Frequency (PS2) - Let's Play 1001 Games - Episode 618
This game is not meant for kids
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Frequency
from https://en.wikipedia.org/wiki/Frequency_(video_game)
Frequency is a music video game developed by Harmonix and published by SCEA. It is the first major release from Harmonix. It was released in November 2001. A sequel, Amplitude, was released in 2003.
In the game, a player portrays a virtual avatar called a "FreQ", and travels down an octagonal tunnel, with each wall containing a musical track. These tracks contain sequences of notes. As the player hits buttons corresponding to the note placement on the track, the "sonic energy" from within is released and the music plays. If the player plays two measures of the track without any errors, the track is "captured" and the music plays automatically until the next pre-determined section of the song. All songs featured in the game are edited for ease of play.
Some tracks are bonus tracks and only open up when all notes are played, allowing the user to pick up "freestyle" points. Powerups are available which allow the immediate capturing of the track or the doubling of points. If a player continually misses notes, their energy meter reduces until the game is over.
High scores are achieved in the game by quickly moving from track to track, as they are completed, which increases a point multiplier. Tracks with more notes are worth more points, so choosing those over simple tracks is advantageous as well.
The game features 8 different 'arenas' that the player could attempt the song in. These arenas, as well as the tracks and notes, take on the appearance of Tron-style graphics, including limited video screens that would show the player's FreQ if the player was doing well, or static if the player was about to run out of power. Depending on the arena chosen, the track would curve and loop around indefinitely until the end of the song. One arena is noted for being a completely straight track, thus working well as a practice arena for some of the more difficult songs.
Frequency allowed players to create remixes of any of the songs in the game. While the player was limited to the instruments and structure of the song, the remix could include different melodies or beat lines, change in tempo, and modulation of the sound of an instrument. Remixes could then be saved and played as normal songs, though no high score records are kept for these.
Frequency was one of the first games to be supported by the PS2 Network Adapter, allowing for up to four players to play against each other as well as to trade their remixes. Online play was added with an online-capable demo version (4 songs), supplied with the network adapter. The original disk could also be swapped after loading the demo disk, allowing online play with all songs. Multiplayer mode has all players attempting to complete the song on the same track, allowing for players to fight for the highest score. New powerups only available in multiplayer mode are able to disrupt the performance of another player. However, Sony has shut down the matchmaking server for online play and has made no provisions for third-party replacements.