History VideoGame / Frequency

3rd Jun '16 10:15:04 AM nombretomado
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A rhythm game series by Creator/{{Harmonix}} that doesn't depend on special peripherals. All that's needed is a PS2 controller. Each song has 6 main tracks (drums, guitar, etc.). On each track, there are a bunch of gems representing that track's instrument. Hitting all the gems on a track for two measures activates that track temporarily. Your job is to move around the tracks and hit all the gems to keep them all activated.

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A rhythm game series by Creator/{{Harmonix}} that doesn't depend on special peripherals. All that's needed is a PS2 [=PS2=] controller. Each song has 6 main tracks (drums, guitar, etc.). On each track, there are a bunch of gems representing that track's instrument. Hitting all the gems on a track for two measures activates that track temporarily. Your job is to move around the tracks and hit all the gems to keep them all activated.



* CompetitiveMultiplayer: And one of the first games to use the PS2's online network adapter.

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* CompetitiveMultiplayer: And one of the first games to use the PS2's [=PS2=]'s online network adapter.
21st May '16 9:51:33 PM nombretomado
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The first game was Frequency, followed by a sequel, Amplitude, both on the PS2.

After a successful Kickstarter campaign, a new [=HD=] Amplitude for the PS3 and PS4 with a new song list was released on January 5, 2016.

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The first game was Frequency, followed by a sequel, Amplitude, both on the PS2.

[=PS2=].

After a successful Kickstarter campaign, a new [=HD=] Amplitude for the PS3 [=PS3=] and PS4 [=PS4=] with a new song list was released on January 5, 2016.
11th Feb '16 7:42:07 PM Freecom
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Added DiffLines:

* AntiFrustrationFeatures: A few in the [=PS3=]/[=PS4=] version of Amplitude.
** Pressing left or right on the joystick will take the player to the next available track, automatically skipping any empty tracks, making combos easier if the next track isn't immediately next to the current one. [[{{SomeDexterityRequired}} Some dexterity was required]] to do this in the older games, especially when jumping over two or more empty tracks.
** Moving past either the leftmost or rightmost track would [[{{WrapAround}} wrap the player around]] to the other side. Its usefulness is [[{{ZigzaggedTrope}} somewhat debatable]] considering one has to look far down the playing field to see what's going on the other side (or otherwise jump in blind), unless the player is using [[{{Retraux}} FreQ Mode]], which arranges all the tracks in a tunnel.
** If a powerup is one measure immediately after the current two-measure segment, the player will receive the powerup regardless.


Added DiffLines:

* NoPlotNoProblem: As is the case with many other [[{{RhythmGame}} rhythm games]].
** ExcusePlot: The brain surgery plot in the [=PS3=]/[=PS4=] version of Amplitude.
18th Jan '16 12:51:15 AM AussieEvil
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* ConceptAlbum: Amplitude 2016's campaign mode is one of these, based on reviving a woman in a coma using nanotechnology (that is, the Beat Blaster).



* DigitalAvatar: The Freqs.

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* DigitalAvatar: The Freqs.Freqs in the first two games, the different models of Nanoblasters in the 2016 game.


Added DiffLines:

* ScoringPoints: In Frequency and the first Amplitude, phrases have point values calculated by complexity of the note placement. In Amplitude 2016, phrase point values are simply the number of notes in the phrase.
18th Jan '16 12:31:28 AM AussieEvil
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Added DiffLines:

* ColorCodedForYourConvenience: Tracks in both versions of Amplitude are colored by their instrument..
17th Jan '16 8:53:14 PM AzureSeas
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Made by Harmonix, who went on to make ''VideoGame/GuitarHero'' and ''VideoGame/RockBand''.



* HarderThanHard: In addition to the series' standard "Easy", "Normal", "Hard", and "Expert" modes, the 2016 ''Amplitude'' adds a "Super" difficulty after beating Expert, where your Energy bar does not regenerate after missed sequences, and completed tracks regenerate faster.
* InterfaceScrew: Some of the powerups in multiplayer.
* LuckBasedMission: Getting [[GameplayGrading four bars]] on many Amplitude songs is a ''lot'' easier if the Freestyler power-up appears in the right places.
** Not quite luck-based. The power-ups appear in the same location every time the song is played, requiring players to [[TrialAndErrorGameplay discover the optimal path]].

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* HarderThanHard: In addition to the series' standard "Easy", "Normal", "Hard", and "Expert" modes, the 2016 ''Amplitude'' adds a "Super" difficulty after beating Expert, where your Energy bar does not regenerate after missed sequences, there are no section breaks, you can't recover energy at all, and completed tracks regenerate faster.
* InterfaceScrew: InterfaceScrew:
**
Some of the powerups in multiplayer.
* LuckBasedMission: Getting [[GameplayGrading four bars]] on many Amplitude songs is a ''lot'' easier if ** In ''Amplitude'' 2016, the Freestyler power-up appears last main campaign mission causes a wavy multicolored effect at the last section. The final bonus song in the right places.
** Not quite luck-based. The power-ups appear in
campaign has this effect for the same location every time the song is played, requiring players to [[TrialAndErrorGameplay discover the optimal path]].entire length.



* RankInflation: In Amplitude, your score at the end of a song is given a rating out of three bars, but the actual maximum you can get is four.

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* RankInflation: In Amplitude, your score at the end of a song is given a rating out of three bars, but the actual maximum you can get is four.four, or gold bars in ''Amplitude'' 2016.
7th Jan '16 4:25:45 PM WillyFourEyes
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After a successful Kickstarter campaign, a new [=HD=] Amplitude for the PS3 and PS4 with a new song list is in development and planned for release in 2015.

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After a successful Kickstarter campaign, a new [=HD=] Amplitude for the PS3 and PS4 with a new song list is in development and planned for release in 2015.
was released on January 5, 2016.



!!The game provides examples of:

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!!The game provides games provide examples of:



* InterfaceScrew: some of the powerups in multiplayer.

to:

* HarderThanHard: In addition to the series' standard "Easy", "Normal", "Hard", and "Expert" modes, the 2016 ''Amplitude'' adds a "Super" difficulty after beating Expert, where your Energy bar does not regenerate after missed sequences, and completed tracks regenerate faster.
* InterfaceScrew: some Some of the powerups in multiplayer.
29th Oct '15 5:50:34 PM nombretomado
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Made by Harmonix, who went on to make GuitarHero and RockBand.

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Made by Harmonix, who went on to make GuitarHero ''VideoGame/GuitarHero'' and RockBand.
''VideoGame/RockBand''.



* NintendoHard: Given that the timing window is strictly hit-or-miss, the window for a hit is pretty small, especially in Frequency. If you're used to newer Harmonix games (or, worse yet, ''GuitarHero 3''+), or a newcomer to rhythm games, it can take some time to get used to. Compounded by the fact that [=TVs=] back then generally didn't have input lag...

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* NintendoHard: Given that the timing window is strictly hit-or-miss, the window for a hit is pretty small, especially in Frequency. If you're used to newer Harmonix games (or, worse yet, ''GuitarHero ''VideoGame/GuitarHero 3''+), or a newcomer to rhythm games, it can take some time to get used to. Compounded by the fact that [=TVs=] back then generally didn't have input lag...
27th May '15 10:31:04 AM case
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Added DiffLines:

* RankInflation: In Amplitude, your score at the end of a song is given a rating out of three bars, but the actual maximum you can get is four.
29th Aug '14 10:40:45 AM case
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* NintendoHard: Given that the timing window is strictly hit-or-miss, the window for a hit is pretty small, especially in Frequency. If you're used to newer Harmonix games (or, worse yet, ''GuitarHero 3''+), or a newcomer to rhythm games, it can take some time to get used to. Compounded by the fact that [=TVs=] back then generally didn't have lag...

to:

* NintendoHard: Given that the timing window is strictly hit-or-miss, the window for a hit is pretty small, especially in Frequency. If you're used to newer Harmonix games (or, worse yet, ''GuitarHero 3''+), or a newcomer to rhythm games, it can take some time to get used to. Compounded by the fact that [=TVs=] back then generally didn't have input lag...
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