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Amplitude (2016 video game)

A rhythm game sequel funded via Kickstarter, with generally positive reviews.

Amplitude (2016 video game)

Amplitude is a rhythm game released in 2016, developed and published by Harmonix for the PlayStation 4, with a version for the PlayStation 3 arriving later that year. It serves as a follow-up to the 2003 game of the same name and is licensed by Sony Computer Entertainment, which holds the rights to both *Frequency* and the original *Amplitude*. The game received generally positive reviews at launch, with aggregate scores around 80/100 on Metacritic.

The gameplay retains the core style of the original, but includes new songs, updated graphics, and features that take advantage of modern PlayStation hardware. A team play mode, added late in development at the suggestion of Harmonix’s Pete Maguire, allows for cooperative-competitive play in 2-on-2 or 3-on-1 configurations, where teams can play through a song without failing while accounting for different skill levels. A FreQuency mode lets players switch the nearly-flat track layout to the tunnel design used in the original *FreQuency*. Harmonix built a new game engine called Forge for this reboot, which was not used for *Rock Band 4* (that game used Unreal Engine 3).

To fund the project, Harmonix launched a Kickstarter campaign seeking $775,000 for a digital and physical release on PlayStation 3 and PlayStation 4 in May 2014. The goal was reached within about 24 hours of launching, on May 22, and the campaign ultimately raised over $844,000 from more than 14,000 backers. Major contributors included Insomniac Games CEO Ted Price. Ryan Lesser of Harmonix explained that the company chose Kickstarter because they knew demand for a sequel was high and wanted to test crowd-funding as a viable option for future projects. Harmonix had also tried other funding methods before the campaign, noting that the Kickstarter funds covered less than half of the total budget, with the rest planned from internal sources if the response was strong. The game was exclusive to PlayStation platforms because the *Amplitude* concepts and trademark are owned by Sony.

Initially, the game was set to feature music from Harmonix’s in-house musicians, with licensed tracks possible through stretch goals. During the Kickstarter, the team secured contributions from groups like Freezepop and Kasson Crooker, who had worked on the original *Amplitude*, as well as other video game music acts such as Anamanaguchi, Danny Baranowsky, and Jim Guthrie.

Quick Facts

Title
Amplitude
Developer
Harmonix
Released
PlayStation 4 / January 5, 2016 / PlayStation 3 / April 3, 2016
Genre
Rhythm
Modes
Single-player, multiplayer
Platforms
PlayStation 4 / PlayStation 3

Facts from the source article.

Lore & Background

Amplitude is a 2016 rhythm video game developed and published by Harmonix for the PlayStation 4, and later released for the PlayStation 3. It is a sequel to the 2003 game Amplitude, and was licensed by Sony Computer Entertainment, who owns the rights to Frequency and the original game. The game keeps the same style of gameplay from the original title but features new songs, modern graphics, and integration of modern PlayStation hardware features. It includes a team play mode, suggested by Harmonix's Pete Maguire and added late in development, allowing 2-on-2 or 3-on-1 cooperative-competitive play. A FreQuency mode switches the track layout to the tunnel approach from the original FreQuency. Harmonix developed a new game engine, Forge, which was not used for Rock Band 4 (that game used Unreal Engine 3).

Reader's Guide

Harmonix launched a Kickstarter campaign to raise US$775,000 to fund a successor for Amplitude, which would be released digitally and physically for PlayStation 3 and PlayStation 4 in May 2014. The campaign reached its target on May 22, within 24 hours of the funding period's deadline, completing with over $844,000 from over 14,000 users. Major backers included Insomniac Games' CEO Ted Price. Harmonix's Ryan Lesser stated the choice for using Kickstarter was based on knowing demand was high for a sequel, and the company noted the funds sought were less than half the amount needed, with internal funding planned for the rest. The game was exclusive to PlayStation platforms as the Amplitude concepts and trademark remain property of Sony. Originally planned for March 2015, the release was delayed to early 2016 due to inexperience with the PlayStation 4 platform. The PS4 version released in January 2016, and the PlayStation 3 version on April 5. The game shipped with more than 30 songs, including 15 composed by Harmonix in a 'concept album' for the campaign mode. Reception was average, with The Digital Fix scoring it eight out of ten, Slant Magazine four stars out of five, and The Escapist three-and-a-half stars out of five.

Did You Know?

The Capture System and Strategic Rhythm Play

In Amplitude, the player pilots a vessel called a Beat Blaster along a winding path divided into up to six color-coded lanes, each mapped to a distinct musical element like drums, bass, synth, or vocals. Rather than simply tapping notes in sequence, the game introduces a capture mechanic: by hitting enough notes in a given section, the player locks that portion of the track, which then plays itself for several bars. This frees the player to shift focus to another lane and capture it in turn. The core objective becomes a strategic juggling act—securing enough sections to carry the song through to its conclusion. An energy meter punishes repeated misses, and if it depletes entirely, the track ends early. Power-ups, triggered by specially shaped note patterns, add variety: instant track capture, doubled scoring, slowed tempo, and a freestyle mode where the player improvises riffs for points without following a fixed chart. The system rewards both precision and musical intuition, making each song feel like a collaborative performance rather than a reflex test.

From Tunnel to Open Track: Design Lessons from Frequency

When Harmonix set out to build a sequel to Frequency, the team revisited what had worked and what had felt restrictive in their 2001 debut. Frequency's signature tunnel visual, inspired by the cyberspace aesthetic of Tron, was designed to evoke synaesthesia, immersing the player in a feeling of flying through sound. Yet in retrospect, the developers found the enclosed corridor claustrophobic and limiting, particularly for local multiplayer. During early prototyping, an accident of perspective struck the team: viewing the tunnel from the outside sparked the idea of opening the environment into broader, more expansive landscapes. The result was a flatter, spread-out track layout that gave players a clearer spatial sense of where each instrument sat within the arrangement. This shift drew criticism from loyal Frequency fans who preferred the original's enclosed feel. A second design challenge was the era's reliance on print media; static screenshots of the tunnel looked confusing and lacked personality. The solution was the FreQ avatar, a customizable character performing on-screen with the music, lending the game a visual identity and emphasizing the competitive energy during multiplayer sessions.

Broadening the Musical Palette

One of the most deliberate shifts between Frequency and its successor was the broadening of the musical palette. Where the 2001 original leaned heavily into electronica and trance, Amplitude opened its doors to pop rock, hip hop, and alternative rock, assembling a 26-track roster that mixed well-known artists with in-house productions. Musical director Kasson Crooker contributed several original compositions, including "Cool Baby," "Synthesized," "Robot Rockerz," and "Spaztik," the latter of which was locked behind the game's highest difficulty setting, Insane. He also performed "Super Sprøde" under his band Freezepop. The soundtrack was structured in sections, with a designated boss track as the fourth song in each group and a fifth unlockable bonus track, creating a sense of progression and reward. The remix mode further deepened the musical identity: players could rearrange notes across every section except vocals, adjust tempo, and apply effects like chorus and delay, crafting a personal interpretation of each song. This emphasis on musical creativity, rather than pure reflex, helped distinguish the game from the growing field of rhythm titles at the time.

Legacy, Online Life, and the 2016 Reboot

Amplitude arrived at a pivotal moment for Harmonix. While Frequency had not been a commercial triumph, Ryan Lesser credited it with establishing the studio's positive reputation in the industry. The sequel, funded and published again by Sony, was met with critical acclaim and solid sales, cementing Harmonix as a major force in music-game development. The game's influence extended beyond its 2003 release window. In 2014, more than a decade later, Harmonix launched a Kickstarter campaign to finance a reboot of Amplitude for the PlayStation 3 and PlayStation 4. The campaign successfully raised over $840,000, and the new title was released in January 2016 under license from Sony. The original game's online multiplayer servers, which had allowed players to compete over the internet, were shut down by Sony of America in February 2007, with the European servers lingering until late 2011. The gap between that shutdown and the reboot's arrival left a long stretch where the title existed primarily as a physical disc and a fond memory. The fact that fans were willing to fund a sequel more than a decade later speaks to the game's enduring appeal and the lasting impression its capture-based gameplay left on the rhythm-game landscape.

Frequently Asked Questions

Who developed and published Amplitude (2016)?

Harmonix took on both the development and publishing roles for this title. Sony Computer Entertainment provided the license, since they hold the rights to the Amplitude and Frequency franchises.

What platforms is Amplitude (2016) available on?

The game debuted on PlayStation 4 in 2016, and a PlayStation 3 version arrived later that same year.

How does Amplitude (2016) relate to the original 2003 game?

It acts as a successor to the 2003 Amplitude, preserving the core rhythm-based button-matching gameplay while introducing new tracks and refreshed visuals built for modern PlayStation hardware.

What genre is Amplitude (2016) and how was it funded?

It is a rhythm video game in which players hit buttons in time with licensed music. The 2016 entry was notably brought to life through a Kickstarter crowdfunding campaign.

How did critics receive Amplitude (2016)?

The title earned generally positive reviews at its 2016 launch, landing aggregate scores in the low 80s out of 100 on Metacritic.

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