Harmonix's Dropmix Card Game Is Impressive, But Is It More Than Just a Toy?
Images via Hasbro/Harmonix
It’s hard to forget your first time playing Rock Band. Hell, Guitar Hero II changed my life by making me want to pick up a real guitar, and I know I’m not alone in that. Harmonix’s biggest games have been phenomenons, so it’s no secret their music titles have had real impacts on players by providing a fun social music experience or even helping to awaken their inner musician.
But that’s a nearly ten year-old story, isn’t it? Since Harmonix released Rock Band in 2007 after splitting with Activision, the music gaming scene hasn’t broken much new ground. The studio is still most heavily associated with their older Rock Band and Guitar Hero titles from the two previous console generations. Despite this, the developer never stopped experimenting with bold ideas, be it with Rock Band 4, Rock Band VR or a remake of their less-remembered Amplitude.
This month will see the release of Rock Band VR before September brings us an even bolder step into uncharted territory: Dropmix, the developer’s new collaboration with toy giant Hasbro.
Officially revealed today, Dropmix isn’t played on a console or PC, but a physical board in conjunction with an app for iOS or Android. The game is about dropping differently-colored, NFC chip-carrying cards —each representing a song— into corresponding “Mix Slots” to create original mashups while battling other players for control over said mix. Green cards contain bass lines and harmonies, yellows have your leads (mostly vocals), reds play melodic loops and blues lay down beats. Each card has a power level between one and three, and the player’s goal is to score points by playing equal or higher numbered cards on top of their opponents’. You can also spin the “Equalizer” wheel to knock out a randomized level of card. Introduce a handful of wild cards into the mix, and you’ve pretty much got a sense of the game.
Last week at GDC, I played a round of Dropmix’s two-on-two “clash” mode with Hasbro’s Mona Ahn, Senior Designer at Harmonix Jonathan Mintz, and Lead Artist at Harmonix David Battilana. Teamed with Mintz, our goal was to reach 15 points before the others. Simple enough. Between the rock, hip-hop, pop and electronic decks, I unfortunately picked electronic because it was closest.
Really, I should back up a bit. As soon the game was described, though I understood its concept, there was a question I needed answered. How exactly does the game go about mixing songs together? Does it really instantly bend pitches and tempos of each song to fit together? Anyone who’s ever heard a shitty mashup should know what I was afraid of. Thankfully, Mintz put my fears to rest with a quick demonstration of the game’s tech. He laid down a red Meghan Trainor card, starting the mix with a hooky backing melody, followed by a Latin beat from a Ricky Martin card, topping it off with Ed Sheeran’s vocals. When the cards were dropped, part of each song would play perfectly in tune and synced with the rest of the mix. Each addition initiated exactly on queue and blended nicely. Still, I needed to see proof that the game could handle meshing radically different types of songs.
Our real game began simply enough, starting with my scoring a point with a Jason Derulo bassline, leading to the other team raising their score with vocals from the Weeknd that meshed easily with another Derulo song… then, about halfway through, Mona dropped a Disturbed “Down with the Sickness” card. We all laughed, but what I heard sold me on the game’s technology.