The last thing I need to aid in my crippling addiction of buying every DropMix expansion in sight is more DropMix cards. Yet here we are. Due to the additive nature of the game, I had to make a wish list, right?
I went through the not-so-scientific process of scrolling through my Spotify for the first five songs that I thought would be great DropMix songs. Keep in mind that while I want to hear songs I genuinely like, I’m also asking for songs that I think would work within the game’s framework of breaking songs down to their individual instruments and matching those with instruments from other songs. Here’s list one of probably many to come!
DropMix comes with 60 cards to get your adventure into card-based DJ-ing started. Part of the game’s magic is that everything seemingly mixes together perfect. That said, I definitely have a few go-to cards that I use heavily in my mixes.
This list only covers cards in the base game. I own a few expansions as well, so maybe I’ll spotlight those at some point as well!
Hip-Hop Week concludes with this post on In Third Person! For the grand finale, I look at the point where the elements of hip-hop freestyle collide with game structure. Has any game ever found the right balance? Thank you for joining me on this adventure!
The element of improvisation is a foundational block of hip-hop music and culture. In the beginning, the scene started with DJs, rappers, and breakdancers making things up as they went. Though hip-hop music and culture has been mainstream for quite some time, the ethos of what freestyle means still permeates.
Translating that freeform nature of hip-hop has been a challenge in the world of video games. By virtue of being a game, the “game” part needs some sort of quantifiable benchmark to define success. This flies in the face of the freeform nature of the culture.
Let’s look at a few ways in which developers have tried to provide structure for the purposes of making a fun game, while trying to maintain the freestyle nature of the activity its emulating.
Playing DropMix over the last few weeks has gotten me to think about music in a new way. This card game with digital elements allows players to mix bits and pieces of songs together by simply placing instrument cards on the board. Want Ed Sheeran to sing over the bass line of LMFAO’s “Sexy And I Know It”, the synth strings from Carly Rae Jepsen’s “Call Me Maybe”, and the drums from Rick James’ “Super Freak” while all mixing together in perfect harmony? Simply play the four cards and watch DropMix work its magic.
Having said that, not all DropMix cards or DropMix songs are created equally. In one of the expansion packs we bought, there’s a Beethoven card that’s seemingly impossible to work with. Certain other cards, such as the drums from “Radioactive”, seemingly work with everything. This got me thinking: going beyond personal preferences such as artist and genre, what elements make for a great song in DropMix?
Always at the forefront of music and rhythm games, Harmonix teams up with Hasbro for DropMix. This innovative card game aims to give you unprecedented control over music, allowing you to mix-and-match bits of different songs in order to create intricate mashups and mixes without any prerequisite skill in music. Beyond its free-form mixing mode, DropMix comes equipped with multiple game modes that provide structure to the experience.
Does its music-mixing tech work as advertised? Do its modes of play add value to the experience? And should you take the plunge for DropMix and its expansions?