![]() ![]() There are other optional visual cues you can add but no matter what song is playing (including a number of licensed tracks) the basic timing concepts are always the same, and something that quickly becomes second nature.Ĭombining the relative simplicity of a rhythm action game with a fully formed 3D action adventure is no easy task but what’s so impressive about Hi-Fi Rush is the sheer panache with which it’s been pulled off. Hosted by 44 Bytes.If you want to do real damage though you have to attack in time with the rhythm, which is indicated not just by the music but by the whole game world bouncing along in synch, via background details like blinking computer lights and jumping floor panels. © 2023 Hookshot Media, partner of ReedPop. Hyperkin Announces New Xbox Controller With Hall Effect S.Ī Bunch Of Great Xbox 360 Games Will Be Delisted Forever. These 20+ Games Are Coming To Xbox Next Week (August 28 -.įree Play Days: Try These Xbox Games For Free (August 24-27)įorza Motorsport Xbox Series X Footage Looks Mighty Impre. Two Classic Games Are Making Their Xbox Debuts With New R. Phil Spencer Gives His Thoughts On Baldur's Gate 3's Xbox. Starfield Xbox Game Pass Release Times Confirmed By Bethesda Xbox Game Pass: All Games Coming Soon In September 2023 The Xbox Series X Is 'At The End Of The Beginning', Says. How To Complete All Xbox Game Pass Quests In 2023 But then again experimental titles aren't as common or aren't for everyone either. Sure you had your Xbox Live Arcade era for old IPs and many making mobile games at the time or your even older Alien Hominid in 2003 (Newgrounds devs before Castle Crashers and more since) on all platforms of sixth gen (besides Dreamcast as per usual of course). Japan sometimes does with certain areas, keeping old genres alive even while the west just plays follow the leader and until we got Song of the Deep/Pentiment I was surprised. Most devs haven't been experiemental in years. I always give Indies/AAs a chance most AAAs aren't to my taste and I'm willing to take the less budget or elements in certain areas as a sacrifice it doesn't bother me. Some elements are more appealing then others to different people but it doesn't make the other product worse just not what people were looking for. Both devs had different goals in mind with their games.Īn Indie has less budget and difference of skill and visions for their products. I find comparisons fair for recommending the game not trashing it that's just silly. I get the competition/business side though. I questioned picking it up for the sake of trying Indie games that do get physical copies but wasn't sure enough. ![]() Otherwise I see this game in EB/Gamespot a few times. I think I heard of No Straight Roads from a youtuber doing a voice role in the game. I don't know why someone would say Hi-Fi Rush is the game NSR should have been, but you can 'use' that to look at what HFR got 'right', did 'better' etc and use that as a guide to shaping NSR2 - if HFR is 'popular', another Publisher maybe 'keen' to pick up an alternative they can market on a wider range of Platforms. As a creative, you often have to take criticism for your work and as a creator, you can take that criticism on board and use it how you want - either use it to 'improve' yourself, your products etc or use it to 'prove' them wrong. Project Moorcroft (I think it was called) was described as like going to PAX and trying out the developers Demo's and Alpha's of their games 'in development' in the hope that a Publisher will see the potential and 'back' them.īasically, demo's could come to Game Pass and the 'more' people that try them, that play through the entirety and/or feedback, support the game, the more 'financial' aid they earn from MS to 'complete' their project and release. There was talk about devs being able to use 'Game Pass' to get feedback and financial aid to 'finish' off your game. MS themselves has 'self publishing' tools and Game Pass could reach your target audience to. I know it maybe 'tough' for very small, independent studio's to get 'backing' but I do think that Devs these days are in a 'better' position as they can self publish much more easily, not rely on trying to find a Publisher to pick up and/or distribute your game. We hear all the time how Publishers 'influence/pressure' the Devs - yes we'll back your Project if you make it into a Battle Royale, make it like 'this or that' game, make it 'online', make it 'co-op', make it 4v1. How many times have we heard about a 'CoD/Halo' Killer game coming out - Titanfall 'CoD Killer', What CoD MP wants to be when it 'grows up' - then came the Advanced movement CoD's. I am sure that's the same with many Studio's as 'their' games are often compared to others. ![]()
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