Hey gamers


I was made aware of Amplitude last year from playing Rock Band 4 as one of the songs on its setlist, Recession, was made for the Amplitude remake. After further research, the original Amplitude is a sequel to Frequency, which are the first two games Harmonix published. Being a nearly lifelong Guitar Hero / Rock Band player, I have a huge amount of respect for Harmonix. This new version of Amplitude had been at the back of my mind ever since, and I decided to give it a go a year later.


The gameplay of Amplitude consists of traveling down lanes that correspond to each aspect of the song (drums, synths, bass, vocals, and guitar). You shoot the gems on the corresponding lane to play that instrument, and if you hit all the gems in a given sequence, the instrument continues playing on its own as its corresponding lane disappears. Several measures later, the instrument fades from the mix and its corresponding lane spawns back. You're essentially building and maintaining the mix of the song through the game. It's a creative idea and one that I enjoyed playing. The electronic setlist works really well for this game, and it's incredibly charming and nostalgic for me. I love the art direction, and the concept album campaign is a cool idea. There is a large learning curve, and I still have a fair way to go to overcoming it. At this point, I can FC most songs on intermediate, I can reliably 2-bar every song on advanced, but I struggle to pass half of them on expert. I think it's safe to say I won't be earning the platinum trophy. I can't believe I'm saying this, but after playing GH/RB for well over a decade, it was oddly enjoyable to be this bad at a rhythm game again.


I do think, however, that this version of Amplitude has two major shortcomings. The first is the lack of standout tracks. I do like the electronic genre of the setlist, but it's not something I could sink my teeth into for hours at a time. I don't see myself coming back to the game to play some of these songs often. Plus, since it's a single genre, the experience feels one-note. With only 30 songs, Amplitude doesn't have the longevity that most GH/RB games do.


The other is that it's incredibly difficult, even impossible in some cases, to maintain your combo due to the many obstructions and distractions it throws at you. You could argue that it's like sight-reading sheet music as you have to look ahead to play properly, but I disagree. It's more like sight-reading sheet music while a cat keeps getting in your way trying to knock the paper off the stand. I can think of a few solutions that would make things so much easier: Colour coordinate the notes depending on which of the three note lanes it belongs to à la GH/RB, have the instrument lanes spawn adjacent to the one you're currently on, don't have the lanes curve as they travel, move the camera further away, zoom out, or lock the camera in place like in the multiplayer mode.


At the very least, Amplitude succeeds the task that many rhythm games strive for: It is made by and for people who have a passion for music, and it will help people appreciate music in a new light. You can clearly experience Harmonix's love of music through this game. Much like how GH/RB inspired many to learn the guitar, bass, drums, and/or singing, myself included, I can easily see someone citing Amplitude as an inspiration for them to pursue sound mixing or beat creation. That's the power of rhythm games, and I feel comfortable with Amplitude being cemented as a worthwhile addition to the genre. I may not love it as much as GH/RB, but I respect what it's doing and I'm glad to have played it.


Favourite songs:

- 2. Wetware - Harmonix
- 3. Dreamer - Harmonix
- 4. Recession - Jeff Allen ft. Noelle LeBlanc and Naoko Takamoto
- 5. Break for Me - James Landino ft. Noelle LeBlanc
- Lights - Wolfgun
- Phantoms - Freezepop

Reviewed on Mar 23, 2024


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