![]() In addition to combat, the game also features some platform game elements, as well as a system of upgrades to unlock new moves, abilities, and perks, which can be purchased with gears, an in-game currency earned in combat or by exploring levels. Each division is based on a particular musical style, and Chai engages in boss battles at various points. The game takes place across multiple linear stages, representing various divisions of the antagonist corporation. In addition to the beat-em-up action mechanics, there are also rhythm-based minigame elements where players repeat cues in a call-and-response fashion, or press buttons in rhythmic sequence based on on-screen cues. A parry move allows players to cancel enemy attacks by pressing the button at the exact moment of attacks. Attacking on rhythm is not required, as actions automatically sync up with the music, but by timing the button presses right the players are rewarded with higher damage output and timing-based combo finishers deal additional damage. Hi-Fi Rush is a rhythm-action game where the protagonist Chai, his enemies, and parts of the environment move to the beat. The game received generally favorable reviews upon release from critics, who praised its visual style, art direction, humor, characters, and combat, though some noted its repetition, level design, and limited soundtrack. Hi-Fi Rush includes licensed music from bands such as The Black Keys and Nine Inch Nails. Labelled a "defect" and hunted by the corporation that transformed him, Chai bands together with new friends to defeat the company's executives and put a stop to their plans. The game follows self-proclaimed "future rock star" Chai (voiced by Robbie Daymond in English and Hiro Shimono in Japanese), whose music player is accidentally embedded in his chest during experimental cybernetic surgery, allowing him to rhythmically fight and re-perceive the world through environmental synesthesia. It was announced on Januand released worldwide the same day. Hi-Fi Rush is a rhythm-based action game developed by Tango Gameworks and published by Bethesda Softworks for the Windows and Xbox Series X/S platforms. That said, I do like the idea of requiring specific use of team abilities to make specific enemies vulnerableĪll that aside, this is a fantastic breath of fresh air and very likely be in my top 3 games of the year.Action, rhythm, beat 'em up, hack and slash it's too easy to maintain an S rank score by spamming team abilities, this made the combat feel a bit samey for me on 2nd playthrough (IMO Very Hard and Master didn't feel particularly different from Hard b/c of these OP abilities/moves). some quality of life stuff: you can't "skip" dialogue sequences in the game, which makes replaying some levels a little more tedious than needed Triple dashing to the beat is only fun for so long Given how zippy and stylish the combat is, I think the general movement needs some twist, something like the Bayo-cat form to speed things up. the non-combat portions, particularly the traversal feels like it's lacking a speedier option. A bit lame, I didn't "beat it" by gittin gud, just got lucky and played well enough to net a 92.įinal thoughts: I'll focus on the negatives, as it's quite clear what the positives are (the tone, the charisma, the combat, the music) From top to bottom it's clear that this game was a passion project which is why it's so full of heart. And they were still introducing all new enemies even close to the end of the game, one of them you only fight once. You never fought against anything so much that it started to feel stale. I was also surprised at how many different enemy types there were. The pacing at which you learn new things felt just right to me as you have the extra layer of keeping things in rhythm to contend with at all times. Gameplay wise it starts off pretty basic but toward the end there really is a lot going on with combat. The original music they had made for the game was nothing to sneeze at either. ![]() ![]() The music tracks they licensed were all great and fit the encounters they were used for. You also unlock special challenge rooms after the final boss which act like secret missions from other similar games, i.e some kind of gimmick encounter (like don't touch the ground), so there's something new to look forward to along with the harder difficulty mode. ![]() I didn't count the hours but I'd say it took me around 8-10h, which is pretty standard for this type of game as they're more about replay value than being lengthy. Was a neat release that came out of nowhere. ![]()
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