>played plastic rhythm games since donkey konga >mastered all instruments >the music game crash happened >guitars and drums died along the years >hear about RB4 >no shekles for a ps4 and the guitar bundle if only rocksmith supported ion drums it would be GOAT party game with actual music
>>322718260 actually that's not true as of last july. it was going to but.. well this is from one of their updates months back:
>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.
>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!)
>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).
>>322723413 >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!
That last bit they were talking about was announced recently:
>The secret is out! The last two features we have to announce for Amplitude are FreQ mode and Super difficulty.
>Hardcore fans will remember the tunnel from Frequency, and it is back in Amplitude. Once you have completed the campaign, you will unlock FreQ mode. FreQ mode allows you to take any song in the game and wrap the tracks into the Frequency tunnel!
>Pete, Audio Lead on Amplitude, wrote a blog post over on the PlayStation blog talking about FreQ mode. Click here to read it on the PlayStation blog!
it's actually probably going to be the best freq game they ever made. and it's seemingly coming from no where. no marketing done, no nothing. they're just throwing it out there tomorrow. it's going to be great, and it's going to sell like shit prompting them to never try it again. which is a shame. they're literally giving us everything we ever wanted.
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