9/25/2023 0 Comments Hifi rush ignJohn Johanas: The short answer is extremely, extremely, extremely difficult. How difficult was it, to time both the cutscenes and the in-game action to a rhythm? I've been playing through it, and you can tell see every cutscene matches that rhythm. IGN: One of the things I want to touch on is that Hi-Fi RUSH is not small. I see some people calling it an indie release or something, or a small project and from my perspective, I spent five years on it, so it was not small. A lot of time and effort was put into this. If we're going to do it we got to show people that we can do it and do it well because we can't come out and half-assing our first attempt at something different. I think it was important to just show that we can do something more than and do it well, I think it was the most important thing because that's something we're super adamant on. We didn't feel that we should be limited or had to be limited by that image that we have of being a horror-first studio. He has a history of going outside those boundaries as well. Just like Mikami-san himself, he made action games. But we didn't assemble a team to make the ultimate horror game. If you look at the original vision of the studio, it was not made to make just horror games, it was made to foster new ideas and support new developers. John Johanas: Well, I would say it was always the intent in a way. What does that mean for a studio like yours that you're branching out into this new direction? There were a lot of rumblings about what your next game could be, and when the project was finally revealed, it was this bright, colorful action brawler set to rhythm. IGN: Tango is primarily known, I think by most people, as a horror game studio. It all sounds really hard and I don't know if it'll work, but why don't we try prototyping it." That's actually when it started at the end of 2017. My boss Mikami-san was like, "It sounds really cool. I was like, "You're probably not going to accept this, but I just think this is a really cool idea and have a really strong idea of how this could work." This is the most un-Bethesda game you can possibly imagine because we're showing the ideas where the visuals would be like a throwback to the cel-shaded look of the PS2, Dreamcast, and early Xbox era. What if we can do that in an action game? And then, just the idea of rhythm action - and everything is synced to the music, but it's not a rhythm game - led to a spark in the meeting. I kind of wrote up this very quick pitch about this idea about how good it feels in trailers and movies when hits land to the beat and it just feels like the action just feels so much more satisfying. I had this idea kind of brewing in my head for a while, but being this studio known for horror, in my mind I'm like, "Oh, this, this'll never get approved." When we're playing games in our downtime, we talk about action games. Just from a personal standpoint, I felt like I needed a palate cleanser.Īnd when you develop a game with the other team members, you talk about other games people like. I directed that and as we were winding up, we knew that Ghostwire was the next game that the studio already had begun working on pre-production. John Johanas: It was actually right after The Evil Within 2. I'm curious, when did the development for Hi-Fi RUSH begin? IGN: My entire timeline's talking about Hi-Fi RUSH.
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