Amplitude in your pocket would look a lot like Rock Band: Unplugged.
However, after playing Amplitude so long and so seriously (when I lived in Germany for a summer, I spent all the time between European adventures trying to master Komputer Kontroller – I did), it makes it hard to switch the controls while keeping the gameplay the same.
Harmonix’s old games were just not as challenging. When you discover a new way to play (i.e. the original Guitar Hero), you aren’t able to punish the players as fully as you may want to. It’s hard to tell which finger combinations throw off players, and it’s also tough to figure out which songs will really resonate with gamers and keep them coming back for more.
Look at the difficulty gap between Frequency and Amplitude, and then look at the gap between Guitar Hero and Guitar Hero 2. Both are HUGE. I still haven’t been able to beat GH2, even with all the RB/GH experience I’ve had since then. But when you played GH2 for a long time then go back to GH1, it’s almost laughably easy (besides the improved hammer-ons/pull-offs in the sequel – the only significant advancement made to the formula since its inception).
In the case of Rock Band: Unplugged, Harmonix didn’t just make the game harder: they made numerous small tweaks (improvements!) that only people who played their first two games to death would appreciate. Also, why did the servers have to go offline!
They’re still up in Europe!
Anyway.
It’s the little things. You still have to play two whole bars of music before the track is activated/cleared for awhile, but if you leave the track for some reason, you can still finish the two bars if you come back without missing a note. In Amp/Freq, if you pushed a button wrong or something, you were screwed. Go back to the track you fell off of, and start your two bars all over again. This kills your combo and may lose you the level.
Also, the end of the two bar section is clearly defined. The last note is lit up, letting you know when it’s time to move on to the next instrument track. And! Most (all?) tracks start in the middle-ish area of the bar, giving you time to scoot over there. That is, if you’ve been maintaining a combo. No more will your slow fingers cause you to be an epic failure! No more will you suck!
Well, you may still suck. Moving on.
The game realizes the inherent flaws of not-enough-shoulder-buttons-syndrome. Because there are four notes to play, you use the buttons Left, Up, triangle, and circle to play notes. You move left and right between tracks with the shoulder buttons. So RB:U gives you a break. Except on Expert difficulty, you won’t be playing the Left and Up buttons together, and you won’t often do the triangle and circle buttons together either. Using one thumb for two buttons at once is awkward, and would most likely wear out your hands pretty quickly.
It’d be nice if the DS Guitar Hero games cared about the comfort of their players, instead of wishing ill will and carpal tunnel on the world with its TERRIBLE DS attachment. But what can you do. Rock Band cares. Guitar Hero doesn’t.
Yet, GH5 is still outselling TB:RB. What a cruel, unfortunate world in which we live.
Band Hero is probably going to sell well too. Ugh. Pop music is a black mark on our society that cannot be washed off. That’s why I only listen to The Current.