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rhythm games

Rhythm of Fighters photo
Rhythm of Fighters

Download SNK's The Rhythm of Fighters before it's delisted


Disappearing July 15, 2015
Jul 10
// Jordan Devore
We've got less than a week to download The Rhythm of Figthers - SNK Original Sound Collection before SNK Playmore removes the game from the Apple App Store and Google Play. The company thanked fans for their support but did n...
Crypt of the NecroDancer photo
Crypt of the NecroDancer

Crypt of the NecroDancer headed to PS4 and Vita


Dance Dance PlayStation
Jul 10
// Darren Nakamura
Well this is nice. Previously available only for Linux, Mac, and Windows, Crypt of the NecroDancer is now on its way to PlayStation 4 and PlayStation Vita. Brace Yourself Games' community manager Heather Wilson made the annou...
Persona 4 Dancing photo
Persona 4 Dancing

Persona 4: Dancing All Night coming to Europe without delay


We shared the same mad potion
Jun 30
// Kyle MacGregor
It looks like Persona 4: Dancing All Night might arrive simultaneously (or close to it) across Europe and America, as NIS has followed Atlus' lead, announcing the rhythm game for a "Fall 2015" launch. In addition to the stand...
IA/VT Colorful photo
IA/VT Colorful

Senran Kagura dev's new game isn't coming west


Music licensing to blame
Jun 28
// Kyle MacGregor
Marvelous' upcoming rhythm game IA/VT Colorful isn't likely to receive a localization.  Speaking with Siliconera in a recent interview, producer Kenichiro Takaki, best known for his work on the Senran Kagura se...
ATLUS photo
ATLUS

Persona 4: Dancing All Night opening movie


Scorpion something true now...
Jun 25
// Kyle MacGregor
No lie, I've been listening to Persona 4: Dancing All Night's main theme, "Dance!," on repeat since playing the game at E3 last week. It's just so danged infectious. I'm this close to importing the game -- which just came ou...

Persona 4 goes full Miku in Dancing All Night

Jun 20 // Kyle MacGregor
This is all a set-up for a rhythm game, where the spotlight shines on Atlus composer Shoji Meguro's infectious tunes, including some new tracks to go along with remixes of old favorites.  Persona 4: Dancing All Night's gameplay is reminiscent of Sega's Hatsune Miku: Project DIVA series, which makes sense given the tiles were both created in part by the same studio, Dingo. Unlike the Project DIVA games, where the notes fly in from off-screen toward the center, Atlus is taking the opposite approach with Dancing All Night. Star-shaped objects appear and fly from the center of the middle of the screen toward six points on the outer edges of a ring, all of which correspond to parts of the D-pad and individual face buttons. As rhythm game veterans know very well, how you time your button presses as the notes fly into these zones will impact how well you score. There are various levels of difficulty to select between, so fans of the genre can challenge themselves while those just looking for a new Persona story can breeze through the stages with less resistance.  As you tap along with the beat, familiar faces like Kanji and Chie will groove out to the music on the Midnight Stage while Shadows look on the in audience. Eventually, the stages will culminate in a Persona summon, which I got a real kick out of. Seeing (the main protagonist) Yu's partner Izanagi jam out on a bass guitar put a big smile on my face. Atlus also showed us the game running on a PlayStation TV, which might be a tad more challenging than playing it in the palm of your hands on the Vita depending on how far away you sit from your screen. Since we were pretty close to the monitor during our demo, this required us to rely heavily on our peripheral vision, which added a layer of challenge. Whether it's an RPG, fighter, or rhythm game, more Persona is always a good thing in my book and seeing Persona 4: Dancing All Night in action this week at E3 has me no less excited about the game. I'm definitely looking forward to seeing more of it when it finally launches sometime this fall.
P4D preview photo
Just set it free and dance!
It's been months since the Investigation Team cracked the case and life is getting back to normal. That is, until members of Rise Kujikawa's J-pop group suddenly go missing. And, surprise, surprise: The rescue mission brings ...

Guitar Hero Live rocks out with a fresher focus

Jun 16 // Alessandro Fillari
Guitar Hero Live (PlayStation 4 [previewed], Playstation 3, Wii U,  Xbox 360, Xbox One, Mobile)Developer: FreeStyle GamesPublisher: ActivisionRelease date: October 20, 2015 First and foremost, if you're a longtime fan of the series that may have felt burned by the last title, Warriors of Rock, you'll be pleased to know that the series has gone back to the basics to keep the focus on jamming out to a variety of tunes ranging from heavy metal, classic rock, and pulsating new metal. While on the surface Guitar Hero Live looks to be a massive departure from the rest of the series, it's very much in line with what was present in the earlier titles. This is purely about the music and experience of building your own personal rocker profile. As you may have seen from the reveal trailers, they've incorporated real video into Guitar Hero this time around. When selecting some of the classics or new tunes, you'll be treated to actual music videos or even concert footage of the band while you play. This is in keeping with the new television aesthetic and architecture that Guitar Hero Live utilizes. Gone are the bizarre storylines and cartoonish visuals showing off your character as they rise from garage-band amateur to international rock star, and in its place is a focus on realism to keep you invested in the songs and the experiences of being a guitar god. During Guitar Hero's absence, the developers have refined the gameplay and tweaked many aspects. The biggest change made is that you can't outright fail songs. As vets know, missing too many notes will fail the song, resulting in game over. In Guitar Hero Live, players that perform poorly can still finish the song. The folks working on the game felt that failing players resulted them in losing interest, so botching songs will only affect your overall score. This gives players the chance to save their performance should they struggle in some spots. Moreover, if players want to take a break during the song, all they'll have to do is stop playing and the song will revert to an attract mode. It's neat, and I feel GHL will be much more welcoming to newcomers. In the two central modes, Live and TV, the game goes about building the rocker experience in different ways; one from the side of media, and the other from in the shoes of a guitar player during a concert. The TV mode will definitely be where most of the action happens. Think of it as the online, multiplayer, and career modes all rolled into one. When in TV mode, you can engage in daily and premium challenges that task you with tackling certain songs to acquire in-game currency and play tokens. Much like cable or satelite television, the TV mode is essentially mix of on-demand and scheduled content. With multiple channels, you'll be able to view the current schedule of upcoming songs that are available to play. If there's one you like, you can jump right in and play. In real time, each 'program' plays a certain genre of music or focuses on a particular band, and is set for half an hour. If there's nothing on the channel's schedule that you like, just switch over to another and check to see what's on. I was impressed with the presentation, and it felt like was tuned to a parallel universe where MTV didn't focus on reality TV and kept with the music. It even made some of the programs feel like events, as you can plan ahead and bring friends over at certain time to rock out. If the channels aren't doing it for you, then you can switch over to the on-demand menu and choose the available songs to add to you playlist and experience at your leisure. Like the previous titles, the base game will come packed with existing songs, and more will be added later. However, the on-demand takes a slightly different approach. While you can play whatever song is present in the menu, they require play tokens for you to add to your playlist. Play tokens are acquired from just playing normally, and you'll accumulate them often. However, if you run out of play tokens, you're unable to play songs on the playlist. If you want to avoid using the tokens -- using them won't technically give you the song -- you can purchase the song outright and make a part of your permanent collection. I suspect this feature draw some ire from fans. While I understand it on an economic level, I feel this can be very annoying for anyone who likes to binge. By my count, there were three different forms of currency in the game: GH credits, real money credits, and play tokens, which will definitely bother people further. While there isn't a cap on play tokens, which can be purchased in bulk from the Guitar Hero store if you don't want to grind, I feel that the system of purchasing that's in place will confuse and annoy people. Thankfully, there are many features to keep players busy. The online mode is robust. Players can compete online against others in real time. During scheduled programs, players will be able to compete for the high score, with the current leader ranks being shown to the left of the screen. There will be many top dogs online, so in order to compete you'll have to make upgrades to your guitar. Using in-game credits acquired from daily challenges and tackling challenging songs, you can invest in a more sophisticated setup. Many of these upgrades range from score multipliers and other boosts to effectiveness. Thankfully, upgrades can only be purchased with in-game currency (which can only be acquired from in-game activity). With the currency, you can also purchase new highways and player cards for further customization. While most of the action will likely be spent in the TV mode, the brand new Live mode offers something a bit different. Ever wonder what it's like to play a guitar to a sold-out concert full of thousands of excited fans and music lovers? Live mode shows that in quasi real-time video that adapts to your performance. With two tours, spread across the U.S. and UK and spanning several sets (songs), you'll jam out with your band as they seek to keep the crowd on their feet and jamming. Playing online is one thing, but the Live mode is incredibly nerve-wracking. Maybe it's just me, because I'm not as good as other players, but watching the crowd and even your band mates turn on me was unsettling. It felt like I was experiencing a bizarre mix between Guitar Hero and those '90s full-motion video games. I don't mean that as a bad thing, however. I was impressed with how well it's presented. It's like those FMV games, except actually good. Shown from the first person, you're in the shoes of the lead guitarist, and when he stumbles, you experience it first hand. It can be tense, especially when your own band starts to turn on you. For the most part, I was largely impressed with my session with Guitar Hero Live. Though I still have some reservations with the game's economy, I still feel there's a lot of good here. The MTV-esque aesthetic was a stroke of genius and it really brought me into the experience much more than any of the other titles did. And given the number of platforms this is on, including mobile, it's clear they want to cover all the bases here. With Rock Band 4 also seeing a release this year, things must be looking up for the music genre now that the two juggernauts have returned. I'm looking forward to seeing how fans will take to it. 
Guitar Hero Live photo
I GOT BLISTERS ON MY FINGERS!
I remember a time when there was this massive swell of music and rhythm-based games. The most dominant one at the time was the Guitar Hero series, which was quite an obsession among many of my classmates back in college. But ...

Rock Band 4 is doing a new fun thing you wouldn't expect

Jun 15 // Brett Makedonski
Between those dueling stages was an innocuous, decidedly less interesting room. But, what it lacked in flair, it made up for in substance. Some posted up nearby talking Filipino politics, but those who ventured inside found the biggest change to Rock Band in years. Guitar solos aren't what they used to be. Trepidation was abound. Shredding in Rock Band is such a staple. Now it's different. Accuracy has been replaced with creativity. I couldn't help but think that's a musician's move right there. I also couldn't help but be a little dejected that there's less skill involved with the instrument that I spent the most time trying to perfect. Down the hall, Pearl Jam's "Alive" started playing, and Eric Pope couldn't hide his disdain. I thought about firing it up to figure out how these new solos worked. I refrained and chose "Cult of Personality." In everyone else's hands, this is a plastic guitar; in my hands, it's a pipebomb. Things didn't pan out quite as I wanted. Rather than rhythmically dissecting the song until the solo hit, I was met with five minutes of solo. That's a dev mode thing -- perks of the preview event. I guess that's adequate time to figure out the ins and outs of the new format. I was mostly right, but not entirely. [embed]293727:59016:0[/embed] A small group had formed after a few minutes. Someone made a comment about the five buttons on a Rock Band guitar. The timing couldn't have been more perfect. A Harmonix representative sprung into action to correct the misstatement and pitch the Freestyle Solos -- a system that reminded everyone there are ten buttons on these axes. Intricate notes have been left by the wayside for colorful patterns. Blue means to play in first position (normal notes); orange indicates you need to slide up the neck and play on those five forgotten-about buttons. An algorithm decides exactly what gets played, whether it be sustains, eighth notes, sixteenth notes, or just wildly tapping without any strumming. One of the patterns mandates you just play anything. Make noise, anything works. While it sounds somewhat insane, it mostly works. The solos come together in a way that's satisfying -- as if you were actually playing the solo. However, substituting that for nailing a classic solo isn't a trade-off that I necessarily appreciated. It just feels like maybe it's a bit too easy now. That's not the only concern. Harmonix has made a point of framing Rock Band 4 as a party game that anyone can pick up and play. But, I saw many of my peers struggling to integrate the solos into the gameplay they already knew. When I asked the devs how long they expected it'd take for casual players to grasp Freestyle Solos, they thought it'd go pretty quick. I estimate it'll take slightly longer than very casual players want to commit. In that event, the mode can be turned off, which seems like a less than optimal solution. For those who have the patience to learn it but aren't dedicated enough to excel at the old solos, Freestyle may be a fine compromise. Wailing on those solos makes you feel really good even when you're performing a relatively simple task. It makes for a nice little illusion for anyone who doesn't want to look past it. 
Rock Band preview photo
'Play Freestyle!'
Everywhere I looked, my peers seemed to be having fun. Mere minutes before, everyone couldn't stop talking about how cold that Santa Monica rooftop was. It was the opposite of fun. Now, that had melted away, a distant memory ...

Thumper photo
Thumper

Thumper's rhythm violence is strange and unsettling


Confirmed for PS4 and Steam
Jun 08
// Jordan Devore
Bambi this is not. We've talked about Thumper a couple of times before and I'm still getting acclimated (if such a thing is even possible for a rhythmic racing game about a space beetle and "an insane giant head from the fut...
Rhythm Tengoku photo
Rhythm Tengoku

Eat away your sorrows with this Rhythm Tengoku trailer


;_;
Jun 03
// Darren Nakamura
Sometimes life gets you down, and all you want to do is sit on the couch while eating peanut butter with a spoon and watching Netflix. Or if you are "Heartbreak Bear Hen" (as translated by Google), you would rhythmically alt...
Guitar Hero Live photo
Guitar Hero Live

Maybe you'll actually recognize a few of this week's Guitar Hero Live songs


For a change
Jun 02
// Brett Makedonski
After the initial reveal of Guitar Hero Live, Activision's been slowly unveiling ten songs a week to keep us interested. The only problem is that the vast majority of songs (and artists) are completely unknown to the majority...
Guitar Hero Live photo
Guitar Hero Live

I don't recognize most of the new songs revealed for Guitar Hero Live


But that's probably my fault
May 26
// Darren Nakamura
The tracklist so far for Guitar Hero Live has been a bit puzzling for some. Personally, I can suspend disbelief long enough to pretend to play a Skrillex song on guitar. I mean, I'm pretending to play guitar using an electron...
Seaweed Kanji photo
Seaweed Kanji

Persona 4: Dancing All Night cross-dressing DLC trailer


Seaweed Kanji
May 22
// Steven Hansen
Sad that this has to be DLC -- Marilyn Monroe Kanji for all -- but better than nothing. Maybe for us it will be all packed in. Also, Seaweed Kanji tease at the end.
Dancing All Night photo
Dancing All Night

Margaret, Human Teddie playable in Persona 4: Dancing All Night


Don't wanna dance on Maggie's farm
May 20
// Steven Hansen
One more blonde mess of Persona 4: Dancing All Night news. The Velvet Room's Margaret will cut a velvet rug in Dancing All Night according to a recent Famitsu preview. Margaret can be unlocked for use in the game's Free Dance...
Lewd Kanji  photo
Lewd Kanji

Atlus listened! Persona 4: Dancing All Night gets sexy Kanji DLC


Atlus doesn't shrug
May 20
// Steven Hansen
I've heard Atlus shrugs, but not this time. I was pretty vocal in my disappointment with Atlus' choice to have a ladies pack of swimsuit DLC free with pre-order of Persona 4: Dancing All Night (and purchasable down the line)....
Sad Miku photo
Sad Miku

Sega slaps Hatsune Miku: Project Mirai DX with a delay


Oh, good...
May 19
// Kyle MacGregor
Hatsune Miku: Project Mirai DX will not be launching next week, as was originally the plan. The Nintendo 3DS rhythm game has been delayed until September 8 in North America and September 11 for Europe, Sega just announced alo...
Dancing photo
Dancing

Atlus shows off Persona 4: Dancing All Night swimsuit gameplay


Still disappointed, Atlus
May 15
// Steven Hansen
I already wrote about why I was disappointed in Atlus over this swimsuit DLC for Persona 4: Dancing All Night, but I know not everyone shares my overbearing principles* and would like to see the swimsuit trailer, so I will do my civic duty and post it here, on-line. *my overbearing principles involve seeing Kanji in a speedo. How the hell does he not get a swimsuit costume?
Persona 4: Dancing All Ni photo
Persona 4: Dancing All Ni

101 screenshots of Persona 4: Dancing All Night killed me


Save yourself, it's too late for me
May 11
// Joe Parlock
Kill me. No, please do kill me. Anime girls laid eggs under my skin a few weeks ago, and now it is time for them to emerge. They’re flaying and burrowing away at my flesh. They’re in my eyes. Oh my fucking god the...
Planet  X photo
Planet X

SoundShapes vet back for PS4/Vita/PC ryhthm defense Loud on Planet X


Tegan and Sara and Metric!
May 05
// Steven Hansen
A bunch of Canadian hepcats, including talent from the lovely SoundShapes, have teamed with a bunch of indie bands (one of 'ems called "Fucked Up"!) for a Plants vs. Zombies tinged rhythm game, Loud on Planet X. It's already...
Rock Band 4 details photo
Rock Band 4 details

Rock Band 4 wants players to 'color outside the lines'


Improvisational vocals and more
May 05
// Darren Nakamura
IGN has the hot scoop on Rock Band 4 these days, having taken a trip to the Harmonix office to cover the upcoming music game. While it has exclusive gameplay footage going up later this week, the site posted some details yest...

Review: Crypt of the NecroDancer

May 04 // Patrick Hancock
Crypt of the NecroDancer (Linux, Mac, PC [reviewed])Developer: Brace Yourself GamesPublisher: Brace Yourself Games, KleiRelease Date: April 23, 2015MSRP: $14.99 It would be a criminal act to not immediately mention the music in Crypt of the NecroDancer as it plays a starring role and deserves the first-paragraph treatment. This is mostly due to the fact that music is interwoven into the gameplay itself. The player can only act in time with the beat, which is also when the enemies act. Said beat has a visual representation on the bottom of the screen to help players get accustomed to it, but after a short while most players will be acting based on the audio cue, not the visual. When done correctly, the music, movements, and sound effects line up to create something that can only be described as "groovy."  In a game where music is at the core of the experience, the soundtrack could have easily made the game fall flat. Thankfully, this is not the case. There are three soundtracks built into the game. The default music is by Danny Baranowsky, and it is amazingly brilliant and brilliantly amazing. The tunes for each level are varied, yet all of them are catchy. The other soundtracks are a metal remix by FamilyJules7X and an EDM version by A_Rival, and also assuage the eardrums. Regardless of music preference, players are bound to dig one, if not all, of these versions. It's also possible for players to import their own music for people who don't like good music, or just want to work with something different.  The game isn't just about boppin' along to some great music, though; there is a story at play here. There are cutscenes for characters between zones, and paying attention to them, as well as some in-game hints, alludes to a pretty big overarching story. It's split over multiple playthroughs with different characters, so it will take some time to reveal the whole thing. The lore is legitimately interesting, something many players may not be expecting.  Every action is mapped to the arrow keys. In fact, the game can even be played with a dance pad! There's a specific mode for dance pad play, which makes the game a bit easier since the control method is inherently more difficult. This also serves as an easier mode to introduce players to the game who don't feel they are up to the full challenge quite yet. When playing with a controller, everything is mapped to the face buttons, which can also be remapped to the player's liking. [embed]291156:58414:0[/embed] Attacking is as simple as pressing the direction of the enemy. Items and spells are also available, and are used by pressing a combination of two arrow keys. For example, to use a bomb, players must press down and left (by default) on the beat. Various weapon types will alter where enemies can be killed in relation to the player, and it is of the utmost important to know a weapon's attack range. When moving, the game will check if anything can be attacked first. So if a player is expecting to move forward but an enemy is within attack range, the attack will happen. This means the character will remain stationary, which can be bad news in certain situations. Knowing these attack mechanics is crucial, and thankfully there is a weapon range in the game where players can try out all the different types of weapons and learn them inside and out. I recommend doing this at least once, especially for the whip. In addition to weapons, players have access to a shovel for digging through walls, a consumable item, a torch, armor, a ring, and a spell. Armor is split up into head, chest, and feet, making there a lot of items to equip for a full "set." The items found are random so make sure to pray to RNGesus before each run! Many items must be unlocked before they show up in chests within the dungeon. Unlocking items is permanent and costs diamonds, which can be found in the dungeon itself. Any diamonds not spent in between runs are lost forever, giving the player all the incentive in the world to spend them on something. It's the perfect system of progression in a game that otherwise has very little, ensuring that even the "terrible" runs can usually yield some sort of good news and contribute to the greater good. The dungeon is split into four distinct zones, each with its own atmosphere, enemies, and randomly generated layout. The first two are on the simpler side of things, but the third and fourth zones introduce new tile mechanics and are completely unique. It's amazing how fast confidence plummets after beating one zone and entering another. It's easy to be on a bit of a high after beating a boss for the first time, only to be introduced to a brand new area where players know basically nothing. It's a kick in the pants, and it feels so good. Speaking of the boss fights, each one in NecroDancer is incredibly memorable. Each one has its own theme and executes it perfectly. My favorite is definitely Deep Blues, which puts the player against an entire set of chess pieces as enemies, who move according to the chess ruleset. Seeing a boss for the first time usually results in a bit of laughter followed by an "oh shit" as the gravity of the situation sets in. Then death, of course. Some bosses are definitely easier to comprehend than others (I don't want to use the term "easier in general"), and the boss fights at the end of zones one through three are randomly chosen, which exacerbates the feeling of luck that's inherent in the roguelike genre. There's likely going to be some aggravation from time to time, simply because of bad luck. This frustration is lessened because of the diamond system, but the feeling of futility is occasionally hard to fight back, especially when there's nothing left to spend diamonds on. While each zone shares some common enemies, the enemy variety in each zone is largely unique. Some weapons may feel overpowered in one zone, and completely useless in another simply because of the change in enemy behavior. This makes the "all zones" runs that much harder. Some enemy types will be "buffed" in later zones, adding more health or variants on the original behavior. After completing the four core areas, there is still plenty to keep players occupied. Crypt of the NecroDancer also supports mods, and they are dead simple to use. All you have to do is download a mod from the Steam Workshop, then activate it from the pause menu. Many of the mods are currently music changes or skin changes, but only time will tell how far they go in the future. Different characters are also unlocked by accomplishing certain goals, and these characters are way more than just re-skins of the main character, Candace. The Monk, for example, can choose any one item from the Shopkeeper for free, but will die instantly if he lands on gold. Considering gold is dropped by literally every enemy, this forces a huge change in playstyle. I couldn't even get past the first zone! In addition to the standard dungeon, which can also be tackled with two players in local multiplayer, there is a boss fight arena, an enemy behavior trainer, a codex for advanced skills, a daily challenge, and a level editor. Beating the game once is really only the beginning. There are enough variations on the basic playthrough to keep players coming back for a long time. Crypt of the NecroDancer accomplishes what few games even attempt to do. It merges together two completely different genres: rhythm and roguelike. The frustrations of both come as part of the package, but some intelligent design decisions help to alleviate the issue. For those looking for the next gaming obsession after the likes of Spelunky, Binding of Isaac, or Rogue Legacy, look no further than Crypt of the NecroDancer. [This review is based on a retail build of the game provided by the publisher.]
NecroDancer review! photo
Tunes from the crypt
Dance Dance Revolution was a large part of an earlier era of my life. Going though dance pads year after year until I finally convinced my parents to get me one of the "big boy" pads for a lot more money. Eventually I gr...

Man meat photo
Man meat

I'm not happy with the Persona 4: Dancing All Night swimsuit DLC


You know better than this, Atlus
Apr 28
// Steven Hansen
The first run of Persona 4: Dancing All Night in Japan will come with the "Woman’s Swimsuit Set." Not surprisingly, it is comprised of costumes for four of the rhythm game's characters; Chie, Yukiko, Rise, and Naoto. Th...
Persona 4: DAN photo
Persona 4: DAN

Naoto comes out of her shell in her Persona 4: Dancing All Night trailer


The detective prince of dance
Apr 24
// Alissa McAloon
Naoto's character trailer for Persona 4: Dancing All Night shows a sexier side of everyone's second favorite Persona 4 girl. The trailer shows off her new-found dancing skills, but more importantly it gives us anot...
Guitar Hero photo
Guitar Hero

Activision exec promises Guitar Hero isn't getting annualized again


'No Guitar Hero in 2016'
Apr 21
// Chris Carter
Hey, remember when Activision released a Guitar Hero game every year, and in some cases, multiple times annually? Until Warriors of Rock killed off the franchise, of course. Well now the series is back later this year with Gu...
Persona 4: DAN photo
Persona 4: DAN

Persona 4: Dancing All Night's cast is dressed to impress in this new trailer


As expected, Nanako is freaking adorable
Apr 17
// Alissa McAloon
I know we're all waiting patiently for Persona 4: Dancing All Night's US release date, but a new trailer is almost as exciting. This second official trailer offers a look at some choice dance moves from different member...
Crypt of the NecroDancer photo
Crypt of the NecroDancer

Crypt of the NecroDancer exits Early Access in a week


Full release on April 23
Apr 16
// Darren Nakamura
It has been a while since we were first entranced by the "why hadn't anybody done this yet?" rhythm dungeon crawler Crypt of the NecroDancer, and now it's finally in the home stretch. After a nine-month bout in Early Access,...
Guitar Hero Live photo
Guitar Hero Live

Skrillex is on the list of Guitar Hero Live artists


Wubbing in first position
Apr 14
// Brett Makedonski
Following this morning's official reveal of the long-leaked Guitar Hero Live, Activision's talking a bit about the core of any music game: the music. Of the 13 announced artists, one sticks out like a sore thumb: Skrillex. Th...
Persona 4 Vita photo
Persona 4 Vita

Persona 4's best character (also, Kanji) get Dancing All Night trailers


Kanji likes boys
Apr 06
// Steven Hansen
Oh maaaaaaaan. I am only ever dancing as Chie in the yellow Bruce Lee Game of Death jumpsuit. Criminal to only show that off for like four seconds (:58). Either don't show it all and leave it a lovely surprise, or parade that thing around like it's a bright yellow jumpsuit. Oh. Kanji dances, too, I guess. I think his default costume is background character in House of Pain's "Jump Around" video.
P4: Dancing All Night photo
P4: Dancing All Night

Persona 4: Dancing All Night's Japanese box art is appropriately groovy


I'd expect nothing less
Mar 25
// Brittany Vincent
Persona 4: Dancing All Night is still slated for a Western release in 2015, but it's headed for Japanese Vita owners on June 25. I'm eagerly gobbling up every single scrap Atlus tosses out until the official release, so check...

Amplitude's multiplayer mode has been reworked for the better

Mar 13 // Darren Nakamura
At its core, the multiplayer mode plays the same as the single player. Different tracks are set up, each representing a piece of instrumentation used to build a song. Gems are arranged on the tracks, and it's up to the players to hit the right buttons with the beats to collect the gems. Standard rhythm game fare. In multiplayer, everybody is sharing the same set of tracks, but only one person can score from a given track at one time. Whichever player has been on a track the longest is at the front of the line; those behind have to switch to a different track to collect gems. One of the great things about Amplitude is that it encourages a sort of zen state, where the player is not only focusing on the track at hand, but also dedicating some almost subconscious processing power to the periphery. Not only does a high-level player watch the track currently being played, but also the next track to jump to. Additional players and another layer to this. Now it's necessary to keep tabs on other players, predicting their movements and reacting accordingly. [embed]288465:57583:0[/embed] There are other ways to interfere with opponents. While a track is usually first come, first served, certain powerups can tip the balance. One allows the player to jump to the front of a track, essentially stealing it from another player. In my play time at PAX East, I was able to hop in behind another player, deploy a series staple Autocatcher to delete his track and claim it for my own, then zip off before he realized what had happened. Classic. Harmonix's Annette Gonzales also described a cooperative mode, though I didn't get a chance to try it out. It came from experiences similar to my own with the older titles. When there is a significant skill gap between players, competitive modes aren't really fun for anybody. Like Rock Band, Amplitude can be a place where people come together to (re)create music, not just to see who can press buttons better. Amplitude is expected to release for PlayStation consoles this summer.
Amplitude at PAX East photo
Vying for position
I have some good memories of playing single player FreQuency years ago. However, the only memories I have of the multiplayer mode are of me playing against my friends in high school and crushing them, then going off...


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