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

I love the original but I'm not going to spend any more money on PS3 digital games (other than with the funds left in my PS wallet) and I don't know exactly when I'll own a PS4, so no backing from me. I hope they make the goal though and at this rate they should.
 
Get rid of PS3 version and half that budget.

Half that budget would most likely put it under the budget of Frequency.

finally, it's been a long held dream of mine to fund the production of an exclusive sony held IP from my own pocket.

We do this on all games, just on the back end.

It sold like shit

That's putting it kindly, sadly. I had a small chat with one of the Devs in late 2002 who pegged sales around 50k LTD at that point.
 
finally, it's been a long held dream of mine to fund the production of an exclusive sony held IP from my own pocket. i'd have settled for a stretch goal which ensures no xbox version.

good to see shu and boyes retweeting this too. really shows their commitment to the IP's future.
I know you're being sarcastic but I'm having a tough time figuring out what your underlying point is.
 
good to see shu and boyes retweeting this too. really shows their commitment to the IP's future.
They have no commitment to it, but why should they? Frequency had a TV commercial. Let that sink in for a second. It sold like shit, but they regardless funded a more expensive sequel, which sold even worse. You'd have to be mentally challenged to keep funding series like that unless there's was a very obvious proof that people have turned around on it.

I know you're being sarcastic but I'm having a tough time figuring out what your underlying point is.
That Sony should have funded it, so that it most likely would lose them money for the 3rd time.
 
I preferred Frequency, I didn't like the flat plain of Amplitude.

Still backed it though since I loved these games, hopefully it reaches the funding amount needed.
 
I backed, even though I dislike Kickstarter.

Dat goal though... If they drop PS3 version will that bring cost down? like significantly?
 
I backed, even though I dislike Kickstarter.

Dat goal though... If they drop PS3 version will that bring cost down? like significantly?
I doubt it very much. The Ps4 version would be the more expensive one to make I'm sure, especially since Harmonix isn't as comfortable with the platform yet.
 
Anyone else annoyed that the $15 pledge was only valid for the first 1000 people? That's less than 2% of the total kickstarter amount. It was gone after less than 24 hours from the kickstarter start.

Seriously, you want us to wait for a year, and you price the kickstarter at $20 for an HD remake. Really? That's the expected retail price(!!!), as many have pointed out.

Dear Harmonix: I've bought most of your games and this feels like a slap to the face. I hope I'm not the only one feeling that way.

I mean, the primary purpose of this is to reach the target. I'm sure they'd rather not have thousands upon thousands of people paying $15 instead of $20 if they want the best shot at reaching their goal. It's a cool bonus discount for the earliest of early birds, don't take it personally that you missed out on it.

As for charging $20 for a remake (a real remake, not a simple "upgrade the graphics to HD and push it out") that you get on both the PS3 and PS4? That doesn't sound anything like a slap in the face to me. I bought the original version for the MSRP of $40 in 2003 (which would be roughly $50 today accounting for inflation). $20 for an HD remake of Amplitude with a new soundtrack is a DAMN good deal. How anyone can feel that this is a slap in the face is beyond me, but you're also complaining that they want us to "wait" a year. So I'm half-wondering if I'm replying to a meme joke post if you really don't understand that video game development takes a lot of time.
 
I backed, even though I dislike Kickstarter.

Dat goal though... If they drop PS3 version will that bring cost down? like significantly?

I doubt it. If their in-house engine is the same one that they used on Rock Band 3 and Rock Band Blitz, then it (the engine) is already running on PS3 and the engine work they'd have to do is to get it running on PS4. Basically, they'd probably only save a little bit of dev time and maybe 1/3 to 1/2 of the QA time.

This is probably also why the Vita is a stretch goal, seeing as Harmonix has never made a Vita game, and their PSP game is, well, really old, so they'd have to work to port the engine to Vita as well.
 
Definitely backing this. Unsure if I want to go in for 40 or 70.

Bah, Frequency/Amplitude on hard/insane weren't that hard
compared to 12 star songs in IIDX. :V

To be fair, there isn't much in life that is hard if you're going to use that as your standard.
 
So excited. I just upped my pledge from $20 to $40. I actually never really got to play Amplitude; I played a little bit of FreQuency but not a whole lot. I'm one of the poor saps that actually bought RB Unplugged and also RB Blitz, so this was won in my eyes as soon as I read the Tweets.
 
If it looks like it won't make it toward the end, I'll bump my $20 up to $40 too. As much as I loved Amplitude it's really the least I can do.
 
So excited. I just upped my pledge from $20 to $40. I actually never really got to play Amplitude; I played a little bit of FreQuency but not a whole lot. I'm one of the poor saps that actually bought RB Unplugged and also RB Blitz, so this was won in my eyes as soon as I read the Tweets.

I had fun with Unplugged and Blitz, but both have their problems compared to Amplitude. Unplugged is a pretty barebones game. The visuals are underwhelming, and while the four-note gameplay is solid, it's missing the energy and excitement that you had in Amplitude. Blitz on the other hand is kind of the opposite. Its visuals are more interesting and the power-ups add a fun element to the game. However, the core two-note gameplay was not compelling. All the power-ups in the world can't make up for that degree of simplicity. (And when you add in that you can't even use power-ups in Blitz if you're not playing online, the gameplay becomes a joke altogether.)

I'm really looking forward to this Amplitude reboot, and I think people out there who only have experience with Blitz or the Rock Band handheld games are in for a treat, as long as they're able to get into the music
(and as long as the Kickstarter actually succeeds, of course)
.
 
Still trying to wrap my head around the $100 pledge for a PS2 DVD case. The most common DVD case that ever exists... $100 for a generic DVD case and artwork insert...? Really?
 
They have no commitment to it, but why should they? Frequency had a TV commercial. Let that sink in for a second. It sold like shit, but they regardless funded a more expensive sequel, which sold even worse. You'd have to be mentally challenged to keep funding series like that unless there's was a very obvious proof that people have turned around on it.
I still kinda think Sony is going to help fund it if it reaches goal. Even though Harmonix said they're going to put their own million behind it, I don't think 1.75 Million would be enough for the game.
 
I still kinda think Sony is going to help fund it if it reaches goal. Even though Harmonix said they're going to put their own million behind it, I don't think 1.75 Million would be enough for the game.

I kinda doubt Sony as a corporation would put actual funding into the development of it (individuals at Sony probably, but not Sony themselves), but what I can definitely see them doing if it succeeds is helping handle a lot of the marketing for it (i.e. having it in the Sony booth at trade shows, multiple PS Blog posts, ad space on the store, things like that).
 
I still kinda think Sony is going to help fund it if it reaches goal. Even though Harmonix said they're going to put their own million behind it, I don't think 1.75 Million would be enough for the game.

I believe somewhere in the IGN article about this kick starter they it was stated that Sony asked Harmonix to do a kick starter to gauge community interest. So I'm guessing if it gets funded, Sony is gonna plunk down some cash.
 
I remember playing a demo for Amplitude on a Jampack demo disk waaaaay back in the day. Seems like a fun game, I hope they make their goal.
 
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.
 
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.
Doesn't seem to be skowing them down too much. I think having the actual IP has made it more successful than a multiplatform spiritual successor would have been.
 
I contacted Harmonix to ask if they could put a Vita port as a stretch goal, here is the reply:

"Yes! It's in our list for a stretch goal! We'll be rolling those out soon!"




:D
 
Holy shit his is actually happening?!?!

Someone pinch me. That way I'll know I'm dreaming since you can't pinch someone over the internet.
 
Why are people mentioning licensing costs to justify the 775k goal?
Our award-winning audio team is uniquely capable of composing amazing music with ideal GAMEPLAY in mind. All the amazing patterns and runs that made Amplitude's gameplay so fun need sick music crafted to match perfectly. For this game, we plan to focus our efforts on music that is custom-created for the game.

Do you really want me to link all the other KS projects going on right now that that could be funded by Amplitude's ridiculous goal? You can't convince me Amplitude is more graphically or mechanically complex than all of them.
 
Why are people mentioning licensing costs to justify the 775k goal?


Do you really want me to link all the other KS projects going on right now that that could be funded by Amplitude's ridiculous goal? You can't convince me Amplitude is more graphically or mechanically complex than all of them.
Because composing, recording & mastering maybe 20-30+ songs is free. You heard it here first, folks! Also, developing all the trippy backgrounds is free as well!
 
Why are people mentioning licensing costs to justify the 775k goal?

Not sure. As you pointed out, licensing costs aren't included in the $775k goal.

Do you really want me to link all the other KS projects going on right now that that could be funded by Amplitude's ridiculous goal? You can't convince me Amplitude is more graphically or mechanically complex than all of them.

I'm sure I couldn't convince you because none of us know the extent of work they have cut out for them. But the fact that Harmonix said on their livestream that they'd be using their own $1 million+ in addition to the Kickstarter $775k says to me that they have a better idea of what it will actually cost to develop than you or me.

They implied on the stream that if they don't reach their minimum $775k goal, this game will be canned.

I wouldn't say they implied it - more like stated it as a matter of fact, heh.
 
Why are people mentioning licensing costs to justify the 775k goal?


Do you really want me to link all the other KS projects going on right now that that could be funded by Amplitude's ridiculous goal? You can't convince me Amplitude is more graphically or mechanically complex than all of them.


Yes.

Link to them.
 
Do you really want me to link all the other KS projects going on right now that that could be funded by Amplitude's ridiculous goal? You can't convince me Amplitude is more graphically or mechanically complex than all of them.

How much do you think a team of 10 people who have been working for more than 10 years in the gaming industry cost for seven or eight months?
 
TIL: Amplitude was owned by Sony. Never did realize that!

I wish them the best to see this done, but no PC means no money from me. I already feel the sting of picking up and backing games on my own ecosystem, I have little intention of just giving them money to make a game for systems I most likely won't own. Still, I'm glad they're deciding to go all-in instead of another half assed Frequency/Amplitude clone of their own.
 
How much do you think a team of 10 people who have been working for more than 10 years in the gaming industry cost for seven or eight months?
Dunno. All i can do is look at the game here and the proposed budget; look at other KS games and be baffled. And lets not forget this a remake of existing game of a pretty simple natures, it's not like they need to design a game from the ground up and figure out how to nail mechanics down.

I would advise them to post a KS update with a breakdown of the 775K and where it goes, like several projects did.
 
I preferred Frequency, I didn't like the flat plain of Amplitude.

i agree with thismainly because i didn't like that the lane system had a "dead end", to move back to the opposite end you had to move 5 spaces...slowed things down imo.

but i asked them about this. they said they're still mocking things up and hav't fully decided, but they'll probably go for the flat plane of amplitude, but they will let your ship warp from one end to the other (which for me rectifies the issue i have with amplitude on PS2)

i also asked how many lanes they're having since the artwork only shows 3, but they said they're aiming for the traditional 6 (Song Dependent)
 
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?
 
NeoGAF the black sheep in regards of favoring Frequency over this? Because it seemed like the rest of the internet is excited about this.
 
And lets not forget this a remake of existing game of a pretty simple natures, it's not like they need to design a game from the ground up and figure out how to nail mechanics down.

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.

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?

Well, Sony isn't going to fund it. The last two times they did that, it didn't go too well.

I'm not sure what the problem is with customers being the "capital" when any mildly intelligent backer will be receiving the game as the backing reward. What is honestly so offensive about that? Whether I give Harmonix my $20 now or next March, they're getting the same amount from me. But this way, it allows the company to see whether enough people want them to make the game. If there's not enough interest, nobody wastes any money and it doesn't get made. If there is enough interest, the game gets made and the backers who paid for any game reward tier get a code for the game.

If I have to give them the money super early so that a cult classic sees a revival against all odds, I'm all for that, personally. Especially when I know that a game I really want to play is definitely not going to be created otherwise.
 
NeoGAF the black sheep in regards of favoring Frequency over this? Because it seemed like the rest of the internet is excited about this.

you know neogaf isn't just a single voice. There's lots of complaints from people because (if funded) it's not hitting their preferred platform.

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 agree Sony should've funded it. But what's the difference paying up front or after it releases, you're being their capital either way, and getting a classic of a game, don't you want it?
 
Dunno. All i can do is look at the game here and the proposed budget; look at other KS games and be baffled.
Unless you give examples of these "other KS" games whose budgets make you so baffled about Amplitude HD's, your comments don't have any weight behind the. You mean the countless of NES/SNES inspired 2d retro games? Or a bunch of other games that have clearly had way too limited budgets in comparison to what they were doing, which shows in the final game? It just seems you are extremely ignorant about how much game development costs and your image of it has been completely warped by amateur KS projects that aren't representative of the more professionally made games.

And lets not forget this a remake of existing game of a pretty simple natures, it's not like they need to design a game from the ground up and figure out how to nail mechanics down.
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.
 
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