Great video! well structured and no filler. I personally have a few notes: -You seem to view the call-in/ shield system as serviceable at best but I enjoy it a lot mostly because there's a solid amount of mechanics and alternatives that can really spice up how you approach combat, My examples for this are: -Call ins are fine but parry counters present a higher risk higher reward alternative for getting rid of shields. They don't have the downsides of the normal call ins as they destroy shields in one hit (which makes breaking Z-shielding especially easier) and always target whoever you parried (completely eliminates the issues of Lock-on and macaron's range). So while you can do your normal call ins, you can instead rely on 2 somewhat difficult inputs (Parry + parry counter) to deal with shields -There are 2 VERY good alternatives for dealing with shields that don't require you using your partners: -Blue enemies generate their shields on beat, meaning it's possible to parry their shield gen if you walk up to their proximity and parry, this can change how you start an encounter completely, ESPECIALLY with the big blue guys that take 2 peppermint summons to break their shields -There are 3 Z-shielded enemies in the game, the big spider dudes, the dudes with the sword and shield, and the armadilllo, for the shield dudes and armadillo, you can simply ignore their shields if you attack from behind, you can try to use the typical dodges and jumps to try and get behind them, but the Magnetic Backstab is the best way to this reliably, this brings a TON of utility to the backstab, more than it originally has, and makes it feel more like a core mechanic to chai rather than an unlockable. All these mechanics are small in isolation but when applied together can completely alter the flow of a battle, allowing you to be much more aggressive. -I enjoy the enemy rhythm pull in thingy because repeating the rhythm is simply very satisfying to me, I understand why you dislike it though -I STRONGLY disagree with you Roquefort take, I think his attacks are the easiest to read out of all the bosses, mostly because of the musical effects he plays that are easily memorable, sync up with the song and the fact that his telegraphs are HUGE
Honestly i liked the breakaways, considering I usually left the Elites till last it felt more like a unique final push than an immersion breaking event
That's understandable, I get the appeal of them, I just disliked that I would always find myself leaving elites for last for the sole reason that having a fight interrupted by a minigame is more annoying to me than getting hit.
Static’s second upload, keep it up man! Your hustle video was amazing. I bet this’ll be good. Edit: I had a haircut right before this video, I feel afraid.
I'm pretty sad I didn't seem to get notified about this upload. I was so in love with your Y.O.M.I. Hustle video that I watched it over a dozen times, if not more, and was really looking forward to your next video. It's criminal you've only received 511 views on this so far. Still, I'm hoping this one explodes like your last, but even if it doesn't, don't stop making these videos! Your content is inspiring and awesome to experience, and I intend to give this one a few watches if not for the fact that I enjoy them, then also to ensure the algorithm knows they're worth watching!
Thanks for the kind words man. I knew out the gate that the YOMI vid was gonna be an outlier for a while, it was released at the perfect time while this one came out several months after HiFi did so it was bound to get less traction. All the same I've got more stuff in the works, I figure even if I don't hit the algorithm again for a while it'll still be beneficial in the long run to get more stuff posted so when it does happen people have more reason to stick around.
Criminally underrated video, I think it really does justice to how buttery smooth this game’s combat feels. The only thing I have to say that hasn’t already been said (I agree with other comments on the breakaways and Roquefort) is that Peppermint’s canon actually DOES have a good use. It takes out the bigger shields in one hit, which while extremely situational, can be a lifesaver when enemies re-shield themselves mid fight
I am so loving your content, man. Scripts better than 90% of modern Hollywood movies, editing on point, amazing humor. Only thing that scares me is that these references are so damn deep you are gonna make the viewer feel stupid by how cultured you are like damn how many games have you played I am genuinely concerned. One thing I wanna ask before you inevitably pop off to 100k subs, if you can, please put the music ur using in the description. I think for this video you used only Hi-fi Rush music but man people putting the music in the description have all of my respect
Man, i have been wanting a video that deeply looks into and dissects the combat of Hi-Fi Rush for a while now, and this video *delivered*. Very good explanation with good editing to show on-screen what is being talked about, nice humor, and though i haven't played them: The MGR and Bayonetta clips helped in giving some examples, while still looking at the game and its systems on its own merits. I'm really happy this popped up in my recommendations, and i'd be eager to see what else you may produce. Also: very much appreciate that you showcased No Straight Roads among here, and quickly explained how its combat is more boss-centric and what concessions it needs to make to make its philosophy work. Hi-Fi Rush may be the better game to play, but i love the world, music, characters and vibe of NSR more. (DK West, DK West). And i'll always love it for personal things it has allowed me to experience, and friends it has introduced me to. NSR aside, -and on to other games- if it's alright to ask, what other hack-and-slash/character action/Yippie Wahoo Beat 'Em Ups are you familiar with? Be it straight-up, or mixed with some other genres or styles of play? I am known with a lot of them, from Soulstice and the Darksiders series to Heavenly Sword and Castlevania: Lords of Shadow 1 and 2. And even Marlow Briggs and the Mask of Death, and Dante's Inferno. All these games may be of varying quality and/or enjoyment, but I also think they have interesting things to bring to the table with what they may attempt. And though you describe yourself as a hard-to-please combat snob, i would be very much interested in seeing someone take a more in-depth look at all the ideas, what works, what doesn't work, and what *could* work, like you did for Hi-Fi Rush. Or at least, i'd personally be interested in discussing stuff on this subject with others. (But i could be here all day if so). Me aside: thank you for having taken the time to make this video, and i wish you a good rest of your day and week.
Come for the combat breakdown, stay for infinite sarcasm 🔥. This video has everything, please do more. Consider this is a pretty long video, I suggest adding chapters to make it easier to replay.
Great video! I really hope that you continue to make more videos. Whilst this video didn't get the same view count as your first, I think it's just as good, if not better.
Excelent video, really made me appreciate the combat more. To be frank, the combination of me not being a fan of dial-combos and being absolutely atrocious at staying on beat made me enjoy HFR's combat less than I wanted to, which is a shame because I absolutely loved everything else about it. Now I'm feeling like giving it another shot with this video in mind -- hell, I'm so bad at it I hadn't even picked up on beat drops giving you batteries and kept wondering why I never seemed to have meter.
Wanted to quickly say i'm glad to see people still discovering and commenting on your video as recent as thirteen days ago. From a stranger on the internet, hope you're holding out well and wish you good luck on any future projects, be they videos or otherwise.
The song and stage are both pretty cool, this is true. Personally I don't find bosses that constantly create distance to be too enjoyable regardless of how easy it is to close the gap just because of how repetitive it ends up feeling, grappling back to him only to have him zip away again immediately. I have the same problem with Cavaliere Angelo in DMC5, and there you have way more movement options than just a grappling hook.
@@StaticTorch That's fair ^^ I definitely understand the sentiment, likely just have a different line for where it becomes an issue. What do you u think of Mimosa? I feel like she's particularly slippery too, reminded me of Sanctus a bit (as weird as it feels to say seein' as I love Mimosa and hate Sanctus lol)
@@faustusdrake pretty mixed feelings on her, again great stage and music, and I really like all the ways she attacks you, it's just a shame that the best way to fight her is by mashing out every assist to pop her shield the instant she stands up. I think she would have benefitted from an in-between state after getting up from a stun where she fought you off on the ground while recharging her shield so you had more opportunity for damage if you could weave through her attacks. Could even steal the bit from Kale's second phase where certain assists counter specific attacks, that way they're more likely to be on cool down when she goes back into shield mode and you'll need to work a bit harder to bring her down again. Maybe I have no idea what I'm talking about, I just wish that fight had better pacing, it might be my favorite boss in the game if it did. Also I wish the rhythm section was harder, or scaled with overall difficulty level.
@@StaticTorch I can get behind these ideas, and yeah it is a shame about the partner summons being so ludicrously effective against her, it's definitely a significantly better fight without them, ya actually get to play the fkin game lol. Thanks for all the thoughts!
Man, the ending of the video is edited so well. All of the clips sync with Too Big to Fail and it almost feels straight out of the game. Fantastic video, bro! I did agree with some arguments of the combat, but disagreed with a couple. Primarily, the parry mini game with elite enemies. For me, standard combat feels overwhelming sometimes and I starts to fall out of beat, so when an elite enemy stops everything and forces you to slow down it’s a god send for me. The minigame acts as a short break in combat, I agree, but it benefits the player because it allows them to recollect themselves in the middle of intense combat. It’s like how a song changes between chorus and less energized segments(I don’t know specific nouns for them but I hope you get what I’m going for). The chorus is normally full of the song’s energy, but its pacing is leveled by slowing down between chorus’. It’s the same with elite mini games in Hi-Fi. Hey, another musical parallel. Awesome!
Thanks for the kind words man. That's a pretty cool way of looking at it. I'll admit that I'm more critical than most when it comes to things that I feel disrupt the core gameplay loop or otherwise impede on my control over my character, I have a hard time enjoying most Platinum games for that very reason even though they usually have very strong combat systems.
@@StaticTorch I do understand where your argument comes from. Having your flow broken by forced events sucks ass, especially in style fighters like Devil May Cry and Hi-Fi
really good video, can't say i disagree with anything you said in it BUT you didn't mention one thing which made the "call in" system not suck for me. It's the block into call in (I can't remember the actual name) mechanic, if I remember correctly it does more damage to shields, bubbles, etc. depending on who you called in while also making the cooldown for each of your buddies shorter then it would be if you called them in regularly. it also targets the enemy which you blocked so it solves the issue of no lock-on making it weird to aim your buddies. I particularly like Korsica's one because it also launches enemies. Another gripe I have with the game (nitpicking) is that the block is too easy, rather the window to block is too generous and it doesn't punish you in any way for spamming it. I was also disappointed with the special attacks because for the most part all they were focused on was damage and didn't add any real functional mid battle effects that weren't completely broken in terms of balancing. What I'm trying to say is they left me feeling like what you described with the chips (to a lesser extent). Overall the game is a 9.5/10, didn't expect to write this much. P.S. I think Roquefort is the best boss fight (loved the presentation of it with classical music, not the gameplay)
This game shocked me cause my rhythm is awful but i still managed to have a fun time with it Such an amazing game, its wild how one of the first games of 2023 is one of the best
I really hope this game gets a sequel that expands on Chai's moveset and fixes some of the issues from the first game. I love how this game manages to be insanely good while also showing massive potential.
@@jurtheorc8117 No major issues, but as someone who plays a lot of Devil May Cry I would enjoy a wider moveset with more possibilities for creative combos and style
@@Roboardo Got you! Never played a DMC game myself (my experiences lie with Darksiders 1 and 2, Soulstice, Castlevania: Lords of Shadows 1 and 2, Dante's Inferno, Marlow Briggs and the Mask of Death and Heavenly Sword) but from what i've seen, Chai's list of combos does seem quite extensive. The person in this video also mentions stuff like how he'd like to see stuff like more air tech. Which is something i'm not entirely sure of what it means. But considering the DMC 5 footage at that point, i reckon that what you'd like to see, is something that cancels a movement in the air while going ham on an enemy, to immediately perform the start of a new combo (like two specific button presses) but then immediately cancel *that* into a move that grounds Chai while keeping the enemy in the sky with lingering damage, to then charge an attack that sends both Chai and the enemy up in the air again and start all over for a different combo, all the while the poor enemy never touches the ground. Something like that?
@@jurtheorc8117 Yes, that's about right. In fact most of my playthrough consisted of me intentionally dropping an air combo by waiting one beat as the enemy stays in the air and you can begin another combo right after. But more ground/air combos are high on my wishlist
@@StaticTorch hope you can manage. Was really happy when i saw your name pop up. took me right back to working on ecostyle 2 with you. Probably the most fun time i had playing dmc
Great video! well structured and no filler.
I personally have a few notes:
-You seem to view the call-in/ shield system as serviceable at best but I enjoy it a lot mostly because there's a solid amount of mechanics and alternatives that can really spice up how you approach combat, My examples for this are:
-Call ins are fine but parry counters present a higher risk higher reward alternative for getting rid of shields. They don't have the downsides of the normal call ins as they destroy shields in one hit (which makes breaking Z-shielding especially easier) and always target whoever you parried (completely eliminates the issues of Lock-on and macaron's range).
So while you can do your normal call ins, you can instead rely on 2 somewhat difficult inputs (Parry + parry counter) to deal with shields
-There are 2 VERY good alternatives for dealing with shields that don't require you using your partners:
-Blue enemies generate their shields on beat, meaning it's possible to parry their shield gen if you walk up to their proximity and parry, this can change how you start an encounter completely, ESPECIALLY with the big blue guys that take 2 peppermint summons to break their shields
-There are 3 Z-shielded enemies in the game, the big spider dudes, the dudes with the sword and shield, and the armadilllo, for the shield dudes and armadillo, you can simply ignore their shields if you attack from behind, you can try to use the typical dodges and jumps to try and get behind them, but the Magnetic Backstab is the best way to this reliably, this brings a TON of utility to the backstab, more than it originally has, and makes it feel more like a core mechanic to chai rather than an unlockable.
All these mechanics are small in isolation but when applied together can completely alter the flow of a battle, allowing you to be much more aggressive.
-I enjoy the enemy rhythm pull in thingy because repeating the rhythm is simply very satisfying to me, I understand why you dislike it though
-I STRONGLY disagree with you Roquefort take, I think his attacks are the easiest to read out of all the bosses, mostly because of the musical effects he plays that are easily memorable, sync up with the song and the fact that his telegraphs are HUGE
also gave ya a sub and will check out your YOMIH video 😄
Honestly i liked the breakaways, considering I usually left the Elites till last it felt more like a unique final push than an immersion breaking event
That's understandable, I get the appeal of them, I just disliked that I would always find myself leaving elites for last for the sole reason that having a fight interrupted by a minigame is more annoying to me than getting hit.
@@StaticTorch True. At least the bosses use it well!
Static’s second upload, keep it up man! Your hustle video was amazing. I bet this’ll be good.
Edit: I had a haircut right before this video, I feel afraid.
I'm pretty sad I didn't seem to get notified about this upload. I was so in love with your Y.O.M.I. Hustle video that I watched it over a dozen times, if not more, and was really looking forward to your next video. It's criminal you've only received 511 views on this so far. Still, I'm hoping this one explodes like your last, but even if it doesn't, don't stop making these videos! Your content is inspiring and awesome to experience, and I intend to give this one a few watches if not for the fact that I enjoy them, then also to ensure the algorithm knows they're worth watching!
Thanks for the kind words man. I knew out the gate that the YOMI vid was gonna be an outlier for a while, it was released at the perfect time while this one came out several months after HiFi did so it was bound to get less traction. All the same I've got more stuff in the works, I figure even if I don't hit the algorithm again for a while it'll still be beneficial in the long run to get more stuff posted so when it does happen people have more reason to stick around.
Criminally underrated video, I think it really does justice to how buttery smooth this game’s combat feels.
The only thing I have to say that hasn’t already been said (I agree with other comments on the breakaways and Roquefort) is that Peppermint’s canon actually DOES have a good use. It takes out the bigger shields in one hit, which while extremely situational, can be a lifesaver when enemies re-shield themselves mid fight
I wanna see you talk about Ultrakill. (love your videos so far BTW)
I love these style of videos that your makeing, and their pacing. Keep it up
I am so loving your content, man. Scripts better than 90% of modern Hollywood movies, editing on point, amazing humor. Only thing that scares me is that these references are so damn deep you are gonna make the viewer feel stupid by how cultured you are like damn how many games have you played I am genuinely concerned.
One thing I wanna ask before you inevitably pop off to 100k subs, if you can, please put the music ur using in the description. I think for this video you used only Hi-fi Rush music but man people putting the music in the description have all of my respect
Man, i have been wanting a video that deeply looks into and dissects the combat of Hi-Fi Rush for a while now, and this video *delivered*. Very good explanation with good editing to show on-screen what is being talked about, nice humor, and though i haven't played them: The MGR and Bayonetta clips helped in giving some examples, while still looking at the game and its systems on its own merits.
I'm really happy this popped up in my recommendations, and i'd be eager to see what else you may produce.
Also: very much appreciate that you showcased No Straight Roads among here, and quickly explained how its combat is more boss-centric and what concessions it needs to make to make its philosophy work. Hi-Fi Rush may be the better game to play, but i love the world, music, characters and vibe of NSR more. (DK West, DK West). And i'll always love it for personal things it has allowed me to experience, and friends it has introduced me to.
NSR aside, -and on to other games- if it's alright to ask, what other hack-and-slash/character action/Yippie Wahoo Beat 'Em Ups are you familiar with? Be it straight-up, or mixed with some other genres or styles of play? I am known with a lot of them, from Soulstice and the Darksiders series to Heavenly Sword and Castlevania: Lords of Shadow 1 and 2. And even Marlow Briggs and the Mask of Death, and Dante's Inferno.
All these games may be of varying quality and/or enjoyment, but I also think they have interesting things to bring to the table with what they may attempt. And though you describe yourself as a hard-to-please combat snob, i would be very much interested in seeing someone take a more in-depth look at all the ideas, what works, what doesn't work, and what *could* work, like you did for Hi-Fi Rush.
Or at least, i'd personally be interested in discussing stuff on this subject with others. (But i could be here all day if so).
Me aside: thank you for having taken the time to make this video, and i wish you a good rest of your day and week.
Saw this upload and knew it was bout to be oonga boonga smash time. 10/10!
Great video and awesome editing.
Das so nice!!!! 🥰🥰🥰 i agree!!!
Seriously great video, man. Your editing is only getting better.
Come for the combat breakdown, stay for infinite sarcasm 🔥. This video has everything, please do more.
Consider this is a pretty long video, I suggest adding chapters to make it easier to replay.
Great video! I really hope that you continue to make more videos. Whilst this video didn't get the same view count as your first, I think it's just as good, if not better.
Excelent video, really made me appreciate the combat more. To be frank, the combination of me not being a fan of dial-combos and being absolutely atrocious at staying on beat made me enjoy HFR's combat less than I wanted to, which is a shame because I absolutely loved everything else about it. Now I'm feeling like giving it another shot with this video in mind -- hell, I'm so bad at it I hadn't even picked up on beat drops giving you batteries and kept wondering why I never seemed to have meter.
Great video! Keep it up!
Wanted to quickly say i'm glad to see people still discovering and commenting on your video as recent as thirteen days ago. From a stranger on the internet, hope you're holding out well and wish you good luck on any future projects, be they videos or otherwise.
Awesome vid, really well put together :D Love to see fellow 'spectacle fighter' or w/e enthusiasts
The song and stage are both pretty cool, this is true. Personally I don't find bosses that constantly create distance to be too enjoyable regardless of how easy it is to close the gap just because of how repetitive it ends up feeling, grappling back to him only to have him zip away again immediately. I have the same problem with Cavaliere Angelo in DMC5, and there you have way more movement options than just a grappling hook.
@@StaticTorch That's fair ^^ I definitely understand the sentiment, likely just have a different line for where it becomes an issue.
What do you u think of Mimosa? I feel like she's particularly slippery too, reminded me of Sanctus a bit (as weird as it feels to say seein' as I love Mimosa and hate Sanctus lol)
@@faustusdrake pretty mixed feelings on her, again great stage and music, and I really like all the ways she attacks you, it's just a shame that the best way to fight her is by mashing out every assist to pop her shield the instant she stands up. I think she would have benefitted from an in-between state after getting up from a stun where she fought you off on the ground while recharging her shield so you had more opportunity for damage if you could weave through her attacks. Could even steal the bit from Kale's second phase where certain assists counter specific attacks, that way they're more likely to be on cool down when she goes back into shield mode and you'll need to work a bit harder to bring her down again. Maybe I have no idea what I'm talking about, I just wish that fight had better pacing, it might be my favorite boss in the game if it did. Also I wish the rhythm section was harder, or scaled with overall difficulty level.
@@StaticTorch I can get behind these ideas, and yeah it is a shame about the partner summons being so ludicrously effective against her, it's definitely a significantly better fight without them, ya actually get to play the fkin game lol. Thanks for all the thoughts!
Quality content my dude. 👌
Man, the ending of the video is edited so well. All of the clips sync with Too Big to Fail and it almost feels straight out of the game. Fantastic video, bro!
I did agree with some arguments of the combat, but disagreed with a couple. Primarily, the parry mini game with elite enemies. For me, standard combat feels overwhelming sometimes and I starts to fall out of beat, so when an elite enemy stops everything and forces you to slow down it’s a god send for me. The minigame acts as a short break in combat, I agree, but it benefits the player because it allows them to recollect themselves in the middle of intense combat.
It’s like how a song changes between chorus and less energized segments(I don’t know specific nouns for them but I hope you get what I’m going for). The chorus is normally full of the song’s energy, but its pacing is leveled by slowing down between chorus’. It’s the same with elite mini games in Hi-Fi.
Hey, another musical parallel. Awesome!
Thanks for the kind words man. That's a pretty cool way of looking at it. I'll admit that I'm more critical than most when it comes to things that I feel disrupt the core gameplay loop or otherwise impede on my control over my character, I have a hard time enjoying most Platinum games for that very reason even though they usually have very strong combat systems.
@@StaticTorch I do understand where your argument comes from. Having your flow broken by forced events sucks ass, especially in style fighters like Devil May Cry and Hi-Fi
GUYS THIS GAME IS FREE ON GAME PASS AND FUCKING AMAZING PLEASE BUY IT PLAY IT IT'S PEAAAAAAKKKKKKK
really good video, can't say i disagree with anything you said in it BUT you didn't mention one thing which made the "call in" system not suck for me. It's the block into call in (I can't remember the actual name) mechanic, if I remember correctly it does more damage to shields, bubbles, etc. depending on who you called in while also making the cooldown for each of your buddies shorter then it would be if you called them in regularly. it also targets the enemy which you blocked so it solves the issue of no lock-on making it weird to aim your buddies. I particularly like Korsica's one because it also launches enemies.
Another gripe I have with the game (nitpicking) is that the block is too easy, rather the window to block is too generous and it doesn't punish you in any way for spamming it.
I was also disappointed with the special attacks because for the most part all they were focused on was damage and didn't add any real functional mid battle effects that weren't completely broken in terms of balancing. What I'm trying to say is they left me feeling like what you described with the chips (to a lesser extent).
Overall the game is a 9.5/10, didn't expect to write this much.
P.S. I think Roquefort is the best boss fight (loved the presentation of it with classical music, not the gameplay)
Haha amazing that you did the kh comparison because that was my reasoning for first being interested in this game
On the note of a hack-and-slash with KH inspirations and a theme of music, has Genokids been on your radar?
This game shocked me cause my rhythm is awful but i still managed to have a fun time with it
Such an amazing game, its wild how one of the first games of 2023 is one of the best
I really hope this game gets a sequel that expands on Chai's moveset and fixes some of the issues from the first game. I love how this game manages to be insanely good while also showing massive potential.
Late reply comment, but if i may ask, what issues did you have with Hi-Fi Rush and what kind of additions to Chai's moveset would you want to see?
@@jurtheorc8117 No major issues, but as someone who plays a lot of Devil May Cry I would enjoy a wider moveset with more possibilities for creative combos and style
@@Roboardo Got you! Never played a DMC game myself (my experiences lie with Darksiders 1 and 2, Soulstice, Castlevania: Lords of Shadows 1 and 2, Dante's Inferno, Marlow Briggs and the Mask of Death and Heavenly Sword) but from what i've seen, Chai's list of combos does seem quite extensive.
The person in this video also mentions stuff like how he'd like to see stuff like more air tech. Which is something i'm not entirely sure of what it means.
But considering the DMC 5 footage at that point, i reckon that what you'd like to see, is something that cancels a movement in the air while going ham on an enemy, to immediately perform the start of a new combo (like two specific button presses) but then immediately cancel *that* into a move that grounds Chai while keeping the enemy in the sky with lingering damage, to then charge an attack that sends both Chai and the enemy up in the air again and start all over for a different combo, all the while the poor enemy never touches the ground.
Something like that?
@@jurtheorc8117 Yes, that's about right. In fact most of my playthrough consisted of me intentionally dropping an air combo by waiting one beat as the enemy stays in the air and you can begin another combo right after. But more ground/air combos are high on my wishlist
awesome
Oh a hi fi rush video, sick
good content man
Can you do one for the game called ROBOBEAT?
Yooooo! great video! Do you still play dmc? i've missed you xD
I wish, there's an upcoming project for it that I'm planning on getting in on but finding the time to get good enough clips for it is so hard
@@StaticTorch hope you can manage. Was really happy when i saw your name pop up. took me right back to working on ecostyle 2 with you. Probably the most fun time i had playing dmc
Hello
snatic snorch
shoulda been called something else seems more like a review
Stupid musical robot powers... bleh
Yoooo Hi-Fi!