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  • Harmonix scores Freezepop, Super Meat Boy composer, more for Amplitude

    by 
    S. Prell
    S. Prell
    05.19.2014

    There's going to be less talk, more rokk for Harmonix's Amplitude Kickstarter campaign going forward, as the band Freezepop has joined the fight to bring a new version of the 2003 PS2 cult classic to life. The band, which frequently collaborates with Harmonix, won't be alone in their quest, as plenty of other high-profile artists are ready to lend their talents to the project. Danny Baranowsky (Super Meat Boy, Crypt of the Necrodancer), Anamanaguchi (Scott Pilgrim vs. The World), C418 (Minecraft), Jim Guthrie (Superbrothers: Sword & Sworcery EP) and Kasson Crooker (FreQuency, Amplitude) will all contribute original music to the game should it reach its funding goal, Harmonix announced via Kickstarter update. As of this writing, the campaign is just shy of $400,000 with a goal of $775,000. Harmonix has until 5 p.m. EST, May 23 to reach their goal. If the crowdfunding campaign fails, Harmonix has said that Amplitude will go "back on the shelf." [Image: Harmonix]

  • Tsunoda, Harmonix address Kinect player limit, but questions remain

    by 
    Richard Mitchell
    Richard Mitchell
    08.27.2010

    It seems like Microsoft's Kinect has been dogged by rumors of its limitations since day one. Some rumors have been busted -- you can play Kinect while seated, for instance -- but others are still nebulous just two months out from launch. Speaking to Kinect boss Kudo Tsunoda, VideoGamer attempted to clarify whether or not Kinect is limited to two "active" players, as was reported earlier this year. Tsunoda's answer: Look at Dance Central. Said Tsunoda, "Dance Central is already incorporating a lot more than two players," adding that "it's not necessarily any kind of limitation as much as it is developers just trying to customize the experiences around what they think is the best way to play." Furthermore, Tsunoda noted that it can be difficult to work loads of players into a game's design, but reiterated that Dance Central is "already incorporating more than two." Not satisfied, we contacted Harmonix for further clarification on this issue. Read the response after the break.

  • Interview: Dance Central producers on balancing gender and keeping it 'fresh'

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    06.29.2010

    During our extended preview of Dance Central at Harmonix's studio (post-E3), we talked with project lead Kasson Crooker and lead producer Naoko Takamoto about the challenges of making a new dance "franchise" (a term Crooker doesn't like) and finding gender balance in a game that's all about shaking what your momma gave you. Joystiq: Is Dance Central considered "a platform" in the same way that Rock Band is? Kasson Crooker: Yeah, it is a platform. We're at the beginning and DLC will be the extension. And I hope that if people take to it -- the non-dancers take to it, the dancers take to it, people take to it from a fitness workout physical experience -- that this is the beginning of a huge world of dance for Harmonix. The same way Rock Band has been.