious as to how Harmonix would pull off Fantasia, and this curiosity was satisfied by a creative, colorful and imaginative game that looks to recreate some of that Disney magic in ways that haven’t been done before. With the promise of Mickey Mouse appearing in the game in some capacity, hopefully more of Disney’s history will be explored within the game’s narrative. A soundtrack featuring Bruno Mars, Queen, f.u.n. and plenty of classical tunes rounds out what promises to be an interesting ride.

Look for Fantasia: Music Evolved on the Xbox 360 and Xbox One in 2014.

 

After Harmonix ended their multi year stream of Rock Band and Dance Central DLC, rhythm game fans like myself have anxiously awaited what was coming next from the developer. That answer came this morning, when the authority of music games announced a partnership with Disney to bring us Fantasia: Music Evolved.

Promising to bring us songs from contemporary artists such as Bruno Mars, Fun. and Kimbra, as well as classical music that’s sure to recreate the feeling of the Fantasia cartoon, the title is slated to release for the Xbox 360 and Xbox One exclusively for Kinect.

Harmonix has had quite a bit of speculation swirling around, including a rumored action game, but Fantasia literally came out of nowhere to me. At first glance, it looks similar in concept to Wii Music, but while that series is known for its simplicity, (and turned the game to a glorified noise maker in the process,) I’ll be anxiously awaiting more details since I have complete faith in the team’s ability to make compelling rhythm titles. More information is sure to surface at E3 next week.

Check out the trailer below and let us know what you think in the comments!

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.