| Frequency
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Review By: Joshua
Fishburn |
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| Developer: |
Harmonix |
| Publisher: |
Sony |
| # of
Players: |
1-4 |
| Genre: |
Rhythm |
| ESRB: |
Everyone |
| Online: |
Yes
(demo) |
| Accessories: |
Memory
Card |
| Date
Posted: |
4-10-03 |
I’d like
to start with a story about the first time that I played
Frequency. I actually first experienced it on Sony’s online
demo disk a little less than a year after the game’s release.
After playing one of the easier levels, I noticed the TV screen
pulsing and distorting hypnotically. Hmmm, I thought, and
checked the cables on my TV to make sure it was hooked up
correctly. After ruling out all else, I realized that I had not
blinked through the whole song and that the crazy backgrounds in
Frequency were causing my eyes to play tricks on me. Other
tricks played on you by Frequency include: convincing you to
play "one more song" (ad infinitum), inducing a
Zen-like state on a regular basis when you start to get really
good, and convincing you that you are a music god. Oh, one more
thing: Frequency has convinced most publications, games and
otherwise, that it is a genius game. I must admit that I am on
the same wavelength.

Why is it
genius? Like all the great games throughout history, it is easy
to learn, but difficult to master. It has a simple set of rules
that lead to infinite possibilities. Most importantly, it is a
lot of fun! Frequency’s control scheme is interesting, but not
totally unique. If you have played any sort of music game before
(Parappa the Rapper, Um Jammer Lammy, DDR) then you’ll quickly
have the basic idea of this game. The gameplay consists of an
"activator" that you maneuver through an octagonal
tunnel, with each side representing a different instrument
track. These instrument tracks are song dependent, much like the
various button presses in Parappa. On each track you have three
different sounds. There are blue gems that come by on each
section (left, middle, and right): you just need to hit the
right button as your activator passes over the gem. There are
also powerups, along with special freestyle tracks that you can
access after clearing all the regular tracks in a given section
of the song. Sound complicated? Don’t worry; you’ll pick it
up in a snap.
Where
Frequency starts to really deviate from the pack is the freedom
to decide your path. By allowing you to switch freely between
the instrument tracks, you are not simply memorizing the beats
to a song (although that is part of it); you are trying to find
the most effective path through the song and are mixing the song
at the same time. Along the way, you will encounter tracks with
powerups. By completing these tracks you acquire the powerup,
either an auto-catcher or multiplier. The auto-catcher, when
used on a track, captures that track for you instead of forcing
you to complete it. The multiplier gives you a x3 score
multiplier on top of your current multiplier, all the way up to
a maximum multiplier of x6.
In the
multi-player (up to 4 players) versus mode, powerups are added
that allow you to interact with your opponents by stealing their
cleared tracks, bumping them off a track, or screwing up their
view of the action. On top of this, Frequency has a remix mode
that allows you to take your favorite song, use its sounds, and
craft a new remix of that song. Up to 4 people can remix on the
same song simultaneously, making for some pretty crazy musical
collisions. You can even take your remixed tracks and play them
in the regular game mode. Frequency’s online component is also
excellent. By booting up Sony’s online demo disk you can swap
in the original Frequency disk to access all the songs for play
online. Frequency was originally planned to have inherent online
capabilities, but was released long before Sony’s network
adapter. The interface is friendly and there is always
information about what you are getting yourself into before you
give the go-ahead. You can play the same multiplayer modes
online that you can off, so meet up with people online for a
remix, or challenge some superFreqs to a battle. The only faults
I could find with the online interface are that it is a little
sparse and there is no ranking system.

I enjoyed
almost all of the music in Frequency. Some of the harder
sounding tracks were not my kind of music, but there is plenty
to satisfy someone who even remotely likes techno music. Among
the artists featured are Orbital, The Crystal Method, No Doubt,
Roni Size, Fear Factory, Juno Reactor, and Symbion Project. The
music selection is quite varied, with some heavy metal sounding
tracks, to more ambient techno like Orbital, to funky beats, to
hip-hop.
Frequency’s
style is also worth mentioning. It uses a lot of green and blue
to achieve a very hip, geometric look. The first thing you do
when you start playing Frequency is create a "Freq".
Your Freq is a graphic logo you create from some interesting
stamps that serves as your persona in the game, both off and
online. There are plenty of pre-made Freqs to select from, but I
had a lot of fun making mine and recommend that you do the same.
You can also choose from multiple arenas to play in. The arena
basically defines what kinds of things are going on in the
background outside of your playing tunnel. The backgrounds will
change depending on your Freq and the song you are playing.
Another area
where Frequency excels at is replay value. The game is insanely
difficult, sometimes to the point of frustration. You really
need to put in your time in practicing to advance. The good side
of this coin is that when you finally succeed at each stage, you
are rewarded with hearing the song come together. Also, once you
can keep your multiplier up and accumulate a high score, you can
open up new songs to play and new arenas to play in. Then there
is the remix mode, which I mentioned before. This gives the game
almost infinite replay value. If you get bored of any of that,
play some people online.
HIGHS:
Gives the
music game genre an innovative kick
Slick
styling
Awesome
music
Fun,
challenging, and ADDICTIVE
A riot with
multiple players
Remix mode!
LOWS:
- Can be
overly difficult at times
- You might
tire of the game if you don’t dig the music
FINAL VERDICT:
I could go on
and on about this game, and have, to many people. It is THE game
in my PS2 collection that gets weekly attention. It is a difficult
game. I still play it because I keep setting challenges for myself
to beat. I FINALLY beat the game after about 4 months of playing,
but there is infinite replay value with the remixes and online
play. You really can’t go wrong with this game unless you are
easily frustrated or really don’t like the music. The remix mode
is engrossing on your own, but becomes absolutely addictive with
more than one. Addictive is the word, in general, to describe this
game. You will keep coming back and trying to beat the high
scores! You will become a dedicated Freq!
Overall
Score:
9.1
Additional
Media:
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