Tango Gameworks surprised everyone with the launch of Hi-Fi Rush earlier this year. This unique action rhythm game quickly became a hit on Xbox. Now, six months later, the studio is back with an exciting update that takes the Hi-Fi Rush concept to new heights. The Arcade Challenge update will introduce multiple modes and collectibles, providing a formidable challenge for even the most experienced players.
Game Rant recently sat down with Hi-Fi Rush game director John Johanas to discuss the new update. The conversation delved into the two new modes, the abundance of Hi-Fi Rush collectibles, tips for players tackling this content, and more. The following transcript has been edited for clarity and conciseness.
Q: Can you provide some information about yourself and what will be included in the upcoming Hi-Fi Rush update?
Johanas: My name is John and I'm the director of Hi-Fi Rush. I've been involved in this project for quite some time, and part of my work has been focused on developing additional content. This new update, scheduled for release on July 5 (US time), goes beyond the traditional story DLC. It takes our rhythm action game to new heights, pushing its limits and showcasing what we are currently capable of achieving.
Our game presents two new types of challenges with exciting details and unlockables. It aims to recapture the nostalgic feel of past games, where players would naturally unlock additional content. We wanted to revive this experience by introducing various methods to unlock and enjoy more content in the original game. There is a wide array of features available, and I am eager to discuss them.
Q: Can you provide additional details about the two new modes? What unique elements do they introduce to the game? Could you delve deeper into BPM Rush and Power Up Tower Up?
Johanas: Certainly! BPM Rush essentially takes the core gameplay experience and amplifies its speed. That's probably the most basic way to describe it, and I apologize for the simplicity. However, given that this game is music-centered and everything revolves around the rhythm, there are a couple of noteworthy aspects. Firstly, we have incorporated incredibly high-speed original songs that not only pump up the player's adrenaline but also intensify the experience of engaging in high-stakes battles. Secondly, it challenges players to be exceptionally responsive and employ the game mechanics more effectively since everything, from enemy attacks to rhythmic parry attacks, is accelerated. It's important to emphasize that we're not employing any shortcuts or tricks; it's all based on the game's systems and mechanics. In essence, BPM Rush serves as a testament to a player's ability to perform well under pressure, particularly in terms of speed.
And regarding Chai, his actions remain unchanged. However, the key lies in the swiftness of incoming challenges and your ability to execute flawless combos and react promptly. Additionally, beware of encountering new adversaries and their unexpected assaults, as you will need to familiarize yourself with their tactics. Moreover, playing at a maximum speed of 200 BPM should not be underestimated.
People often express their desire for the game to have higher levels, but I encourage them to play it first and then share their opinions. Even some team members believed that it was reaching an almost impossible level of complexity to keep track of. However, it provides a genuinely enjoyable experience and allows players to immerse themselves in the game. This is what BPM Rush offers. Additionally, the Power Up Tower Up mode originated from the concept of creating a challenging variation of the rhythm tower mode. One of the ideas considered was to introduce random elements instead of simply increasing enemy damage. This led to the creation of a mode where players have to adapt to whatever challenges are thrown at them, without the ability to fully prepare. Random encounters occur, and the game begins with the protagonist, Chai, being weakened by lightning, resulting in decreased stats, such as basic attack damage and defense. Even the weakest enemies can quickly overwhelm the player, though they cannot defeat them in a single hit. After each round, players have the opportunity to choose upgrades that can restore and potentially surpass their previous strength, depending on their strategic decisions. As the enemy sets become progressively more intense, these upgrades become crucial in overcoming the challenges.
That sounds really challenging. I sometimes struggle with the base Hi Fi rush, so I can only imagine how difficult this will be for me.
Johanas: It is certainly not impossible. I believe that achieving success on your first attempt might be unlikely. However, it is not an outlandish notion that only a minuscule fraction of individuals can even dare to attempt and conquer these challenging modes. It undoubtedly requires practice, akin to honing skills on a musical instrument, but with dedication, it can be overcome.
Johanas mentioned earlier that while planning the base game for H-Fi Rush, they had several ideas for additional modes. The BPM Rush mode was always something they wanted to include, but they needed to resolve the technical challenges before implementing it. Initially, they decided not to include it because they didn't want to release an incomplete feature. However, after completing development and gaining a better understanding of their systems, they revisited the idea and decided to make it happen. Similarly, the Power Up Tower Up mode evolved from an initial concept. By waiting until after the game's release, they had a clearer understanding of what they could and couldn't do, which allowed them to successfully develop these modes. It was not a matter of lacking time, but rather gaining a comprehensive understanding before implementing the modes.
Q: The announcement showcased various exciting rewards, including the new 808 looks, accessories, Chai T-shirts, and most importantly, the highly anticipated Korsica costumes. Can you unveil any specific rewards that you believe players will be eager to obtain? Or will you keep them as a surprise?
Johanas: As for the rewards that we know players desire, we prefer to keep them a bit mysterious. We don't want to spoil the excitement. However, we did notice a tremendous response to the inclusion of Korsica costumes, both from the players and our team. Since Korsica is introduced later in the game, there are fewer customization options available for her. Therefore, the modeling team initially planned to create more costumes for Korsica even before realizing her popularity among players.
They went a little bit overboard, adding 4 new costumes for her. This gives her an advantage over other characters, but the costumes are great. However, the accessories for Chai are the real highlight. In the game, all costumes can be brought back into the main game along with the cutscenes. We made sure that Chai's accessories are hilariously goofy because we want players to revisit the cutscenes and have a good laugh. My personal favorite is a pair of glasses that make him appear half awake all the time. In every scene, he seems to be gazing into the distance, almost dozing off. This adds a completely different context to every scene, making him seem disinterested.
Johanas mentioned that in addition to Korsica, there are separate outfits for Chai and 808 as the main characters. The modeling team decided to focus on adding costumes for Korsica to address the imbalance. However, for this particular update, only these three characters will receive new outfits, as the other companions already have numerous options available to them.
Johanas: Expect five new songs in this update, some available in both modes and others exclusive to BPM rush. Each song in BPM rush offers a fresh experience, with varying speeds, instrumentations, and overall vibes. It's like having multiple versions of the same song. We've pushed the boundaries to create a faster and more intense feel to the battles, giving you a unique fighting experience.
What contributions do Smidge and CNMN bring to the table? Their involvement in the fight has been relatively limited. While CNMN made some contributions towards the end, Smidge primarily serves as a source of hints. So, what value do they add?
Johanas: For CNMN, he's not your typical fighter. He contributes in his own unique way, inflicting damage on enemies with a lightweight approach. We didn't reveal his entire attack in the trailer, so I'm curious about people's reactions when they experience it in the game. His passion for assisting Chai is evident from the moment he appears on screen. His retro-inspired style of defeating enemies is intriguing and mainly offensive. What sets him apart is that he doesn't have a partner assist attack, but rather a rare special attack where he can be called in to act independently while you continue to engage enemies. It creates a brief moment of unified combat, which adds an element of fun and collaboration.
As for Smidge, he's a character with attachment issues, and his desire to help Chai manifests through a protective-based attack, which can be a bit confusing to grasp. He strives to ensure Chai's safety while also giving his utmost effort to aid him. Both CNMN and Smidge have defensive attacks, but Smidge's attack can be seen as overly protective, going a little overboard with damage, as he aims to please Chai by excelling in the game. Being offensively defensive seems to be the best way to win Chai's approval.
Q: As you are likely the most knowledgeable about Smidge among all of us here, do you have any tips for players?
Johanas: Firstly, I would suggest familiarizing yourself with the game mechanics before diving in, as they present significant challenges. That's why we designed it so that you have to complete the game to unlock it. This initial playthrough will help you understand the different game modes. We highly recommend playing through the Rhythm Tower mode and acquiring all the attacks, as well as upgrading your chips. In BPM rush, your loadout can greatly impact your success or failure. However, it's important to note that we have made adjustments to the game's difficulty to ensure that you can progress. We believe that with sufficient dedication, you will be able to conquer it.
BPM Rush was designed to gradually increase the rhythm, allowing you to take your time and possibly encountering failures. However, when you return to a slower BPM, it feels as if time slows down. You regain your confidence and think, 'I can do this, I can do this,' and we gradually build up the tempo again. We ensured that it provides a pleasing challenge without being impossible. So, don't give up.
In these modes, you'll find a variety of challenges that can be unlocked. Some of these challenges may be difficult, while others are easier to accomplish. The key is to not get discouraged if you encounter seemingly impossible tasks, as you can compensate for them by completing multiple easier challenges. We have included a significant amount of content to unlock, including some hidden surprises that we have yet to reveal. I suggest taking your time, going through the challenges one by one, and thoroughly exploring these new modes. As for your question, apart from outfits and special attacks, there may also be opportunities to unlock additional attacks, combos, and potentially even new chips that can carry over to the main game.
Johanas mentioned that no new chips or attacks were added. However, the special attacks can be reintroduced into the main game and utilized in any situation. Although he did not personally test them in every scenario, there may be instances where these new special attacks make certain rounds easier to defeat. As a result, they may prove more beneficial for individuals looking to take on higher difficulty modes. Additionally, the new costumes allow players to revisit previous gameplay and enjoy the cutscenes once again. It's worth noting that all gameplay-related features can be integrated back into the main game without any restrictions. This includes the photo mode features, such as taking pictures at any time and using the new poses, stickers, and other additions. Hence, nothing is exclusive to the two new modes.
Q: Can you provide any information about the upcoming mega-tough enemies? What kind of challenges will players face when encountering them?
In the main game, there was a subtle hint about one of the enemies. In the model viewer, you can see that it is an expansion of the Komodo-like series of enemies. What sets this enemy apart is its ability to create projections of itself. Instead of facing just one enemy, it splits into two or three versions and launches multiple attacks from different directions. Therefore, you need to keep track of how many times it splits and anticipate the number of attacks. Additionally, these enemies have new rhythm parry attacks, which, for the variant of the Komodo enemy, incorporate an element of randomization. This means that each time, the attack will be slightly different, making it impossible to simply memorize a pattern. You have to actively search for the attack and be ready to respond to it.
The other enemy is a variation of the brutal enemy, which is the initial enemy used to teach players about parrying. We had initially conceptualized this enemy, but were unable to include it in the schedule due to time constraints. Nevertheless, we were captivated by the design of this incredibly aggressive enemy that relentlessly attacks. In this version, the enemy embodies extreme rage from the main game. Its attacks combine the concept of a single attack from the original game with the stacking of attacks utilized by the bosses. Therefore, it is not a matter of just parrying or dodging one attack and being done. The enemy may execute two attacks consecutively, and you must always remain vigilant for this possibility. Furthermore, its rhythm parry attack incorporates a feature inspired by the Korsica battle, which involves multiple phases. To defeat this enemy, you need to succeed in various phases, rather than just one.
And you'll need to practice playing it numerous times in order to familiarize yourself with these new attacks as the rhythms are distinct from those of the standard foes. However, they are what we refer to as mini bosses as we have enhanced their abilities to that level.
Johanas: If you've played Hi-Fi Rush before and left, or haven't played it much yet, I would encourage you to come back and give it another try with this new update. We have taken into consideration feedback from players who wanted more content after finishing the game, and this update delivers exactly that. We have included many exciting elements that are a bit of a surprise, a special treat for those who have played the game before. The mode has been designed with a lot of references and a unique structure that adds to the overall experience. Additionally, if you wanted to complete the wall of fame in the main game, this update provides helpful aspects to assist you in achieving that goal. It's a great opportunity to regain interest in the game, especially if you were previously stuck on certain challenges. This new mode will provide a fresh perspective on the gameplay, ultimately preparing you to take on the tougher challenges in the original game.
However, it offers a fresh experience despite having the same combat system. Convincing those who haven't played the game is difficult due to this update, as it requires completing the game to access. Players are aware of the reduced cost for entry, and there is certainly no shortage of content. The game offers an incredible amount of things to do and unlock, and this update only adds to that. It enhances the overall package of the game, making it even more valuable and, dare I say, irresistible. So if you have any interest in this game at all, it reinforces that it is a highly enjoyable package with an abundance of gameplay and additional content beyond the credits.
Johanas: The main topic I want to discuss is something that is shrouded in secrecy, but I also feel compelled to share. We are curious to see if people will discover it, and it's a matter of how long it takes for someone to uncover it. In the original game, we included numerous hidden elements that we didn't expect people to find. For example, there are certain conversations that occur when you exit and re-enter the game at specific points. Surprisingly, within just 36 hours, people had already compiled comprehensive YouTube videos showcasing these hidden components. As a gesture of gratitude to our players, we may have gone a bit overboard in this regard. We are excited to witness people stumbling upon this hidden gem, enjoying it, and having a lighthearted experience.
Q: When can I buy a stuffed animal version of 808? I need to add it to my collection.
Johanas: I also want one, but I can't share any information about our future merchandise plans, if there are any. I can only provide limited details. However, trust me when I say that our team is highly determined and enthusiastic about it. We have carefully considered all aspects.
Q: That's great to hear! I particularly enjoyed playing as 808 during the final boss battle, even if it was only for a brief moment. It was truly fantastic and I loved it.
Johanas: That's great to hear! I'll definitely relay this to our programmers. Initially, they were skeptical about creating an entire system dedicated to this, but now I'm relieved to know it wasn't for nothing.
Q: Finally, can we expect more substantial content from the game? Can you provide a hint that the fun of Hi-Fi Rush won't stop here?
Johanas: I am unable to provide a direct response to that question, but our goal is for this game to leave a lasting impression on players. We hope it becomes one of those games that people fondly remember even years down the line. We constantly pay attention to what our fans respond positively to, and that feedback may or may not influence our future decisions. However, I cannot currently make any official announcements.
In every interview, I will emphasize the importance of checking your latency when playing this content. Since it is a rhythm game, we want players to experience the lowest possible latency. Specifically, when playing the BPM Rush mode, the timing becomes even stricter due to the game's speed. It is crucial to ensure your latency is as low as possible. Double-check your setup and TV mode to ensure it is not on any unusual motion smoothing setting, for example. Rest assured, the game runs smoothly at 60 frames per second, so there is no need to worry about that aspect. Please make sure you are fully prepared before diving in.
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Hi-Fi Rush is available now on PC and Xbox Series X/S.