Amplitude - Harmonix revival via Kickstarter for PS4/PS3 - $775k Goal - It's Funded! - Ends 5/23 @ 5 PM ET/2 PM PT

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https://www.kickstarter.com/projects/harmonix/amplitude

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  • $20 for the lowest game tier that includes the Cross Buy PS4 and PS3 versions.
  • Features original compositions from Harmonix
  • Single player, local multiplayer, and leaderboards


Risks and challenges

NEW PLATFORMS!

We haven't shipped a game on PlayStation®4. New platforms always come with some minor learning curves, BUT we have great producers and partners at Sony and we're confident we'll be able to overcome any obstacles

TIMELINE AND TECHNOLOGY ROADMAP:

There are technical limitations to overcome in order to get the game running at 60 fps (a requirement to make all musical timing feel snappy). We have a strong plan about how to adapt our proprietary engine for these purposes, especially on PS4, but it is a risk.

MUSIC LICENSING AND SOUNDTRACK COMPOSITION

We want to have the right balance between great electronic songs you know and the type of amazing original compositional work we did in the original PS2® games. This creative work can take time, become more costly than expected, and generally turn into a headache. That said, we have a LOT of experience in this area and we're confident we can make it work. Our current plan to fill this game with original compositions, custom for Amplitude. If we end up with a significant amount of over-funding, we can pursue licensed tracks from popular artists!


FAQ

Why does a company like Harmonix need to use Kickstarter to fund a game?

Harmonix is an independently owned studio. We’re excited about the idea of making Amplitude but, to guarantee development resources, we need to ensure the audience exists and is as excited as we are.

Making games, especially ones that are “self-published” is always an expensive and risky proposition. If we’re funded, we’ll have the resources needed up front to develop a new Amplitude and bring it to modern consoles with a great team of experienced developers. If we’re not fully funded, this game simply won’t be made.

Simply stated, Amplitude is a passion project at Harmonix. Without your support, development resources will have to be dedicated to other fully-funded third party projects. Kickstarter and crowdfunding allow us to make this game a reality.

You've only announced releases for PlayStation®3 and PlayStation®4? Why not PC or other platforms?

We think it’s important for a game built on the history of Amplitude and FreQuency to be focused on Sony hardware in order to remain faithful to the core gameplay experience.
While we'd love to bring this game to other platforms, including PC, the Kickstarter promise is for PS3®/PS4® only at the moment. While we never say never, PC support for this title is very unlikely and not in our current development plan.
Any support for PlayStation Vita?

While we haven’t announced our stretch goals yet (as our current goal is simply to hit our funding ask) we can confirm that Vita is a stretch goal for this project, and we’d be excited to develop for it!

Aren’t Kickstarter campaigns usually 30 days? Why is this one only 18?
Our campaign end date was chosen based on a need to assign developers to projects shortly after the end of this Kickstarter.

Our Kickstarter will allow us to secure Amplitude development resources here at Harmonix that otherwise will be assigned elsewhere. That’s an important date we’re working with! We hope that backers get behind the project in the window we have!
Any chance you’ll include licensed music? Why original Harmonix compositions?

While our core plan for Kickstarter is built around an original Harmonix created soundtrack tailored toward the ideal gameplay experience, we will pursue licensed music for this release if we can secure enough funding.

It should be noted that licensed music is far more expensive and difficult to secure and to work into a natural gameplay flow than it may appear on the surface. That said, we do have a lot of experience in this area (shout out to Rock Band, Dance Central and Fantasia!) but our core emphasis is on creating an addictive musical gameplay in this title.
 
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Wonder why they have to do it via kickstartet? Is not like its not going to be release in consoles if they dont meet the goal.
 
I don't have high hopes of this hitting the goal, but I chipped in what I can afford.

Amplitude was probably my second most played game on PS2 after MGO.

 
Frequency, Amplitude and Audio Surf looked so awesome to me when I was younger.  If I had $200 and if this took PayPal, I would so be in this.

I still have Frequency and Amplitude in my PS2 backlog.  I should bring those out.

 
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Wonder why they have to do it via kickstartet? Is not like its not going to be release in consoles if they dont meet the goal.
The genre's a bit too niche right now to invest a lot of money into an IP that didn't exactly sell that well in the first place, so this lets them see if there enough of a demand to be worth their time and money. I believe Harmonix has said that they're willing to put in $500k to $1 million of their own money into the project if it succeeds.

 
Amplitude was epic on PS2. Baseline and Synthesized were my favorite songs. I just wish that pledge goal wasn't so high.

Ahhh, the good old days:

https://www.youtube.com/watch?v=tB9ZhLBSoBQ 

 
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http://blog.us.playstation.com/2014/05/16/killzone-shadowfall-gets-online-co-op-with-intercept-expansion/

A bunch of you have been asking questions along the lines of, “Hey, why does Harmonix need to do a Kickstarter? Isn’t Harmonix rich from all of that Rock Band / Dance Central money? Can’t you fund this yourselves?”

The short answer is: nope

HOW DO YOU FUND A GAME?

About three and a half years ago, Harmonix spun back out of Viacom as a newly formed independent company. While we’re known for AAA console titles released via major publishers, at this point we’re really just an independently owned and operated studio. When it comes to big games, we’re working contract to contract and hoping to get to make the next thing that fans will love.

Sometimes, our ideas for projects are small enough that we can tackle them on our own and self-fund – we’re fortunate to be able to take those small risks without a third party. But other times a project comes along that’s too ambitious in scale, scope, or cost for us to be able to responsibly make it completely out of pocket. In those cases, like any other group that wants to make an ambitious project, we have to find ways to pay for the development of the games we want to make.

We have to find ways to pay for the development of the games we want to make.

We’re lucky enough to be able to do this “the old fashioned way” depending on the project —by appealing to video game publishers to fund a title. (The upcoming Disney Fantasia: Music Evolved is an example of this.) But sometimes the publishers we approach won’t fund a game that we’re excited about and that we think fans would be excited about – maybe they don’t think it fits with their portfolio strategy, maybe they don’t think it would be commercially viable and worth their investment. In a different era, this would mean the game idea would be dead in the water – we’d simply have to walk away because publishing executives at a few companies don’t share our vision.

SO WHAT HAPPENS IF THAT FUNDING ISN’T THERE?

Amplitude is a game that our team is so excited about and that has such dedicated and vocal fans, that we just KNOW it needs to be realized. In a situation like this – a project that’s too expensive for us to fund on our own with our limited resources, a game that people want us to make, and a game where a publisher isn’t willing to provide development funding – this is the scenario where we need the help of the fans to fund a game. This is a passion project that needs support and backing to take flight.

This is a passion project that needs support and backing to take flight.

The Amplitude Kickstarter is about the difference between a team of developers at Harmonix working on a game we’re passionate about and developers being assigned to whatever other funded project we can come by next. Our team will work hard either way and will make the best games they can, but make no mistake – without this Kickstarter, there’s no clear path to getting Amplitude made or a clear scenario where we can afford to fund the team ourselves and release it. It’s not a ploy – with the current landscape, without your support, this game won’t exist.
We’ve sought other options out before coming to Kickstarter: there aren’t publishing funds waiting in the wings or some third party who’s eager to offset our costs – either we fund the game here, or the game goes back on the shelf.

WHY DO YOU NEED SO MUCH MONEY?

Making games of any size is risky and takes tremendous time, resources, and creative efforts. It’s also far more expensive than you might think. The number we’ve asked for in this Kickstarter will provide us with the minimum amount of funding we need to be able to self-fund the rest of the project. We’re hoping to walk through the budget and where it goes in greater clarity with you, but in short – the $775,000 of this Kickstarter is less than half of the project budget for the game.

The $775,000 budget of this Kickstarter is *less than half* of the project cost for the game.

Even in the scenario where we raise the $800,000 or so on Kickstarter, we’ll be risking more of Harmonix’s money than we probably should – all because we want to make this game so badly. Harmonix had successes in the past that let us keep the studio going and make small games, but at this point our coffers as a company aren’t full enough to fund the entirety of Amplitude by ourselves. There isn’t a secret vault of Rock Band money that we’ve forgotten about.

This Kickstarter isn’t a ploy to get crowd-funding in order to see a bigger profit – it’s a desire to see a horizon where the game we have in our heads has achance to break even. We’re hoping you join us in the enthusiasm for the game and help us ensure we can take a shot at it, even with the serious risk to our bottom line that’s involved at our base level of funding.

BUT YOU’RE TOO BIG FOR KICKSTARTER…

We’ve seen a lot of folks saying that they think “Kickstarter isn’t for games like this, it’s for THIS instead!” about our project. Whether that’s “games from established studios” vs “true indies,” "games from companies that had success in the past” vs “an unknown with a risky idea”, or “games from big teams” vs “games from small crews.” Everyone’s entitled to his or her opinion on what they look for in a project to back – we certainly back a lot of games ourselves as individuals that are both small (5 people or less) to relatively big (a handful of high-profile projects).

The one thing we think an acceptable “game on Kickstarter” needs to share is that the project is, at its heart, a dream that can’t become a reality without fan funding. And we think that Kickstarter has room for dreams of all sizes, including ours. As long as that dream can’t happen without the funding in question, then it’s a sincere request to the audience for support to make it possible. And, at its heart, that’s what our Kickstarter has always been about. It’s okay that some folks out there disagree – we just hope enough of you believe in Amplitude to help us make it.

We think that Kickstarter has room for dreams of all sizes, including ours.

So to those of you out there that believe it’s possible that a business might be earnest enough to want to make a really cool thing, even if it isn’t a huge payday – consider backing. To those of you who loved the original FreQuencyand Amplitude and have begged for the sequels that no one is willing to fund – consider backing. And to those of you who think that a game that’s too small to be a crazy-AAA profit project but too big to be a tiny-startup pipe dream might still have a place in this bizarre community of fun – consider backing.

Please consider backing Amplitude—we’re dying to make this game for you all, but we need your support!

PS. A sideshow in all of this that sometimes gets linked into the conversation: You may have read news headlines in years’ past about huge sums of money being paid out by Viacom (our former corporate parent) to “Harmonix” following Rock B and’s commercial success. In fact, Viacom paid that money as part of its purchase of Harmonix back in 2006 to the company’s original shareholders, which mostly consisted of the investors who kindly kept Harmonix afloat for the 10 years that we struggled in obscurity before hitting big with Guitar Hero and Rock Band. Those original investors were the primary recipients of “all that Rock Band money”—as well they should have been – not the business of Harmonix that is trying to make this game!
 
https://www.kickstarter.com/projects/harmonix/amplitude/posts/846452

Amplitude Backer Update #6 - Music, Concept Art, and More!

Hello again, all!

We're really psyched to see such a great reaction to the audio lookbook in our last post. The tone, style, and mood of those songs will really inform the music we're making for the game. Okay, in keeping with the text-light, video/audio-heavy updates, let's get going!

Yesterday we gave you a sneak preview of our latest podcast with Ryan Lesser, John Drake, and Eric Pope discussing Amplitude. Saw really great responses to that, so you'll hopefully be interested in the full thing! A lot of great info in here:

LISTEN TO THE HARMONIX PODCAST

Back by popular demand, we've got a couple behind the scenes desk videos with our team! First off, the amazing Lauren Saint Onge and Ryan show off concept art they've been making:

https://www.youtube.com/watch?v=IB7TI5A2AuU


Next up, some work-in-progress Amplitude music work from composer/sound designer Pete Maguire!

https://www.youtube.com/watch?v=-lAeJtqXH08


Last but not least, one of our artists who worked on the original game, Matt Gilpin, threw together this incredible stop-motion short for the game!

https://www.youtube.com/watch?v=COlBAG_AhEE



It really feels like we're starting to build good momentum! Keep spreading the good word, everybody, we can make this happen! Also, get hyped for a big music announcement early next week!
 
https://www.kickstarter.com/projects/harmonix/amplitude/posts/848597

Hey everyone!

We’ve got some big news to share to kick off the FINAL WEEK of our AmplitudeKickstarter!

Harmonix is excited to announce that the following artists will contribute to the Amplitudereboot with original music:

These artists will join our talented artists at Harmonix to create an incredible soundtrack for the new Amplitude.

We have tons of amazing content planned this week, including a Reddit AMA with Harmonix CEO Alex Rigopulos. The AMA kicks off RIGHT NOW (12pm Eastern). CLICK HERE to join the discussion!

Harmonix is also hosting an Amplitude livestream TONIGHT at 5pm Eastern on our Twitch channel. Please join us for questions about today’s music announcement or any other burning questions you have about our Kickstarter!

We’re overwhelmed by the amount of support you’ve shown during our campaign. It means a lot to all of us at Harmonix. Let’s keep going strong and bring back Amplitude!
 
They've reached the point where the time remaining is now shown in hours and they've managed to reach $543k with three days left, so it's growing quickly as the end nears. A new tier has been added:

https://www.kickstarter.com/projects/harmonix/amplitude/posts/850364

Hey Everyone!

Check out this AWESOME new time-lapse video of a Beat Blaster being modeled and textured by Lauren and Ryan. Lauren even added some narration about the choices they’re making and the approach they’re taking. AND IT LOOKS AWESOME!

https://www.youtube.com/watch?v=SuSdlwksR-8

Also, we’ve just dropped a limited $35 tier that includes the game, your name in the credits and PSN redeemable codes for DLC! A $20 value! Tell your friends to back right now and get that awesome reward for a great price!

THESE DLC CODES WILL ONLY WORK FOR US PSN ACCOUNTS. They will not work with non-US PSN accounts, so if you’re outside the US, this isn’t the tier for you!

Check it out now on the main page and consider upping your pledge!

Lastly, we’re in our final week and we’ve seen a HUGE upswell in backers. We’re so excited that we’re closing in on our funding goal. The Kickstarter wraps up at 5pm Eastern time on Friday!

We’ve updated the social graphics so many of you have been awesome enough to use to indicate that we’re in our last week! Swap your stuff out if you so choose!

You guys are amazing. Your support means the world to us, and we’re all so hopeful based on the velocity we’re now seeing. Spread the word!

Yours,

JohnD
 
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I dunkenly pledged $70 and am so happy to see it pick up over the last few days. But at the same time kind of wish I didnt pledge that much. Oh well. Cant wait to see what happens.
 
I dunkenly pledged $70 and am so happy to see it pick up over the last few days. But at the same time kind of wish I didnt pledge that much. Oh well. Cant wait to see what happens.
You can always lower your bid slightly...

Quite impressive how much steam this has picked up in the last 4 days of the campaign.

 
Doubled my pledge yesterday after the awesome livestream they did.

So glad this turned around, it would have been painful to see it fail.

 
The first stretch goal is for head-to-head online multiplayer. They haven't said how much it is yet.

Edit: It's $1,125,000 to get online multiplayer into the game.

 
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After some debate, I did the $100 tier.  I know the physical case wont have a disc in it, still cool to be able to display something though.

 
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I dont normally double post, but a year seems like an ok window. I thought i'd give a heads up as for those who backed $35 or more, they've been sending out $20ish in PSN codes to purchase the game with (upon release).  They actually had a weird error where some codes werent working  so even if you already redeemed your $20 in codes, they sent new ones.

 
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