I think they both had their ups and downs.
I too prefer Frequency because of its soundtrack. Amplitude's gameplay was much better though
So annoying that this campaign is only half as long.
Freq Out's synth line gives me nightmares.
I'm hoping with how much campaigns typically lull between the beginning and the end that it won't make a huge difference. But if this did end up being a factor that contributed to them just barely missing the cutoff or something, I would be pretty devastated.
Oh man, End of Your World's synth was my undoing back then.
It's basically a HD level sequel, which will probably have a professional dev team of 20-30+ developers working on it for about 9 months. That costs money. They aren't recycling assets and are creating a HD level game. That's expensive.
Decent size studio asking for backing for a Sony owned IP? No thanks.
Sony should fund it, why are they asking customers to be their capital?
I think you are overestimating Harmonix' worth, I highly doubt they still have 'oodles' of money from Rock Band. RB3 kinda flopped sales-wise, the final weeks/months of DLC had pretty mediocre sales as well and they're slowly losing the rights to most DLC songs. If anything I'd say their funds are running dry.Agreed. Plus harmonix has oodles of money from RB, so I completely fail to understand this. Seems cheap.
Considering the original Amplitude apparently sold, like, 50k copies, that's the least weird thing about the project...The weird part of this Kickstarter is IMO Sony's apparent lack of funding.
It's not just a HD remaster. It will have all-new songs made just for this game and they are probably not recycling any assets like the trippy background scenery or shit. Broken Sword 5 also wasn't made for less. The Kickstarter asked for less, but they but a lot of their own money they got from older Broken Swords' iOS etc. sales into the development.I never played the original, but find this Kickstarter to be a bit weird. Three quarters of a million dollars for an HD upgrade seems a bit on the steep side considering there's been some full games made for less, such as Broken Sword 5, Strike Suit Zero or Shantae: Half Genie Hero.
Sony isn't putting any money into the project, not now and certainly not if the Kickstarter fails. They are helping in other ways (letting them use the IP and making all the other legal shit that goes into releasing a game on Sony's platforms go as smoothly as possible). If the Kickstarter fails, then that's it for Amplitude. There will never be a sequel and I doubt they'd try to immediately do Wavelength: The Spiritual Successor for PC & consoles either.What would happen if it doesn't make the 775k.... but then Sony pay the difference?.
Would be pretty weird.
Yeah, Amplitude is kind of a niche, but Sony has been very friendly and financially supportive towards indie companies as of late, so why not offer the same deal for Harmonix? Especially considering the fact they already own the IP.Considering the original Amplitude apparently sold, like, 50k copies, that's the least weird thing about the project...
What would happen if it doesn't make the 775k.... but then Sony pay the difference?.
Would be pretty weird.
Yeah, Amplitude is kind of a niche, but Sony has been very friendly and financially supportive towards indie companies as of late, so why not offer the same deal for Harmonix? Especially considering the fact they already own the IP.
Because they do that through the pub fund which has a max amount below what they are asking for.Yeah, Amplitude is kind of a niche, but Sony has been very friendly and financially supportive towards indie companies as of late, so why not offer the same deal for Harmonix? Especially considering the fact they already own the IP.
Eh, I don't get why people feel the need to express their gut feeling about what a game costs to make. Do you have any idea what's involved behind the scenes in creating the remix mode? Do you think they can use the same audio standards and libraries they used on the PS2? Are you expecting them to use all of the same assets as before and not be creating new ones?
It's just bizarre to me for anyone to assume what a given game's development will entail/cost. I completely understand wanting to see the breakdown of the costs, and it'd be great if they did that. I'd like to see a breakdown too. But "You can't convince me Amplitude is more graphically or mechanically complex than all of them" is a weird position to take. How many of those games are rhythm games with a feature set like Amplitude's? How many are using an engine like Unity vs. building their own engine? There are a lot of variables in any game development process. It'd be silly to make assumptions about development complexity when creating a propriety engine vs. using an existing one can already be a world of difference in cost that the end user will never think about.
It's not like you're paying for engine R&D.Well also be moving the game into the new proprietary engine Harmonix has developed over the past 10 years.
Sony doesn't want to spend money on the franchise. It was Harmonix that approached Sony to assess the conditions to revive it and Sony let them use the IP/brand for free. (I think Sony didn't ask for any IP usage fee/percentage didn't they?)
You can make the 'behind the scenes' argument for any title ever. Amplitude is using an existing engine:
It's not like you're paying for engine R&D.
I'm not sure how a game that graphically is basically a screen of notes progressing down a path with some flair required such hefty sum unless really most of the money is going elsewhere. And then you're telling me there's another $1M Harmonix put themselves?
By being a HD remake there's little second-guessing in the development process. They aren't going to encounter challenges that catch them unguarded, no design dilemmas and so on.
For the amount they asking you can fully fund bunch of games, that to me seem to have a larger scope graphically and mechanically and on multiple platforms. One combination example:
https://www.kickstarter.com/project...ging-tabletop-adventures-to-life?ref=category
https://www.kickstarter.com/projects/midgarstudio/hover-revolt-of-gamers?ref=category
https://www.kickstarter.com/projects/postmodsoftworks/the-old-city?ref=sidebar
https://www.kickstarter.com/projects/alonsomartin/heart-forth-alicia?ref=sidebar
https://www.kickstarter.com/projects/2129301589/grave-open-world-survival-horror
https://www.kickstarter.com/projects/1012709089/death-in-candlewood?ref=discovery
https://www.kickstarter.com/projects/crytivogames/the-universim?ref=discovery
I didn't realize they could do this with an IP they didn't own. I guess Sony blessed this?
This is interesting to me because it implies independent developers could fund other publisher owned IP through KS. Shenmue 3 now!!!
I didn't realize they could do this with an IP they didn't own. I guess Sony blessed this?
This is interesting to me because it implies independent developers could fund other publisher owned IP through KS. Shenmue 3 now!!!
They're going to lose a lot of potential backers without a PC version.
That's proven to be the undoing of quite a few Kickstarters in the past. I mean, I don't personally care, I have every platform, I'm just warning them.
I don't see why they couldn't at least mention it as news, in fact I'd prefer they didn't give 'the hard sell' anyway. I hate when podcasts do that (see: the Republique incident on Weekend Confirmed.)
775k$?
I'm not even sure the original amplitude was that profitable.
What a weird studio to do a KS, you'd think they have the funds after RB/DC
That's a terrible way of doing itIt's to gauge interest and likely gain extra support. This is going to help fund the game but also prove the game has an audience.
That's a terrible way of doing it
That's a terrible way of doing it
I didn't realize they could do this with an IP they didn't own. I guess Sony blessed this?
That's a terrible way of doing it
They've created an engine, but that doesn't mean they now need zero work on the engine for Amplitude HD. They need to optimize it for this particular game and to make the game work on both PS3 & PS4, both with wildly different hardware. There's not some magic button that will make it all happen free and in a day.You can make the 'behind the scenes' argument for any title ever. Amplitude is using an existing engine:
It's not like you're paying for engine R&D.
The backgrounds in Amplitude PS2 aren't all that simple (designing and then making them a reality probably isn't all that fast a process), not to even mention they would have to make them in HD quality for Amplitude HD, which certainly doesn't make it an easier process. The music itself requires a lot of work as well. They need to compose all the new music, then they need to arrange & record it, perhaps remix them to make them a better fit for and then master them. That's just step 1 for any given song, then they need to actually take those finished songs and create the playable note-patterns for each instrument and finehone them to the kind of perfection they are known of.I'm not sure how a game that graphically is basically a screen of notes progressing down a path with some flair required such hefty sum unless really most of the money is going elsewhere. And then you're telling me there's another $1M Harmonix put themselves?
All development has SOME problems and second-guessing and troubles. Maybe PS3 can't quite run some of the stuff smoothly at 60fps so they need to figure out what kind of sacrifices they are willing to make, maybe some songs don't end up being all that fun to play and they need to change it or something.By being a HD remake there's little second-guessing in the development process. They aren't going to encounter challenges that catch them unguarded, no design dilemmas and so on.
They seem to have already worked on it for quite some time before making a Kickstarter campaign by people lending their time to it, not getting paid. Not really comparable to this, as not all people can just decide to make a game for free on their free time. Some of us actually want to & need to get paid for our work.For the amount they asking you can fully fund bunch of games, that to me seem to have a larger scope graphically and mechanically and on multiple platforms.
One combination example:
https://www.kickstarter.com/project...ging-tabletop-adventures-to-life?ref=category
The dev team is really small and the graphics & animation seem pretty mediocre.
I assume this is like Dear Esther? No NPCs or almost any kind of more complex environmental interaction, just environmental exploration. You can see how that kind of thing could be extremely easy to develop?
A 2d game that the person has worked on, what was it, 7 years alone? Yeah, let's have Harmonix devs work on an Amplitude game for 7 years without getting paid and then have them ask a little bit of money closer to the end of their development process. Oh, and let's make it a 2d game too.
That looks really bad.
That looks pretty bad and lol at you thinkin $60k is in any way enough to make any kind of worthwhile open-world game. I can assure you this game would have been shit had it been funded (if it would ever even have been finished).
This is pretty much the only somewhat more complex game in your list and lo and behold, it's the only one in your list of games that has a bigger budget. I wonder why that is?
Sony paying for something like Rime is different because they might be hoping it becomes their next Journey, a huge "indie" success. Amplitude is a more known quantity in an almost dead genre. It didn't sell all that well in the past and all the Rock Bands & Guitar Heroes of the past few years don't exactly make publishers that willing to shell out 1-2 million dollars (or more if Sony as a publisher would want some licensed music into it to make it easier to market) to develop a music game.Yeah, Amplitude is kind of a niche, but Sony has been very friendly and financially supportive towards indie companies as of late, so why not offer the same deal for Harmonix? Especially considering the fact they already own the IP.
I think it was this episode but it was 2 years ago, I don't have a time stamp for you.Is there a link and timestamp to the Weekend Confirmed/Republique incident? I've got this morbid curiosity...
Fixed.Drake got it all figured out, I bet the Harmonix team is deliberately overcharging so they can use all that extra money on Diet Coke.
Aw hell no, what does Hover look average to? How does this look mediocre?The dev team is really small and the graphics & animation seem pretty mediocre.
Yes?Aw hell no, what does Hover look average to? How does this look mediocre?
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Someone rich should pitch in a few hundred thousands.
You've only announced releases for PlayStation®3 and PlayStation®4? Why not PC or other platforms?
We think its important for a game built on the history of Amplitude and FreQuency to be focused on Sony hardware in order to remain faithful to the core gameplay experience.
Technicallly, that's just simple shapes & colours and somewhat stiff animations. The game itself looks interesting, but it's not rocket science how they could make that for so little money.Aw hell no, what does Hover look average to? How does this look mediocre?
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An individual pledge on KS can't go beyond $10k, I believe.
A couple of odd things have nagged me about the Kickstarter. I'm okay with the notion that using a Sony IP means it can't come to other platforms; that's understandable. What confuses me, though, is the fact that they don't say that:
I not really willing to let that statement slide without futher elaboration. There might be an explanation for it, but I'm genuinely flummoxed as to what it is; I'd be interested in hearing one.
People backing this obviously like the game, so I not seeing your point.It's funny how this game seems to be getting traction based off the success of Rock Band. IIRC, Amp & Freq really reviewed poorly when they were released. Then the GH/RB craze hit, and all of a sudden Amp & Freq are hidden gems.