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Harmonix: AMPLITUDE Delayed to 2016 (EA in DEC)

Just got an email about this.

Greetings, beloved backers!

This is Alex Rigopulos, writing to you through a cartoon speech bubble. Ryan and I are eager to fill you all in on a number big developments in Amplitude Land.

As the game came together this year, it became apparent to all of us that it was shaping up to be something really special. The gameplay is as fun and addictive as ever, the HD visuals are gorgeous and hypnotic, and the soundtrack is killer.

The game is fulfilling all of our hopes and ambitions for it, and at a certain point, we made a major call: We’ve decided to double down, increase the project budget, and make the new Amplitude bigger and better than the scope of game we originally pitched to you all last year.

I will now hand the mic over to Cartoon Ryan, who will tell you some more details.


Although we had originally promised about 16 songs total, we have decided to cram as much awesome music into Amplitude as possible. We now upped the total count to 30 songs! If you are a backer at the appropriate tiers, you will also get a 31st song too, voted on by the Song Senate—our group of backers that chipped in at the Song Senate tier. (Side note: In a display of true Amplitude community good will, the Song Senate decided to keep the “most wanted” song in the main game soundtrack, instead of keeping it all to themselves. THANKS, SONG SENATE!)

You guys may also recall that early in the dev cycle, we decided to add a concept album wrapper to the otherwise vanilla solo mode. This is all new for Amplitude and we think it adds a bit more depth and interest to the game and the songs themselves. The core campaign now includes 16 all-original songs, written in-house by our amazing musicians. You have heard some of these tracks in past posts and at the conventions… songs like “Decode Me” and “Wetware”.
In addition to the basic play modes that were promised originally, and the single path/single environment in which they would be presented, we decided to expand both of those dimensions by adding 2 more playable environments, unique path topology per song, and more play modes. We are now shipping a solo campaign, solo free play, 2-4 player “free-for-all”, and an all-new team play mode (1v3, 2v2).

Over the course of the project, we created the original nanoblaster and the backerblaster, and also made 3 additional nanoblasters for players to choose from in solo and multi play. (v0.9 Chubs is my personal fave, displacing v1.1 Raven)

We have added leaderboards, allowing players to compete asynchronously against each other online for score, both per-song and across the whole game.
Oh! One last thing: There is a new, still-to-be-announced way to play the game that will change the way you think about Amplitude’s 6-lane track. More on that at a later date! Now back to Alex.

Thanks, Cartoon Ryan. So that’s all of the good news. Now for the bad news that comes along with it: It’s impossible for us to finish all of these extra songs, environments, features and modes on the same schedule. Our previous target for shipping the game was this summer. Now that we’ve committed to this expanded scope, though, we won’t be able to complete and ship the game until the end of this year on PS4 (with the PS3 version coming shortly thereafter).
Kickstarter backers who paid for the “early access” reward will be able to play the PS4 version in December, prior to the holiday break. For everyone else, the PS4 version will become available in January.
(We’ll follow up with the exact dates in December and January for PS4 as soon as we have them. PS3 will follow shortly behind.)

We know that this schedule slip will be a disappointment to many of you. (Frankly, it’s disappointing to us as well, as we’re all dying to play the finished game…) However, our judgment was that our highest priority is to deliver the best game we possibly can to our fans—the definitive version of Amplitude. We want to over-deliver for our biggest supporters, and that’s simply going to require some extra time.

Some of you might wonder—will this delay mean that synchronous online multiplayer will be added? I’m sorry to say, it will not, as that is impossible within our budget means for this game, even with the expanded budget. However, our hope is that this release of Amplitude will be successful enough to justify a sequel or feature expansion pack that could include this. In the meantime, the newly added leaderboard system will enable plenty of heated asynchronous online competition!

Finally, I should add that the physical rewards are beginning production, and we’ll have more news on those in the coming weeks.

From the whole Amplitude team, thank you for your continued support and patience. We think that when you see the finished product at the end of this year, you’ll agree that the wait as been worth it!

https://www.youtube.com/watch?v=N8pUgPpJPXk

A little disappointed at having to wait longer, but the scope of the game has definitely increased.
 
Superbummer :/

Since I don't think that the RB4 MIDI-adaptor will come out in 2015, I guess I'll get my HMX fix next year :((
 
I'm perfectly fine with this. Harmonix is one of those companies that I've always trusted in the past and will continue to do so.
 
Almost twice the songs, more gameplay modes, a new way to play the game (can maybe use Rock Band guitars?) and leaderboards? Annoying delay, but it's for a good reason.
 
Yeah, I'm fine with this. More than fine in fact. I don't cae having to wait few more months considering how much bigger the game is going to be.
 
I'll take an expanded scope and more polished product over pushing it out now with a bunch of compromises. I have too many games to play this fall anyways.
 
Disappointing, I was really hoping to play it by the end of the summer. Oh well, it's probably for the best if they're really making the game that much bigger.
 
LOL You delay the game and then don't put in online MP? Get fucked Harmonix. I'm actually regretting kickstarting this and I'm a huge Amplitude fan.
 
Summer always seemed like a conservative estimate, anyway.

I'm fine with a delay in exchange for almost double the original planned content. I have Groove Coaster 2 to keep me occupied til then anyway.
 
This project has been mismanaged from day one, so it's not that surprising. Strange that the first stretch goal was online multiplayer - now they delay it half a year and still don't add it. Instead - they randomly decided on their own what other stuff to add - like 2 more environments that nobody asked for. I begrudgingly funded this because I really do want another Amplitude, but the development does not fill me with optimism.
 
This project has been mismanaged from day one, so it's not that surprising. Strange that the first stretch goal was online multiplayer - now they delay it half a year and still don't add it. Instead - they randomly decided on their own what other stuff to add - like 2 more environments that nobody asked for. I begrudgingly funded this because I really do want another Amplitude, but the development does not fill me with optimism.

Adding environments is a way more trivial task than creating an entirely new game mode and the requisite netcode for it. And the netcode for a game as reliant on timing as this would need to be flawless
 
This project has been mismanaged from day one, so it's not that surprising. Strange that the first stretch goal was online multiplayer - now they delay it half a year and still don't add it. Instead - they randomly decided on their own what other stuff to add - like 2 more environments that nobody asked for. I begrudgingly funded this because I really do want another Amplitude, but the development does not fill me with optimism.

They never met the goal for online multiplayer so it wasn't added. I'm no expert but I'm pretty sure adding network functionality and support for a synchronous online multiplayer mode is far more expensive than new skins/environments.

I think most would agree that delay or not, using any additional funding they received to effectively double the number of playable songs was a good call.
 
Adding environments is a way more trivial task than creating an entirely new game mode and the requisite netcode for it. And the netcode for a game as reliant on timing as this would need to be flawless

I wasn't saying that was a one to one exchange there. They have done netcode in the past and have experience in the area. It's not an unrealistic expectation given a 6 month delay. Instead, they arbitrarily chose what they wanted to expand on.
 
I'm sad about this but I'm fine with it. The majority of Kickstarter projects aren't delivered exactly when they're originally promised and with the expanded scope and track list I'm okay with the delay. It'd be nice to get some sort of early demo of some sorts, but I can understand why they don't want to do that. Looking forward to playing it at the end of the year!
 
I wasn't saying that was a one to one exchange there. They have done netcode in the past and have experience in the area. It's not an unrealistic expectation given a 6 month delay. Instead, they arbitrarily chose what they wanted to expand on.

I think it's an unrealistic expectation to want them to add functionality that they didn't get the funding for, regardless of whether or not there was a delay or expansion of other content.

Just because there was an Amplitude game in the past that had online play doesn't mean that they have a fully capable online-focused team ready to go and willing to work for free. Had they met the stretch goal for online play then yeah, they would have hired appropriately. It's not something they can just add to the game at no extra cost because they have a few more months in the oven.


No I regret kickstarters that delay and try to justify it with bullshit to downplay the fact that they bit off more then they could chew.

2x the songs = bullshit, now?
 
For all the shit that gets put onto publishers it's moments like these that have been highlighted through Kickstarter and similar crowd founding methods that make me realise how much of a headache developers also potentially cause for the 'guys in suits'...

For a game that barely scrapped through its kickstarter goal, why are they suddenly doubling down on this and increasing the budget and dev time required? There is something to be said for hitting your goals and delivering what you initially promised sometimes.

Before anyone jumps down my throat my comments aren't really directly aimed at this news...
 
LOL You delay the game and then don't put in online MP? Get fucked Harmonix. I'm actually regretting kickstarting this and I'm a huge Amplitude fan.
You backed a game with 16 songs and very barebones features. Now they delay it by 4 months to give you more fleshed out features & almost double the songs and you get your panties up in a bunch? Online multiplayer for a game like Amplitude is really hard & expensive to make, rather there not be one at all and get more content than get something half-assed they had to spend money on that can now be used on something else.
 
I dont think ive seen many, if any, major kickstarters not run into issues/delays for whatever reason.

I just dont get why people get so frustrated if things are generally communicated well and progress is being shown
 
I'll happily take the delay for a more fully-featured game.

At this point, with 30 tracks it is a full-on, complete Amplitude sequel, and not a smaller downloadable game.

Very happy about this.
 
I dont think ive seen many, if any, major kickstarters not run into issues/delays for whatever reason.

I just dont get why people get so frustrated if things are generally communicated well and progress is being shown

If that MN9 rumor is true, then that's an example of how NOT to handle a KS delay. I think they did a pretty fine job of explaining their reasoning here.
 
LOL You delay the game and then don't put in online MP? Get fucked Harmonix. I'm actually regretting kickstarting this and I'm a huge Amplitude fan.

I didn't kickstart it and I love amplitude (still kicking myself over that).

I'll take your early access code if you're disappointed though ;)

Sucks we have to wait till the end of the year but pretty excited they're adding more songs! Here's to more Freezepop and/or Symbion Project!
 
I wasn't saying that was a one to one exchange there. They have done netcode in the past and have experience in the area. It's not an unrealistic expectation given a 6 month delay. Instead, they arbitrarily chose what they wanted to expand on.

To be clear, I don't know much about this game, but does specifically the Amplitude team (rather than Harmonix as a whole) have that experience though? If it's a small team as others have mentioned, that stretch goal could have been the difference between getting a programmer who's done net code previously onto the team and not getting them. If that person is, say, on the RB4 team now, it might be pretty hard to add that even with an expansion in budget.
 
If there had been any kind of survey, I would have gladly, gladly chosen to double the size of the game before adding online multiplayer.

Besides, adding a feature that requires a completely different skillset and is not part of the current design of the game is completely different than adding more of the same kind of content. To expect online multiplayer was unreasonable.


To be clear, I don't know much about this game, but does specifically the Amplitude team (rather than Harmonix as a whole) have that experience though? If it's a small team as others have mentioned, that stretch goal could have been the difference between getting a programmer who's done net code previously onto the team and not getting them. If that person is, say, on the RB4 team now, it might be pretty hard to add that even with an expansion in budget.

Exactly. The relevant team size and composition likely accounted for what was needed -- in this case, no extensive netcoding at all.
 
This is a delay I can get behind, the extra stuff they are craming in is totally worth it. They only have this chance to revitalize the brand so they can take aslong as they need to.

When was the original release date BTW? September onwards is jam packed with awesome releases so I feel this may have been overlooked in anycase.
 
This is a delay I can get behind, the extra stuff they are craming in is totally worth it. They only have this chance to revitalize the brand so they can take aslong as they need to.

When was the original release date BTW? September onwards is jam packed with awesome releases so I feel this may have been overlooked in anycase.
March 2015, then it was delayed to summer.
 
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