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Pros:
-
Diverse soundtrack has something for almost everyone
-
New playfields look very cool
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Online option allows for even more replay value
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Cons:
-
New horizontal song track layout can present problems
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More songs would have been nice, or maybe the option for an expansion
disc
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Importance of freestyling is considerably less in Amplitude,
unfortunately
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Related
Links:
Review:
PaRappa the Rapper 2 (PS2)
Review:
Mad Maestro (PS2)
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Music
and rhythm games have seen a bit of a resurgence with the explosion in
popularity of Konami’s Dance Dance Revolution series of games. Sony
Computer Entertainment has certainly been active with these types of
games, publishing three games in the PaRappa the Rapper universe.
Unfortunately, the PaRappa games never got much critical acclaim after
the first in the series was released in 1997, so they took music gaming
in another direction with the release of Frequency, which came out in
late 2001.

Developed
by Massachusetts-based Harmonix, Frequency challenged players to
complete various music tracks by timing correct button presses in order
to formulate actual songs. Aside from the addictive (and extremely
challenging in spots) gameplay, the game’s biggest hook was to be
found in its soundtrack. Acts including No Doubt, Orbital, The Crystal
Method, and Powerman 5000 all contributed songs to Frequency’s lineup.
Fans of the game have waited almost 18 months for the inevitable sequel,
Amplitude… but was it worth the wait? Let’s find out.
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example, there’s a bass line,
a drum track, guitar tracks, vocal tracks, and more — depending on the
song that’s being played. If you can complete successive music tracks
without making mistakes, a multiplier is added to your scoring (up to
8x), which can really inflate your scores if you get on a roll. There
are power-ups which can be obtained by successfully completing certain
music tracks, and these power-ups can either be used to increase your
score (multiplier and freestyle) or to navigate some of the game’s
trickier note patterns (slo-mo and autocatcher).
There
are marked differences between Frequency and Amplitude, though. The most
noticeable difference lies in the game’s playfield. Frequency took
place within a Tempest-like cylinder, and players would move from track
to track in a clockwise or counter-clockwise motion. Amplitude does away
with the cylinder and instead puts all of the music tracks in a
horizontal line. While this is less confusing initially for new players,
Frequency veterans may have problems moving from the far right side of
the playfield all the way back to the far left without breaking a
scoring streak—and that’s definitely a pet peeve. Another big
difference is that freestyling—which lets players add their own
signature scratches or effects to a song—can now only be accessed via
a new powerup. Freestyling in Frequency was a better option, as it gave
players something to do if all of the music tracks in a given section
were completed, in order to increase their score. Amplitude doesn’t
have this, and there are spots where it’s feasible to be waiting a few
measures in between sections with pressing a button at all. One last
difference is that the scores in Amplitude are higher, however, the
scoring thresholds to unlock the hidden songs for each stage reflect
this change and are higher, as well.
Amplitude
boasts some big-time music acts, with a focus on more diversity than was
heard in Frequency. Rock music is represented in a big way in Amplitude,
with groups such as Weezer, Slipknot, P.O.D., and Papa Roach making
contributions. David Bowie has a song that’s been treated to a techno
remix in the game. Herbie Hancock revisits Rock It with some help from
some special guests. Pink has a pop-driven song in the game. Run-DMC
also makes an appearance. Also, Freezepop, a Massachusetts group that
saw a huge boost in popularity thanks to their “Science Genius Girl”
track in Frequency, returns to deliver another catchy song. Between the
recognizable acts and the ones you’ll wind up liking even though you
don’t know them, there’s plenty of variety within the 25 songs on
Amplitude’s roster. Not every song will appeal to everyone, though,
and you have to wonder whether more songs could have been added since
Amplitude takes advantage of the more spacious DVD-ROM format.
Visually,
Amplitude looks great. While the new playfield may warrant an adjustment
for veteran Frequency players, the visuals are far better than Frequency
ever offered. As players progress through each different song section,
it’s almost as if they’re driving along a freeway. Short videos of
the current music act can be seen, and every so often, random song
lyrics will fly by. Various visual effects, such as lightning or lights
that pulsate to the beat can also be seen, and the “music freeway”
that you’re on has hills and valleys. It looks more like a living
atmosphere that’s very interactive, as compared to the tube in
Frequency, and it’s a nice change.

One
of Amplitude’s big advantages is that it’s online-compatible.
Although the single-player mode is the best way to unlock songs, the
game’s multiplayer modes (online or not) boast different powerups and
some fierce competition. It’s also possible to create your own custom
mixes of any song in the game and challenge players anywhere to try and
beat your score. This online feature helps to alleviate the limitation
of 25 songs somewhat by having different variations of the songs
available to try out.
Amplitude
is certainly a solid sequel to what was a surprisingly good game to
begin with. It’s nice to see that Harmonix decided not to rest on
their laurels and instead try some new things with Amplitude, and the
diversity in the available music tracks is commendable. Aside from the
quibbles that I’ve mentioned, I’ve had a great time with Amplitude,
and I think that many others will, too—whether they’ve played
Frequency or not. That’s two in a row for Harmonix, and they’re not
done: their next project is a joint effort with Konami called Karaoke
Revolution. Take that, Simon Cowell.
-
Peter J. Skerritt, Jr.
(June
8, 2003)
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