Nymphae
Banned
People backing this obviously like the game, so I not seeing your point.
I edited a point in

People backing this obviously like the game, so I not seeing your point.
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. I just laugh when I see we're 14 pages into hype for a remake of a game that no one cared about when it was released.
I imagine that Sony could theoretically let the use the IP on a PC version -- but they can't make promises on that, of course.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:
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.
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.
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. I just laugh when I see we're 14 pages into hype for a remake of a game that no one cared about when it was released.
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. I just laugh when I see we're 14 pages into hype for a remake of a game that no one cared about when it was released.
I don't think that's reviewing poorly. Also I loved Amplitude long before Guitar Hero existed, I don't think your insinuation is accurate.
Hmm, I guess it didn't? I remember the EGM reviews being not that hot, the concept really didn't take off anyway until GH & RB. I didn't say people didn't love these games before GH/RB, only that the game now has this sort of cult hit status now that those games (GH/RB) did get really popular.
I'm not reading all the metacritic reviews you people posted, are those from the time the game was released, or more recently written reviews? I seem to remember Freq and Amp getting 6/7's, and there was no hype for them at the time outside of the magazines.
You already have two embarassing strikes in this thread.
Perhaps it's time to step back?
So how much do you know about development budgets? I'm guessing nothing at all.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.
Hmm, I guess it didn't? I remember the EGM reviews being not that hot, the concept really didn't take off anyway until GH & RB. I didn't say people didn't love these games before GH/RB, only that the game now has this sort of cult hit status now that those games (GH/RB) did get really popular.
I'm not reading all the metacritic reviews you people posted, are those from the time the game was released, or more recently written reviews? I seem to remember Freq and Amp getting 6/7's when they were released, and there was no hype for them at the time outside of the magazines.
Explain? I'm really not that embarrassed.
You can stop with the tales about the reviews. All of these reviews are from time of release and there is only one below 75 for Amplitude.
No, that's not what I mean; it's the statement that "it must be on Sony hardware to remain faithful to the core gameplay experience". That's what I want elaborated on. It just strikes me as a resoundingly odd thing to state given what goes into these games, but I'm wondering if I'm simply missing something significant.
https://www.kickstarter.com/project...ging-tabletop-adventures-to-life?ref=category
"Working out of hours, for no pay, on your dream project for over almost three years?"
https://www.kickstarter.com/projects/midgarstudio/hover-revolt-of-gamers?ref=category
a team of three new developper working on the game. at least 4 month of developpement, right now and still one year to go, I assume it's not their full time job or that they have other funding because even if it was only to pay these three people, they will be well below what is considered poverty in France.
https://www.kickstarter.com/projects/postmodsoftworks/the-old-city?ref=sidebar
"we have been working on this project part-time (really, only on weekends) while supporting ourselves with other jobs."
https://www.kickstarter.com/projects/alonsomartin/heart-forth-alicia?ref=sidebar
It's basically a one man project, and on the original goal with living expenses for one year of 6k. It's average for Mexico if I believe google
https://www.kickstarter.com/projects/2129301589/grave-open-world-survival-horror
"We've been working on Grave as a prototype since January of 2013, completely unpaid and without any support beyond our own commitment to make the game work."
"The biggest risks are personal ones at this point; we've decided to go all-in for Grave, and are forgoing comfortable wages."
https://www.kickstarter.com/projects/1012709089/death-in-candlewood?ref=discovery
"We at Rosebud Games have been working on Death In Candlewood in our spare time, spending countless nights and weekends on it. We have to work full time on other projects and in other jobs to cover all the development expenses."
https://www.kickstarter.com/projects/crytivogames/the-universim?ref=discovery
Not much to work with here, the budge is much larger than the others, it seems more pro, but if I believe their kickstarter, they have 14 people in the studio (without the contributors) for 1.5 year, I hope for them that they have other funding/projects, because 320k seems really low (like below the minimum wage low in california without even taking into account other expenses)
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. I just laugh when I see we're 14 pages into hype for a remake of a game that no one cared about when it was released.
I'm not reading all the metacritic reviews you people posted, are those from the time the game was released, or more recently written reviews? I seem to remember Freq and Amp getting 6/7's when they were released, and there was no hype for them at the time outside of the magazines.
You've only announced releases for PlayStation®3 and PlayStation®4? Why not PC or other platforms? said: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.
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. I just laugh when I see we're 14 pages into hype for a remake of a game that no one cared about when it was released.
Not gonna fund a Sony exclusive, but I hope it will turn out great for those who do.
Cringeworthy.
Are you sure you want to double down? I guess I'll read them for you.
Tough to get a date on some, but here are the scores from some of the ostensibly larger sources, dates (where available) in parentheses.
Frequency - IGN: 90 (Nov 2001), GamePro: 90 (Nov 2001), Electric Playground: 90(Apr 2004), GameSpot: 87 (Nov 2001), Game Informer: 85 (Dec 2001), GameSpy: 80 (Dec 2001), NextGen Magazine: 80 (Jan 2002), Official US PlayStation Magazine: 70 (Jan 2002), EGM: 68 (Jan 2002).
Amplitude - IGN: 93 (Mar 2003), Game Informer: 88 (Apr 2003), GameSpot: 88 (Mar 2003), Official US PlayStation Magazine: 80 (Mar 2003), GameSpy: 79 (Mar 2003), EGM: 75 (Mar 2003).
EGM definitely not a superfan, so if that was what you remember reading, I can see why you'd remember middling reviews.
QUICK! Hurry up and tell them before it's too late.
why?
Both Frequency and Amplitude were niche products that gained very little traction when they were released (despite beeing very good games, quality was never an issue). As far as I'm concerned, I don't agree with this KS because of who's making it.Why?
The original games are over a decade old, so it's tough to gauge if there's still an cult audience waiting for the series to return. This lets them see if people are willing to bite, takes the risk out of the equation, and basically allows of an internet show-of-hands. Harmonix isn't the biggest studio out there, so turning around so many projects at once (Fantasia, Chroma, possibly another secret project, and Amplitude) could be a disaster.
Amplitude isn't exactly Mario or GTA, so it makes a great deal of sense in terms of investment. This can help get other funders interested through traditional means if they see this campaign get funded.
What's cringeworthy about that? You seem to be missing an important detail. :lol
These are professional game developers who all want to have, what, $40-50k salary a year if Harmonix is to keep them as their employees, so their monthly salary is 3000-4000$ per month.
If they want to make a Frequency HD game, they can fund it themselves through their other projects (Dance Central, that new Disney Game, etc) and not bring the burden of it on the shoulders (and money) of the fanbase. But more than that, the amount if money they are asking for is ridiculously high for the scope of the project (an HD remake).
I know enough not to have been a part of that embarrassing Skullgirls character kickstarter whinefest or now part of the attempts to downplay Amplitude HD's development costs. I understand normal game development is usually a lot more expensive than a lot of people realize (that is, excluding some indies who work on their free time or scrape by with poverty-level income). I know the average wage of a game dev in "proper" studios is around 80k per year (maybe less if you're new and depending on what you actually do, (a lot) more if you are a lead or senior staff), though I know some people are willing to work for less if it's a passion project, which the Amplitude team might be willing to do (or not).So how much do you know about development budgets? I'm guessing nothing at all.
Nope. Nothing.
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. I just laugh when I see we're 14 pages into hype for a remake of a game that no one cared about when it was released.
Well, I was kind of assuming everyone on the team would take a bit of a hit to their wages since Kickstarter projects hardly ever pull in the kind of funding that would be able to support full wages and usually devs acknowledge passion projects like Amplitude need sacrifices,, and that most people other than the leads wouldn't be senior staff.For a junior. If not, it seems really low.
Written another way:Not gonna fund a Sony exclusive, but I hope it will turn out great for those who do.
Cringeworthy.
I think the issue is with the wording.It's a Sony ip. It was never going to be on other platforms. So yes something huge right over your head. Noting cringeworthy about ip not being on other consoles.
I think the issue is with the wording.
If their FAQ said what you said instead of what can be construed as "Only PlayStation hardware is capable of producing such wonders," there wouldn't really be a problem.
I think the issue is with the wording.
If their FAQ said what you said instead of what can be construed as "Only PlayStation hardware is capable of producing such wonders," there wouldn't really be a problem.
If they want to make a Frequency HD game, they can fund it themselves through their other projects (Dance Central, that new Disney Game, etc) and not bring the burden of it on the shoulders (and money) of the fanbase. But more than that, the amount if money they are asking for is ridiculously high for the scope of the project (an HD remake).
It's a Sony ip. It was never going to be on other platforms. So yes something huge right over your head. Noting cringeworthy about ip not being on other consoles.
I suppose I am mistaken, I remembered reading pretty middling reviews but I guess not.
I think the issue is with the wording.
If their FAQ said what you said instead of what can be construed as "Only PlayStation hardware is capable of producing such wonders," there wouldn't really be a problem.
I don't read it at all like you've portrayed it. They are simply saying that if it's Amplitude, it has to be on a PS platform. No indication of power is given.
It's not a remake of Amplitude. It's a new game, on a new engine, with new songs, but the same gameplay.Both Frequency and Amplitude were niche products that gained very little traction when they were released (despite beeing very good games, quality was never an issue). As far as I'm concerned, I don't agree with this KS because of who's making it.
If they want to make a Frequency HD game, they can fund it themselves through their other projects (Dance Central, that new Disney Game, etc) and not bring the burden of it on the shoulders (and money) of the fanbase. But more than that, the amount if money they are asking for is ridiculously high for the scope of the project (an HD remake).
What next, Sega going KS for a SoR HD? Ubi Soft for a new Greatest Courts? Atari for a new Hogs of War?
I was already uneasy with Obsidian's project, but this goes way beyond.
Good for them if they can achieve it though, no one should hate on a new Frequency
It's not a remake of Amplitude. It's a new game, on a new engine, with new songs, but the same gameplay.
One day down: ~$150k funded.
What are the projections? This was a complete surprise and hasn't had any podcast buzz yet, so I'm hopeful.
What is it about the "core gameplay experience" that requires "Sony hardware" to be faithful?
I do want to take a moment to say that I don't care that this is only on the Sony consoles and Harmonix can do whatever they want. I'm not arguing that Amplitude should be on my platform of choice.
Why would it be a bad thing that people discovered older and less successful content after the creators made something big?
Not good
Not good
I'm actually being sincere here because I haven't played them:If the Amplitude IP contains some of the core gameplay mechanics of Amplitude, then doing a spiritual successor wouldn't necessarily be able to have those same mechanics.
Same core mechanics = Amplitude IP = Sony hardware