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Harmonix
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=== Early titles === Harmonix' first major video game was ''[[Frequency (video game)|Frequency]]'', with its development funded by [[Sony Computer Entertainment]] along with about $2 million in investments in the company. A key factor of Harmonix' contract with Sony was that it was allowed to keep its [[intellectual property]], which allowed Harmonix to build on the game for its future endeavours.<ref name="cnn hmx history"/> The game's development began in 1999,<ref name="GameCritics interview"/><ref name="GameSpot Behind the Scenes">[https://www.gamespot.com/videos/behind-the-games-alex-rigopulos/2300-6171974/ Behind the Scenes: Alex Rigopulos] at [[GameSpot]]</ref> backed by a larger team at Harmonix, many of whom were musicians.<ref name="GameSpot Behind the Scenes"/> Featuring songs by a number of underground [[electronica]] artists, ''FreQuency'' allowed players to perform and remix a variety of music. The game was backed by [[Sony Interactive Entertainment|SCEA]] Vice President of Product Development, [[Shuhei Yoshida]]. Released in 2001 on the [[PlayStation 2]], ''FreQuency'' was critically acclaimed and won numerous awards,<ref>[http://www.harmonixmusic.com/frequency.html FreQuency] at Harmonix.com {{webarchive |url=https://web.archive.org/web/20070623054927/http://www.harmonixmusic.com/frequency.html |date=23 June 2007 }}</ref> though it failed to become a mainstream success. Harmonix developed a sequel, ''[[Amplitude (2003 video game)|Amplitude]]'', released in 2003. Several changes were made to its predecessor to broaden the game's appeal, from gameplay tweaks to a more mainstream soundtrack. And again, ''Amplitude'' achieved awards, critical praise,<ref>{{Cite web |url=http://magicsings.com/top-karaoke/amplitude |title=Amplitude |access-date=25 December 2014 |archive-url=https://web.archive.org/web/20141225213754/http://magicsings.com/top-karaoke/amplitude |archive-date=25 December 2014 |url-status=dead }}</ref> and a small cult following, but it was not a financial hit.<ref name="GameCritics interview"/> The two attributed the poor response to the games due in part to the lack of a mainstream soundtrack and that the gameplay was difficult to connect to if one was not playing the game.<ref name="cnn hmx history"/> After ''Amplitude'', Harmonix was approached by [[Konami]] to create the ''[[Karaoke Revolution]]'' franchise. Konami, known for their [[Bemani]] line of music games, wanted to distribute their games in the United States, and Harmonix was the only music game developer in the country at the time.<ref name="cnn hmx history"/> Konami was responsible for publishing the ''Karaoke Revolution'' titles, of which Harmonix developed and released three "volumes" between 2003 and 2004. The series was much more successful due to its mainstream music and its marketability.<ref name="cnn hmx history"/> Also in 2004, Sony Computer Entertainment released the Harmonix project ''[[EyeToy: AntiGrav]]''. A departure from music games, the title used the PlayStation 2 [[EyeToy]] camera peripheral to enable one's body to perform as a controller for a futuristic extreme sports game. However, the game was poorly received by critics, despite selling four times as many copies as ''FreQuency'' or ''Amplitude''.<ref name="cnn hmx history"/> These results left Rigopulos and Egozy depressed about the prospects for music games.<ref name="cnn hmx history"/> At this time, [[RedOctane]], a peripheral manufacturing company that had enjoyed Harmonix' previous games, approached Harmonix about developing the software for a game that would be based on a guitar-shaped controller, inspired by ''[[GuitarFreaks]]'' which was popular in Japan. This relationship led to the creation of ''[[Guitar Hero (video game)|Guitar Hero]]'', published by RedOctane in 2005.<ref name="cnn hmx history"/> The game features similar gameplay elements to ''FreQuency'' and ''Amplitude''. ''Guitar Hero'' uses a guitar-shaped controller designed uniquely for the game. Specifically, the ''Guitar Hero'' controller was designed with five color-coded "fret" buttons and a "strum bar". ''Guitar Hero'' became largely successful, both critically and commercially, resulting in the well-received 2006 sequel ''[[Guitar Hero II]]'', also developed by Harmonix.<ref>Totilo, Stephen. (14 December 2005) [https://web.archive.org/web/20150121102218/http://www.mtv.com/news/1518159/guitar-hero-the-video-game-that-literally-rocks/ 'Guitar Hero': The Video Game That Literally Rocks - Music, Celebrity, Artist News]. MTV.com. Retrieved on 1 June 2013.</ref>
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