![]() ![]() Cool moments, masked by QTEs.that’s bad.ĭuring some boss fights you’ll be asked to hit a line of buttons much like you would do in Gitaroo Man as a way of dealing a cinematic strike. It’s a good middle ground that doesn’t come across as openly hostile like in say BPM, where a lack of rhythm is followed by a lack of being alive. I say reward because you can still mash if you’d prefer, but hitting on the beat increases damage while also building meter and building meter lets you do special moves for even more damage. Or in other words: Hi-Fi Rush rewards players for not mashing buttons in a panic to get combos out as fast as possible. Hi-Fi Rush as you likely know, has attacks, jumps and pretty much everything tied to the beat of the music. Another example of genre plus rhythm mechanic working wonders…that’s good. I know this was likely done so that the player wouldn’t waste all their earnings on the dumb shark costume instead of useful things like extra moves or health upgrades, but this could have been remedy by adding an extra currency exclusively for cosmetics. Turns out I was waiting the entire game, because you only get the choice once you beat the final boss. But I want to look cool now…that’s bad.īefore I even started playing I knew there was a way to customise your outfit and eagerly awaited for the option to do so. And even better, much like other titles which prioritise style over realism, it will continue to look great for years to come. It’s the kind of game that actually made me do the E3 demo thing of panning the camera across the environment just to soak it all in. Everything in Hi-Fi Rush has been designed around its comic book influences, with even light and shadow being heavily stylised. Not since Cuphead have I seen a game nail its source material so throughly. If we go by the ancient gaming texts when measuring visuals and divide them into technical quality and artistic quality, on the technical end sits the Demon’s Souls remake while on the artistic end now sits Hi-Fi Rush.
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