Review by Rooster349

"The Most Inducing Game of the Year."

Amplitude gives an intense, rock-based music experience that will get you pumping. If you're a music lover, Amplitude offers simple but addictive gameplay, that everyone can learn, but few can master. Unfortunately, like it's predecessor, it is destined to become the year's most underrated game.

Graphics 10/10

Harmonix upped the graphical intensity...

It is amazing that the games are so good, considering that it's strong point is clearly sound. And one playing the game could easily overlook the incredible environments your well-defined freq ship travels through. When you hit notes, they break, causing the environment to react. Pistons will pump, colors will swirl, etc. Now, your path is no longer a tunnel, but instead a road that will change direction. Bottom line, you should watch this game as well as play it. The bright colors, pounding backdrops, and excellent interactivity win this game the most inducing graphics of the year. Not that the year is over, but I bet it will win that award...

Anyway...

Sound 10/10

Regardless of how you feel about Amplitude's slight change from techno based songs to rock based songs, you cannot deny that the music is well done. A munch of mainstream bands have jumped on the bandwagon, including Slipknot, Papa Roach, Garbage, Weezer, and last and least, Blink 182. (Ironically, Blink 182 is one of the most challenging songs.) It's nice playing something familiar, no matter how annoying you find them.

The other half of the songs are just as good, for there respected genres. I only really can't stand 2 songs. And even though I hate them, they are well done. The sound is perfect, but it should be. I mean, it's a music/rhythm game. You won't like every song, but everyone has varying tastes, and Harmonix is trying to please the masses. I guarantee you that you'll find something you'll like.

Gameplay 8/10 at core
9/10 for some innovations

The gameplay is fast, simple, and effective. It's a game that won't suit anyone, and a background in rhythm, music, or note reading will help you out. You ride on a rollercoaster-type track, where there are six tracks in the recording. To activate the tracks, you press a button that corresponds with 3 notes on the track. You press one for the left note, one for the right, and one for the middle. The easy mode is pitiful, the normal mode offers a slight challenge, the hard mode is very difficult, and the insane mode is a step up from that. Eventually, you'll get to a point where you won't be able to improve. It's sad, but true. Some people will feel only a slight tinge of pain at the last few levels of INSANE, while some will struggle with getting through normal. Just like playing an instrument, there are natural barriers to cross, that largely depend on the talent of the player. Some will never be able to cross them, no matter how you practice. It is for this reason why the gameplay will vary drastically between reviews. The best will give it a 10, and the worst will give it a 4 or 5 for the immense challenge. Average people, like me, give this game an 8.

Innovations to Gameplay

Practice mode: Some songs, it actually takes practice to complete a song. For this reason, Harmonix included practice mode, Genius! Now, your energy meter will not go down, allowing you to complete the song.

Slow/Speed up BPM: Another genius idea. In remix mode, you may slow or speed the song's tempo. While this is nice for creating a unique sound, it alters the pitch of the song as well, and so a drastic change is not effective for remixing. What many use it for is for practice for the actual song. Slow the BPM, try the line, and then speed it up till up to speed. Just like a real instrument!

Slow mo Power up: Near the high BPM songs at the end, it's almost impossible to keep a combo going from track to track. While the power up may seem like a gimmick at early levels, near the end, you'll be begging for them. My only complaint is that they should last 4 measures instead of two.

Arrow pointing to next combo: Thank you! I finally know where to go now! It's a simple but effective change.

Harmonix knows there game is tough, and they added these features to help out the people who are struggling. While not everyone can master it, most people will be able to get good at it. The new gameplay features increase my gameplay rating by a point.

Online multiplayer: 9/10
Offline multiplayer: 7/10

I get my ass beat everytime I play this game online. There are a ton of practiced people, so if you're new, join a newbie game, even if you've beaten the game on normal. These people are ruthless! They'll steal your tracks, bump you, cripple you, etc. Still, the game is lag free for those with broadband, and still satisfying. The powerups may be annoying, and for this reason, you can turn them off. In online mode, the camera follows your freq, but in 2-4 people playing on the same system, it's a fixed camera on the entire track. I find this way very difficult to play, since I can hardly see what I'm playing, but I suppose it would be worse on split screen. It's a game that's meant to be played online/

Remix mode: 7/10

The remix mode has no more guide notes, but you can slow/speed the tempo to create new sounds. Every other effect, other than the ''increase the volume of a track'' remains in tact. You can now keep the song and from their slightly modify it. Other than that, it's not innovative.

Overall: 9/10

This game will keep you occupied for quite some time. However, just like any other instrument, it might discourage you. Even so, the shift from Techno to Rock is a welcome one, and Amplitude continues in the name of Frequency to define music/rhythm games.

Rock on.

P.S. Look for me on Amplitude. My Freq's name is: Roo-sta.

Reviewer's Score: 9/10, Originally Posted: 03/30/03, Updated 03/30/03

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