![]() For most games published by a company Microsoft’s size, 2 million players would not be seen as a big success, especially for a game like Hi-Fi Rush that doesn’t have additional monetization beyond the initial game sale.īut despite it’s smaller scope, the game still feels high budget in some regards. Games made by large studios have gotten larger, their budgets have gotten larger, and by extension their metrics for success have gotten…larger. This is often positioned around originality, but I also think it’s fair to think about it in terms of scope. Specifically the phrase “ like a game” gets thrown around without ever really being defined. The thing you see people say about Hi-Fi Rush is that it’s reminiscent of the mid-tier or AA games of the mid-00s. However, it’s success is undoubtedly dissimilar from the style of success that we are used to in the game’s industry these days. It is deserving of any success that it has seen, with Bethesda recently boasting 2 million players on Twitter. I played through it in just a couple sittings and was enjoying myself the whole time. It’s fun and polished and original is some ways. The stylish action game with a rhythm element to its combat system is very good. And since I write slow, I’m just getting around to this now. I’ve been interested in the seeming success and the narrative that has bubbled up around Tango Gameworks’ Hi-Fi Rush since it launched two months ago.
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