Amplitude (Harmonix) PS3/PS4 - KS (Funded, final day)

Sony owns the IP.

Don't expect a PC version.

They even edited the answer to the question asking about other platforms (the original was hilariously stupid sounding and PR spun):

Amplitude and FreQuency were originally funded and published by Sony for the PlayStation 2. Since Sony owns these properties, sequels are exclusive to the PlayStation platforms (PS3, PS4 and potentially PS Vita), as is the case for all other Sony-owned properties that we know of.

I think that pretty much solidifies that Sony said no.
 
As far as i know XDEV is for european devs. Harmonix is definitely not european.
Although based in Liverpool they are a part of Worldwide Studios and do include companies such as Quantic Dreams so I don't think they have to be European. I assume it's simpler if they are it seems it's not essential.
 
A bunch of updates to rewards.

$70 Tier UPDATE!

In addition to the existing rewards (your name in the game, an early copy of Amplitude, and the killer print we’re designing), we’ve added two new rewards – A digital version of the soundtrack, and an awesome digital artbook! If you’re already a $70 or better, you don’t need to do anything – we’re just adding these to your reward level!

$100 Tier UPDATE!

This is where things are getting crazy. The $100 tier already had a lot of great stuff (your name in the game, an early copy of Amplitude, and the killer print we’re designing AND an Amplitude game box). In addition to the digital soundtrack and digital artbook, we’re putting some special stuff here…

Backers at $100 and above will get an exclusive beat blaster in the game AND an exclusive song! Access to this blaster/song combo will only be given out to backers of the $100 and above. If you want a really awesome custom blaster and exclusive track, back at $100 or better now!

Lastly, a new event tier – $250 PAX East Launch Party!


We were really excited that our PAX Prime Panel tier sold out so quickly. Since PAX East takes place in our hometown of Boston and right around the launch of the game, we figured we could create a NEW $250 tier that might be exciting to you guys!

We’re planning on pulling together a swanky get together, complete with Amplitude gameplay, hang outs with Harmonix developers, and probably some REALLY good snacks. If you want to hang with us and are planning on being at PAX East, this is guaranteed to be a great time!

Also some images to use to spread the word.

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Although based in Liverpool they are a part of Worldwide Studios and do include companies such as Quantic Dreams so I don't think they have to be European. I assume it's simpler if they are it seems it's not essential.

Quantic Dream is in France.
 
That's a complete fallacy and another reason why Kickstarter skews market perceptions.

I wouldn't call it a complete fallacy whatsoever. Generally, if people want things, they put money down for them. It seems like this kickstarter has died significantly after the initial surge of people that are clamoring for it. Absolutely the game can sell outside of this select group, but with not enough interest in the core fanbase, it's not very likely to spread. I guess we can agree to disagree here...
 
I wouldn't call it a complete fallacy whatsoever. Generally, if people want things, they put money down for them. It seems like this kickstarter has died significantly after the initial surge of people that are clamoring for it. Absolutely the game can sell outside of this select group, but with not enough interest in the core fanbase, it's not very likely to spread. I guess we can agree to disagree here...
No, people willing to put money down for media years in advance of release are the exception, not the rule.

Kickstarter backer numbers, while impressive in and of themselves, pale in comparison to sales and aren't representative of the gaming community at large. Enthusiasts like ourselves live in a bit of an echo-chamber which makes stuff like KS sounds like a bigger deal than it actually is.

Perfect example - Project Eternity - one of the most successful projects of all time, only has 73k backers. I would be shocked if that game doesn't do 500+k in sales.
 
I cant help but think this would have done better as a spiritual sucessor that released on all platforms. the playstation only thing is really limiting them.
 
No, people willing to put money down for media years in advance of release are the exception, not the rule.

Kickstarter backer numbers, while impressive in and of themselves, pale in comparison to sales and aren't representative of the gaming community at large. Enthusiasts like ourselves live in a bit of an echo-chamber which makes stuff like KS sounds like a bigger deal than it actually is.

Perfect example - Project Eternity - one of the most successful projects of all time, only has 73k backers. I would be shocked if that game doesn't do 500+k in sales.

As I said previously, if the game doesn't have enough core support, I don't believe it has the potential to gain an enormous amount of traction for being such a niche product. I do agree that people are less likely to fund a potential product than a fully realized one.
 
I don't see why they'd go the spiritual successor route when they've already tried that and it didn't work. I don't care whether you did or didn't like Blitz, a spiritual successor is exactly what is was, and it was tied to unquestionably their most popular IP, and it still didn't do well. Why, exactly, would they try to go to that well again, and instead tie it to an IP that is much, much less popular (Frequency/Amplitude)?
 
Hate the new reward tier so much I'm actually going to be withdrawing my pledge. Just about the only kickstarter reward I won't support is in-game content that can't be accessed unless you back the Kickstarter.
 
Hate the new reward tier so much I'm actually going to be withdrawing my pledge. Just about the only kickstarter reward I won't support is in-game content that can't be accessed unless you back the Kickstarter.

I'm perfectly fine with such things if they're a timed exclusive. But permanent locking out part of the game for everyone else is something I hate. Calling things exclusives that are really timed exclusives is a common practice in this industry, so it's hard to tell how it will play out in the long run. There were exclusive Rock Band songs to a magazine in early 2008 - I remaining complaining about it, but they were eventually released to everyone as normal DLC later on.

I'd suggest you say something in the comments section of the Kickstarter so they can have the feedback about why you pulled out. (I assume comments you make won't disappear after withdrawing your money.)
 
Slowly getting their, but I can't shake the feeling it is not going to make it.

The 18 day timescale does intrigue me that it is part of some PR trickery and they needed to get it out of the way in order for the time to match up with Sony's E3 plans...
 
How similar was amplitude to frequency, exactly? Did it play exactly alike? I played the crap about of Frequency! Only thing I could never beat the 2nd last song even after hundreds of times so I never got to finish it, but I loved the hell out of that game regardless.
 
How similar was amplitude to frequency, exactly? Did it play exactly alike? I played the crap about of Frequency! Only thing I could never beat the 2nd last song even after hundreds of times so I never got to finish it, but I loved the hell out of that game regardless.
I believe the main difference is Amplitude had a flat track with lanes as opposed to being on the inside of a pipe in Frequency. Also Amplitude had a more diverse soundtrack (pop etc) but it sounds like this is going back to Frequencys roots with electronic music.
 
How similar was amplitude to frequency, exactly? Did it play exactly alike? I played the crap about of Frequency! Only thing I could never beat the 2nd last song even after hundreds of times so I never got to finish it, but I loved the hell out of that game regardless.

Amplitude had much sharper graphics, live action videos and attract visuals playing in the background. And it's overall MUCH harder. The toughest tracks in Freq are worse, but Amp has like 7-8 killers. Also, Freq let you pick stages for each track, like Videowall. Amp's are scripted to the song.
 
Amplitude had much sharper graphics, live action videos and attract visuals playing in the background. And it's overall MUCH harder. The toughest tracks in Freq are worse, but Amp has like 7-8 killers. Also, Freq let you pick stages for each track, like Videowall. Amp's are scripted to the song.

I always found frequency much harder than Amplitude, the button timings were less forgiving from what I remember.

I prefered the slightly more rock/pop soundtrack of amplitude over the dance music of Frequency though.
 
I always found frequency much harder than Amplitude, the button timings were less forgiving from what I remember.

I prefered the slightly more rock/pop soundtrack of amplitude over the dance music of Frequency though.

Also, Amp has broken powerups like Freestyle and Autoblaster.
 
They should put up a stretch goal to have this on PC if it looks like its not going to make it, Sony doesn't lose anything, its not like they were going to make something with the IP, they still get a console exclusive out of it and goodwill.

The timing of this campaign is odd as well.
I don't see how it's odd. They are finishing one project and need to know where to put their resources next. This is exactly the kind of time they can put up a Kickstarter.

Also, I've been thinking maybe we could start harassing Shu & other Sony execs on twitter to let Harmonix use the IP for a PC release as well. Maybe they'd rethink things if they get enough #FreeAmplitudeHDforPC twitter hashtag shit or something.

I kind of do.
This won't get made if they can't make the Kickstarter goal. Not with Sony money, not with their own, not with any money. That's the situation as it stands at the moment and unless some mystery millionare comes out of nowhere and decides to fund this, the situation is not going to change, either.
 
Quantic Dream is in France.
You're right, for some reason I thought they were Canadian.

Doesn't the rest of the planet have something similar to XDev or do studios normally just deal with SCEA directly? Studio Santa Monica do the same sort of stuff as XDev when it comes to working with other studios, maybe they could get involved.

Don't really care who it is who does it but I would very much like to see this happen one way or another. I think they could do with some more abstract stiff like this for Project Morpheus as well as the more realistic stuff.

Just under $200,000 now. :(
 
I kinda liked Frequency more than Amplitude. I felt it had better track list.

Sucks it wont reach the goal. Wish Sony would just bring this game back on PS4 and be done with it. Guessing due to the 1st two selling poorly made them put these on the dead list along with Folklore.
 
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