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Suko
October 05, 2010, 01:26:19 PM - ORIGINAL POST -

http://www.kyle-ward.com/2010/10/05/rerave-this-is-the-beginning/
Quote
The past months have been a great excitement for Chris Foy and myself.  As you may have seen from various “hints”, we are hard at work on a brand new video game project.  Several of you may be familiar with our involvement in past projects such as:  In The Groove series, Pump It Up Pro1,  iDANCE2  and others.  You (the players) have kept us going over the years and we are excited to reveal our new creation to you very soon.  We are still quite some time from completion, but we won’t keep you in the dark!

Why is it so cool? : ReRave is absolutely a first of it’s kind.  After all the years that we’ve been involved with  interactive reaction games, this new concept is very evolutionary.  We’ve learned A LOT about reaction games over the years and you (the players) will also be the ones to experience our evolution.

What  is it?  What will be for?  : This is a brand new series of products that will be a first of  it’s kind.  What does that mean?  It is PATENT PENDING and has been through months of legal research.  We’ve done our homework from the start and you will see why!

Is it Stepmania based? : No, ReRave doesn’t contain a single element from the stepmania engine.  It is being constructed from scratch!

More information is on the way, but for now:  Have a look at our TRADEMARK located here.  We look forward to providing players with something new by strengthening the community and providing tournaments & events in the future.


Not sure what it is yet, but consider me excited.

11-18-10 UPDATE:
Chris and Kyle showing off a very early build of ReRave:
ReRave - A first look into the future

« Last Edit: November 13, 2011, 10:05:33 AM by BLueSS »
 
Keby
Read February 24, 2011, 10:32:45 PM #26

Best part is the song list will be UNLIMITED!!!! Cheesy
 
BLueSS
Read February 24, 2011, 10:56:29 PM #27

ReRave = made by the guys that made zombo.com?
 
Laura
Read February 24, 2011, 11:27:04 PM #28

ReRave = made by the guys that made zombo.com?

HAHAHAHAHAAHAHAHAHAHAHAHAHAA *breathes in* HAHAHAHAHAHAHAHAHAHAHA

"Welcome to ReRave.  This... is ReRave.  WELCOME!  ...To ReRave."
 
BLueSS
Read November 12, 2011, 01:07:50 AM #29

So I tried playing this again tonight.
Loaded it up, played a 7, said "oh yeah, these note indicator buttons were huge".
Attempted to play a 9 and the notes were overlapping each other so much it was hard to keep track of anything that was going on. It was a jumbled mess of colors. :\  So much so that I failed the same song twice, not because it was hard, but because I couldn't read the massively overlapping notes. I would have to know exactly what's coming to not mess up.

I keep coming back because I want to like it... but it's just not fun for me. I think I'm giving up on trying to like it now for good. It's fun for some, just not me I guess.
 
Gerrak
Read November 12, 2011, 07:28:06 AM #30

Quote
I keep coming back because I want to like it... but it's just not fun for me. I think I'm giving up on trying to like it now for good. It's fun for some, just not me I guess.
Yep

And Foy's a tool, that curbs my personal interest in the game too Tongue
 
Keby
Read November 12, 2011, 12:42:16 PM #31

Will this interest any of you?

Re-Rave Arcade Gameplay


With that opinion Alan, you should also stop playing ITG.
 
sfxazure
Read November 12, 2011, 01:24:39 PM #32



I'm guessing this is a preview and that much of what we're seeing will change, but I have some observations after watching the demo video a few times:

1. Half-screen play doesn't set any clear boundaries on the screen.  You might want to darken the parts of the screen that aren't part of the play area.
2. Scrolling through the song wheel is silent.  Either cache preview music so you can start playing it immediately or play menu music if there's no preview music playing for more than half a second.
3. The paths for drag notes are incredibly thin in comparison to the notes themselves.  You could just as easily draw out a path using transparent "tracks" as wide as the note for a more consistent feel.  That way you get more than just a path of where the note will be; you get a path of exactly what parts of the screen will be touchable through the duration of the drag.
4. Lots of transitions in the UI feel abrupt, like selecting or beginning a song.
5. Why is the word "combo" as big and in the same font as the number?  I'd say the word should be much smaller.  Also, the user's combo appears abruptly with no animation.  What about making it "bounce" when it increments?
6. Why use the same countdown timer for gameplay that's used for menus?  A progress meter like the one used in ITG/Pro does the job better in a few ways.  It provides context (how far the user is into the song, not just how much is left), doesn't tick to its own rhythm of 1 tick per second out of sync with the music, and can be integrated into the interface more subtly (Pro 1 used a super-thin bar across the top of the screen).  That said, plenty of rhythm games do without any sort of countdown/progress bar.  Is it needed at all?
7. The song wheel looks like it should be controlled while the player is standing directly in front of it, but all of the gameplay occurs on one side of the screen.  Why not move the area for one-player half-screen play into the middle of the screen?
8. What is date sort?  Does that make sense in an arcade context?

« Last Edit: November 12, 2011, 01:53:10 PM by sfxazure »
 
Keby
Read November 12, 2011, 01:48:15 PM #33

Feedback
Actually this video was technically a "leak", but the more exposure the merrier!

The answer to most of your questions: This was an early build.

-darkening the screen is a good idea.
-I see your point on the timer. That's so nit picky, that really....who cares?

I'll let them know though! thanks ben!
 
CheeToS
Read November 12, 2011, 02:16:28 PM #34

-I see your point on the timer. That's so nit picky, that really....who cares?

6. Why use the same countdown timer for gameplay that's used for menus?  A progress meter like the one used in ITG/Pro does the job better in a few ways.  It provides context (how far the user is into the song, not just how much is left), doesn't tick to its own rhythm of 1 tick per second out of sync with the music, and can be integrated into the interface more subtly (Pro 1 used a super-thin bar across the top of the screen).  That said, plenty of rhythm games do without any sort of countdown/progress bar.  Is it needed at all?

It is a little nitpicky, yes, but I think I agree that it should be a bit more subtle for something like a rhythm game. I don't like the idea of not having a timer at all, though. It's nice to have when you're trying to beat a song you haven't beaten before and you want to know how much is left, or when you're waiting for someone else to finish their set. Not having a timer (along with an in-game round indicator) is one of the things that bugs me about Technika.
 
BLueSS
Read November 13, 2011, 10:00:02 AM #35

Not having a timer (along with an in-game round indicator) is one of the things that bugs me about Technika.
Why?  After you've played the song once, you know how long it is.  Most all the songs are generally the same length, and since it's not a hacked machine you don't have custom songs that are much longer throwing that off.

Ok, so what if you have to wait until the song's over to see what round it was, that still has no impact to the actual gameplay.
 
mvco
Read November 13, 2011, 10:20:27 AM #36

Hey everyone, regarding this game, please think about if it would catch much interest at Acme.  Of course, we are considering it, especially with the local development involvment with some of our community members designing this thing.  Would it get play in the arcade?
 
sfxazure
Read November 13, 2011, 08:56:21 PM #37

Most all the songs are generally the same length, and since it's not a hacked machine you don't have custom songs that are much longer throwing that off.

Actually, Technika 2 songs are pretty inconsistent with length.  MonoXide is 2:20, Keys to the World is 1:30, and the rest of the songs are pretty evenly distributed between them.
 
Suko
Read November 13, 2011, 09:00:42 PM #38

Hey everyone, regarding this game, please think about if it would catch much interest at Acme.  Of course, we are considering it, especially with the local development involvment with some of our community members designing this thing.  Would it get play in the arcade?
I'd say whether you get this or not should depend on how much it costs. A few of us like this game, but I got to question how much play it'll get at an arcade, where you have to pay to play each game (I'm assuming this game will use the traditional arcade revenue model).
 
Keby
Read November 13, 2011, 09:57:41 PM #39

but I got to question how much play it'll get at an arcade, where you have to pay to play each game (I'm assuming this game will use the traditional arcade revenue model).

Bill I can promise you that this arcade machine will be at a very competitive price.

I think it will get enough play. In this day and age when touch screens are everywhere people will be more comfortable approaching a touch based music game. Also it will be less embarrassing than playing DDR for the first time ya know?

Scott, if people are going to complain about having to pay to play each game at an arcade...they shouldn't be there.

 


« Last Edit: November 13, 2011, 09:59:49 PM by Keby »
 
Suko
Read November 13, 2011, 10:32:59 PM #40

Scott, if people are going to complain about having to pay to play each game at an arcade...they shouldn't be there.
Complaining is hardly the issue. The issue is can Bill get enough money from the machine to justify buying it and placing it in a place like Acme. My guess is yes, but that's assuming the machine costs a reasonable price. If it's too expensive, I would feel bad if Bill shells out thousands for something everyone claims they will play, then no one continues to do so after the newness wears off a month later.

Lets be honest, we see it all the time. Look at X2 or Technika at Gameworks. Great games, but once the hype dies down, it gets a lot less play.

Personally, I don't think I will play the arcade version of Rerave more than occasionally (though I rarely stop by Acme anyways), so my opinion doesn't really matter.
 
Keby
Read November 13, 2011, 11:25:16 PM #41

Your right in many respects, but I do believe Rerave has a better chance (I am biased for obvious reasons ;p).

For one the music selection has some stuff in there that will be WAY more attractive to a US audience. Technika and especially DDR have somewhat of a culture barrier with the music selection. It's not their fault though, they were made more for their respective countries audience. Cheesy

Also like I said before, ReRave will be a really reasonable price. Honestly it will probably blow you away a little. Not saying it's going to be only $1000, but it will not be anywhere near $10,000 - $15,000

« Last Edit: November 13, 2011, 11:27:21 PM by Keby »
 
Laura
Read November 14, 2011, 03:04:40 PM #42

@Bill: Personally, I would play it to kill time while I waited to play ITG, but it wouldn't be a draw for me in and of itself.  This is nothing against ReRave as a game, but more because of exactly what Keby was talking about - I like the weird songs from games made for an Asian market (and didn't really get into ITG until R21 happened and we had a bunch of weird Eurodance/Bemani-inspired customs on there), so a game with a music selection meant to appeal to an American audience just isn't something I personally find attractive beyond being a good way to pass time while I wait in line.  I do think it would do better with a general audience than dance games or bemani games, though, and I think that this game looks pretty good for the audience for which it is intended. 
 
Gerrak
Read November 15, 2011, 12:21:36 PM #43

I suspect people will have trouble getting into this at Acme and I imagine the maintenance costs (or lack of functionality) with the many belligerent adolescents that frequent the arcade will be pretty high. I probably wont play it much either, but I'm pretty biased too since I've had some bad personal experiences with the creator Tongue

If it's cheap enough though it might still pay for itself I dunno. Doesn't seem like the "American music style" is going to be a great highlight of the game though since there will be virtually no actual popular songs, just a similar style of music. Anyway thats my 2 cents
 
Keby
Read November 15, 2011, 10:47:49 PM #44

Maintenance will not be as bad as you might think. There is a hard layer over the touch screen. You would have to slam the thing pretty damn hard to even make a crack in it.

Once again seriously, if you have biased towards one of the creators who also worked on ITG, why are you even playing ITG? Give it a chance. If you don't end up liking it then fine.

There is stuff in the song list that will get people. Stuff that has been on C89.5 in the past 3 years for instance. One of the cool features about the arcade is that the song list will be updated automatically when new songs come out. Cheesy
You will have to have the machines be connected to the internet obviously.
 
BLueSS
Read November 23, 2011, 01:53:50 PM #45

Bill I can promise you that this arcade machine will be at a very competitive price.

ReRave has been dated for release and shipping in around 40 days with a price point at $8559.
 
Keby
Read November 25, 2011, 10:21:40 PM #46

Believe it or not Jon that is a competitive price for that market.

 
Davyn
Read November 27, 2011, 06:08:13 AM #47

that's the same price as a new pump it up machine. the manufacturing cost can't be that high can it?

« Last Edit: November 27, 2011, 06:10:44 AM by Davyn »
 
Keby
Read November 27, 2011, 10:41:57 AM #48

that's the same price as a new pump it up machine. the manufacturing cost can't be that high can it?

Touch screens, especially a 42 inch touchscreen can be a lot. This is not the final design though. I'm hoping they'll trim it down.
 
CheeToS
Read November 27, 2011, 11:24:55 PM #49

Touch screens, especially a 42 inch touchscreen can be a lot. This is not the final design though. I'm hoping they'll trim it down.

What kind of touch technology is it using?
 
BLueSS
Read November 28, 2011, 09:06:19 PM #50

Believe it or not Jon that is a competitive price for that market.
I find it interesting that you inferred any meaning out of a fact copy & paste from Bemanistyle and my snipping your statement about it coming out at a "competitive price" next to it.
 
 
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