The weak will use Fright Deathtraps to kill, and illusions and nightmares to cause mental anguish. These ghosts tend to have one of two Power Levels: weak and overwhelming. Malicious and intelligent ghosts will likely let one or two residents get away or call for help to make the party bigger. If there's anything resembling a human mind in them still, it will likely try to recreate scenes of debauchery they enjoyed in life, kill anyone nearby in anger at their death, possess the house residents to pretend to live, or otherwise make the people in the place turn on each other. Type B will be forces of pure, motiveless evil whose thirst for bloody death will be forestalled only by their sadistic desire to cause as much psychological anguish beforehand as possible. Please take my bones to the graveyard so that I can have a proper burial." Even if it has the ability to speak or use writing, it will rarely ever convey information directly or help out the investigations it started with more than a random clue. Though it will likely be a weaker spirit and limited in its ability to influence the world, it's always vague, cryptic mumblings rather than "My name is Mary Jones and I was murdered my body is buried under the garden shed. They will never actually be proactive in getting things done to end their undeath it's always about scaring the people inhabiting their house into exhuming their hidden-after-the-murder corpse, or investigating the strange disappearance of their family, or whatever it is their ectoplasmic tuchus is unable to do. When you get right down to it, though, all ghosts can pretty much be lumped into two groups: the "I've got Unfinished Business" type and the "Kill the living" sort. Each spectre has their own reasons for being Barred from the Afterlife, largely dependent on their life's Unfinished Business or circumstances of their death. You won't see see a mashup of Skullgirls with say Insane Clown Posse or whoever else may show up in the game, but if someone were to extract the audio files it could be possible for person to do it with their Digital Audio Workstation.Every ghost is different, and not just in the " every snowflake is unique" sense. I don't know if that will be carried over in this new build as I'm sure there may be various agreements and permissions as to what can be done with the music tracks in the game, but such things are possible when you have access to individual music tracks. I remember in the first game Frequency there were Harmonix staff-made remixes as examples of what you can do. I was just mentioning that it will be possible for users to make their own simple remixes in the game. There's a mode where you can alter the timing, order of notes, and rhythm of the various instruments to make your own remixes of whatever songs are in the game. My previous post wasn't about the presentation of the song in the game, but touched on the possibility of USER remixes. I think that is the extent to the remixing that Harmonix will do for what you play in Amplitude. This skips playing the intro again, so after you beat Unfinished Business in Amplitude it will likely loop back to 0:32 in the song. Make sense?Īlso in this game after you complete the song it goes from the end to the first verse so you can 'freestyle' scratching, synth fx, etc as a celebration for beating the song. Having the seperate audio tracks makes it possible to hear only the sax while you 'activate' that track, then add in each individual instrument as you play and unlock those tracks. Also when you start a song in this game there is just a click track and whatever single instrument you start off with- for this particular song that will surely be the sax intro you start off with before moving on to drums, piano. In games like this and Rockband it must be possible to 'miss' notes, so the developers need the seperate audio files for the drums, sax, bass, horns, etc so that if you miss a note for a particular instrument you still hear the rest of the instruments instead of all the music stopping. The way this game is played is you control one instrument at a time- match the notes for 4 bars and that instrument will autoplay until the next verse / chorus change while you play and activate the next instrument. The 'remixing' render mentioned at the top of page 2 here wasn't referring to a change in the notes, beat, or anything musical about the song that would make it sound different from the original. Based on the whole "your song with the rights you own" part of the Kickstarter I think the version in Amplitude won't be much different from that in SG. That other guys question was if it would be a hugely different remix like the mashups in DJ hero.
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