Royal guarding in Devil May Cry 3, 4, and 5 was about timing your rhythmic parries in response to enemy attacks. The best players of these kinds of games that can pull off double digit combos always had the rhythm of these combos down to a tee. The way I see it, action games such as Devil May Cry, Bayonetta, and God of War always had rhythm to them. So it makes perfect sense for there to be a rhythm action game hybrid here, making combat encounters feel even more so … More Also love how it can seamlessly transition from gameplay to 3D cutscenes to 2D cutscenes. John Johanas took inspiration from Edgar Wright's Shaun of the Dead and it shows. The animators of both 2D and 3D cutscenes were instructed to animate everything to the beat. I absolutely LOVE the directing of the cutscenes. 2D cutscenes, footsteps, combat, platforming, the environments. Literally everything revolves around the concept of rhythm here. This could be the liveliest game I have ever played. The environments are set to be in sync with the music, making it feel more alive than any game world. Why I claim such love and craft is how jam-packed Hi-Fi Rush is with its details. It's one of those rare games where it made me go " Man, I fucking love video games." Everyone was at their A-game, everyone was in harmony when making such a game as Hi-Fi Rush. Rarely has there ever been a game of this scale where it is so easy to see all of the love and craft put into such a game that felt like the devs had so much fun making it.
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