REVIEW: Hi-fi Rush

(My footage for this game was extra crusty, so it’s pretty much a text wall today)


Developer: Tango Gameworks
Publisher: Bethesda Softworks
Released: 2023
Platforms: Epic | Steam | Xbox Series

Keep in mind that I never got around to a second run in Hi-fi Rush, which I know is essential for a complete experience in spectacle brawlers. I guess this article is for my “initial impressions.”

Hi-fi Rush implements its musical theme perfectly. My rhythm skills aren’t optimal, so it’s awesome how many cues are provided by the game. Whether it’s Chai snapping his fingers, the metronome at the bottom of the screen, stingers in the soundtrack, a shimmer before enemies attack, or the background itself dancing, the audio side of combat isn’t nearly as intimidating as I had first worried.

Combat is polished and snappy. Chai uses only one weapon, but there’s a decent variety of combos that can be strung together. I like the inclusion of a grapple akin to reboot DMC’s blue chain attack, so that Chai can easily reposition when a mob closes in. There’s an invaluable block and even a counterattack to follow up with (unfortunately, my potato hands don’t like the feel of Y + B, so I couldn’t use it that much).

I highly recommend playing on Hard mode, as Normal felt too easy for me. The former has a good balance of challenge and forgiveness as you first unlock new abilities.

Unfortunately, there’s one aspect of Chai’s arsenal that concerns me, to the point that it knocked the game down a tier in my review scale. Instead of extra weapons, Hi-fi Rush lets the player tag in supporting characters from the story. Peppermint, Korsica, and Macaron have a specialty with their weapons, and can be tied into Chai’s combos.

The issue is that summoning them is mandatory to even touch certain enemies. This effectively color codes thems, which is always obnoxious to deal with.

What’s more, the calling cards for all 3 supporting characters are equipped at all times. Their simplest attack is near instantaneous to unleash, which means it’s insanely easy to cheese with them on the field at the same time.

Sure, I could carefully time a heavier attack with Peppermint, or have her tag in for a flashy combo finisher, but that gives her a longer cooldown. With the quick-press option, I can efficiently juggle color-coded shields, as well as chip away a boss’s stagger meter while Chai kicks back. It’s not as stylish, but I stopped caring when I fought the late-game bosses.

My suggestion to fix this part of Hi-Fi Rush is to basically rave about DMC5 again. I’ll quickly compare what Hi-fi does versus DMC’s approach.

  • Hi-fi: Special enemies are perpetually on fire (and therefore untouchable) until Korsica extinguishes them (temporarily).

  • DMC5: Hell Antenora briefly enters an enraged state so they can’t be staggered. What triggers this state is easy to learn and predict.

  • Hi-fi: Z-Shields grant invincibility until Macaron destroys them.

  • DMC5: Any well-timed attack will break through a Proto Angelo’s guard.

  • DMC5: Baphomet creates energy shields around enemies in the same room. Slaying Baphomet removes the problem.

  • Hi-fi: actually has this same concept, but there’s another shield that elite enemies can spawn with. Peppermint needs to destroy these, and they regenerate after a cooldown. I think there were battles where both shields were used, but I was probably spamming the trio cheese and didn’t notice.

Hi-fi Rush is still a fun romp, but its color code problem is the main source of my dread to play through it again.

Thumbs Up


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