Removed the complaint in the video about the animation that plays when the strong enemies knock you into the parry-off. I went back in and found some extra ways to avoid it, I swear I tested it before posting the video but I must have gotten unlucky! You guys went harder than me!
Just finished a no damage run and yeah I get what you mean. At first it threw me off, now I can dodge it with ease/go into it on purpose for extra score.
After realizing that you can parry the volcano I had to try to parry everything and you can parry literally everything that isn't a grab/fire. The parry off inital shockwave, Mimosa's cage attack thing, the signs before you get to Korsica and the lasers in that level too.
As far as those Special Attack Sequences the enemies do when they're low life, the reason why you get knocked down is because you got hit by them. You can actually dodge or parry the shockwave, and if you do it twice in a row, it denies the attack completely.
As soon as I saw this get announced I knew TGBS was gonna love it. It just oozes, style, confidence and is just flat out fun. It’s a game that feels like it’s out of time, like a fantastic remake of a older GameCube era game. Hopefully Microsoft green lights this becoming a franchise as I need at least 2 more sequels in my life.
YES! i felt EXACTLY the same! HFR feels like a AA title that was planned to come out during the PS2, GC, original xbox era, but was updated to come out today. It;s the same caliber Viewtiful Joe. HFR is kind of like Shovel knight or Freedom Planet but for character action games.
Don't get your hopes up, sales will probably be extremely disappointing as it will inadvertently lead to gamers realising there are good modern games, and if that happens, how tf will they complain about 'game=bad' (but seriously I have noticed a pattern where games with real passion will not get sales as they put actual money into the game rather than the marketing, the only way it's gonna blow up is if the genre had a wide enough audience, which it doesn't, or if a big name youtuber promotes it out of the goodwill of his heart)
@@alexlyster3459 The estimations are generally widely inaccurate and to get a company to notice them and realistically get a sequel they'd have to breach the million mark
These graphics are so amazing. I wish more devs would use this level of cel shading, with the help of modern game engines who knows what else they could make
This game is freaking gorgeous, and it runs really well too, i actually can run this at 4k (my RTX 3060 has problems doing 4k with 99% of modern games)
I would give my left nut for a proper Jet Set Radio 3 with gorgeous graphics and a killer soundtrack. Even with the spiritual successors lurking about, they just don't hit the same for some reason.
Yeah that's far more appealing than the 28103792556th game using photorealism as a selling point. I want titles to push art boundaries. Animated movies are showing that photorealims isn't the only way to make a good product
@@cybershellrev7083 God I hope so. The focus on hyper realism has been a real stain on gaming. Especially as devs are sacrificing performance and optimization for it.
This game was so enjoyable from start to finish. And it came from nowhere. No hype. No pre-launch criticism. It's just so good when games show their qualities themselves instead of a marketing team. And your experience with the game is genuine, because there was no Metacritic score to base your opinion. I want more game to do that.
Some things that might elleviate your complaints about the combat. - You can parry the move to initialize the enemy parry minigame, letting you keep the combo and go for overkill bonus - Charging Peppermint's partner attack for 4 beats lets it instantly break all barriers within an AoE - You can circumvent the shield on the enemies with a sword and Z-shield with a Magnet Backstab, leaving them open to attack from behind. - Macaron's parry counter does significantly more damage to shields than his regular partner attack, breaking most shields in one attack. - There's a chip upgrade that lets you instantly reset your partners cooldown with a bar of meter.
I'll also say idk if I could imagine this game with a focused camera. With how quick some enemies move, it may disorient people playing through more than help. It knows when to focus and when to be mostly isometric.
@@CreationsFlare Thing is, since the game's enemies and their attacks are tied to the beat you can know when danger is coming, there's plenty of auditive/visual clues for you to know when they're attacking, how they are doing it and with awareness of the beat you can anticipate their hits by blocking, jumping, attacking, etc.
Adding to this, if you use the parry counter move for an assist (which can also be activated from a perfect dodge) the cooldown for the assist is not only near instantaneous but the attack itself will break an enemies shielding in one go.
Also theres a move you can buy that alows you to hit the partner button after you parry to instantly take down the enemy shields, and it halves your cooldown time
Damn, using the magnet backstab like this is so obvious yet something I didn't really even thought to try. I also never tried the grab now that I'm thinking about it, I wonder how that works.
The Chai hitting Korsica's head on the doors scene was actually killing me lmao Felt like classic cartoon slapstick humor, really enjoyed the corny action comic vibes the game had.
6:00 NEO: The World Ends With You is exactly the kind of game you’re looking for when it comes to that, with the combat having each party member assigned to a button, and you playing as the entire party at once, moving as a swarm to cycle abilities and establish crowd control while focusing damage on priority targets. It also offers a tempo-based Sync system that rewards chaining moves by following up a launcher at the apex or hitting a stunned enemy while they're trapped. While it looks chaotic, there's just enough attack magnetization to offer you control without being fiddly. It has a deep combat system with a lot of options for customization and personal style, with enemies that can be juggled, knocked back, frozen, magnetized to the ground, and a variety of other crowd control methods that always let you feel like you're steering the pace of the fight. Bosses are challenging with each rewarding intelligent strategy and proper loadout preparation. Difficulty can be modified on the fly with each enemy having a separate drop table for each difficulty, and you can increase drop rate by reducing your level (lowering your team's HP) and/or chaining fights together into harder gauntlets. It has some of the most synergistic ARPG combat since Kingdom Hearts 2FM. You know about those combo MADs that people typically watch for action games and praise? They’re mostly these fast attacking, multi-hit bread and butter combos. NEO doesn't possess this kind of multi-input, multi-hitting hack-n-slash aesthetic like that of a DMC or Bayo, or even a Tales game. NEO’s form of offense are effect-based attacks that when performed in a controlled sequence of combinations, register as combos; there are no bread and butter actions in the traditional sense of combat. In essence, DMC5 V’s gameplay is kind of the same. His moveset are just a bunch of disjointed attacks that, if paired in a sensible sequence, start to take shape as combos. And yet NEO’s engine is so fast-paced, that linking these attacks together doesn’t feel sluggish or labored. It's one of the few games of it's kind to make disjointed attack actions still feel speedy and combo-intensive all at the same time. In the sea of action games out there, NEO’s combat is incredibly freeform as fuck and that freeform-ness ultimately comes from how cohesive all its mechanics are. The fact that in combat, a skilled player can consider Groove Mashups and which character is activating them, pin behavior, meter management, status elements, Beatdrops, positioning, enemy ricochet, and more when entering combat; the fact that all these elements interact and play off of each other without interrupting the flow of combat; that they speak the same language with the same goal of keeping combat fast-paced and engaging; the fact that all this is done so seamlessly that you barely notice how well all these different mechanics are complimenting each other is what makes NEO so impressively conceived.
NEO may not have the dual screen management that the OG did but man when you learn to juggle Chameleon Noise it makes you puff your chest up not having to deal with their Get Off Me AOE.
I agree with most of what you said except the bosses. Don't get me wrong, I love the game's combat but I found the bosses to be pretty lackluster when it comes both to unique mechanics and difficulty. I pretty much kept my level to the lowest the whole game and I found the more normal enemy encounters to be more challenging compared to the bosses unfortunately.
@@battousaix4263I disagree. I found the bosses to be pretty interesting to encounter. Whether it’s having to deal with a horde of Mr. Mews while the giant variant shoots laser beams at you, fighting off a influencer who floods your screen with speech bubbles to blind your vision while crowdfunding power ups for his team, to fighting a giant bird lady who has the ability to summon a laser field and clone herself to fighting a mathematically obsessed egomaniac who has the ability to transform into a flaming cat and summon forth fire pillars while teleporting and switching between his armored and lithe forms. I found the boss fights to be overall more consistent compared to the original’s, which had its fair share of boss design that I wasn’t a fan of.
@@KJ_JFIF Parry the volcano, parry the L.I.F.T. tunnel construction signs, parry the flamethrowers (sorta, sometimes, its very weird) I dont know if you can parry electric floors tho
HiFi Rush is a sort of miracle game that shows that there's still room for inventive games in the AAA industry, one that didn't cost too much to make and it's equally cheap for the consumer but without feeling like they cut any corners (unlike something like Valkyrie Elysium at $60 and being noticeably lower in quality), one that didn't took years to of pre-rendered trailers to come out but was released as soon it was revealed and yet took the world by storm Wish more games outside of indies and very small games from small studios could be like that
A proof AA are underated. Since theyre like the middle child. There's the eastern and euro AA, typified being Janks, but euojanks made it tolerable due to being gameplay-focused comprehensive titles for its studio scale.
I first thought hi fi rush was some little indie game when I first saw it I wouldn't have known it was from the same people who made the evil within of all people
When someone brought this game up to me as DMC just with guitar hero. I was skeptical because it sounded TOO much like my jam. Like my friend was patronizing me by saying two of my interests could just be smashed together and call it a day. But the I played the first chapter. And it became my new favorite new thing!
Really do hope there is some sort of polished finished game with style resurgance with No Straight Roads, NEO The World Ends with You, Hi-Fi Rush, and soon Bomb Rush Cyberfunk making up the four horsemen of the coolpocalypse
In general, the last -and upcoming- few years seem to be something of a rise for Rhythm/music games mixed with other genres. There was Crypt of the Necrodancer from quite a while ago, of course, but you mentioned No Straight Roads, and there's also been Bullets Per Minute and Metal: Hellsinger. Now Hi-Fi Rush and the upcoming God of Rock, and who knows what may follow.
You hit the nail on the head with how the chronology of development makes this such an amazing callback to some of my favorite moments in the character action game genre. This was the best surprise all year.
I wouldn't want Ratchet & Clank to have this tone exactly, but the humor in this game made me annoyed that Ratchet & Clank haven't re-invented themselves in a similar fashion.
There's a "move" you can buy where after you parry an attack from a shielded energy (literal or energy shield), if you call on the relevant assist, the shield will break in that one counterattack. So I would say that making these enemies vulnerable is a question of skill. So much skill since you're usually put to deal against so many enemies constantly. I got used to it and it feels great to control the entire battle while showing off keeping your hits to the beat. The only enemy that's hard to do what I just said is the big shielded bomber because these bombs don't trigger the assist counterattack.
It does feel very "first instalment" to be fair. Most of the game just takes place in a generic factory setting, there's a lot of potential for future entries and it feels intentionally small scale to accommodate a future series.
@@wood1066 I don't think that was meant to be a dunk on Hi-fi Rush. Just questioning how much hype there would have been for a game, that was seemingly dropped out of nowhere with little to no fanfare.
As a fan of the early 2000s, this shit does seem like my jam. The artstyle actually reminds me of Storm Hawks, that Cartoon Network 3d anime cartoon about kids who had flying motorcycles on a sky island.
It’s been a while since I’ve heard Charlie had such a good time with a game. It’s probably my favorite action game recently right behind DMCV and Nioh 2 if it counts? It’s not nearly as mechanically technical as DMCV or even Nioh, but it’s so fun and charming that I enjoyed my higher difficulty runs. It has a lot of heart and has a strong foundation for the future so I’m excited to see what they do next.
Little late to post this here, but the cooldown with your partner attacks is easily circumvented by using the parry followup ability instead of just using them straight up. The refill is pretty much instant, and the effect is stronger (breaking shields outright in some instances).
8:30 This is the first time I see Galactik Football referenced in a game review and it took me completely off guard. Have fond memories of that cartoon show.
I just remember seeing an ad for it when I was 6 on Jetix or something where a guy hangs off the goalpost bar and kicks the ball away but the mention threw me too
Same here, i rewatched it sometime last year or so, and I faintly remember an episode with a 1-on-1 match in a square glass room and metal tubes that randomly came out of the floor as obstacles.
I'm glad we back to gaming brit having some humor 'n wit. Come on man, the last few reviews I like alot more because you being cheeky. You have proabably made me laugh more than most other "funny" youtubers. Just keep the light heartedness up!
Few things: >Enemies can be parried when they try to take you into the minigame, so you can actually completely avoid it and not disrupt the flow of combat. >I agree that assist system could have been implemented better. It's bigger issue though is that it's exploitable. It's way too easy to just cycle through and constantly spam partners. That got me S rank on the not-Bloody Palace mode pretty easily. >Apparently the character designs were partially outsourced, because almost no one at Tango had experience doing that sort of artstyle. Might explain why they aren't the greatest. Still i think the game is a very solid foundation and a great title on it's own and there are a ton of ways a sequel could potentially build upon it.
A useful aspect of the partner system, which it admittedly doesn't point out very strongly, is that calling in partners as parry counters makes them hit _much_ harder than usual with a far briefer cooldown. It's especially helpful with Macaron, since his parry counter hits twice instead of once, so it immediately breaks Z-shielding on any enemy.
You need to buy the upgrade for that though, right? I honestly only learned about this feature through the challenge room where you can only use the parry counter.
@@Shageemusic yes, every character needs their parry counters to be bought. They're pretty cheap though, especially if you've been doing Wall of Fame and redeem your rewards.
Hi-Fi rush just suddenly reminded me of No Straight Roads where they share a similar consept of using rhythm music as their core concept which makes both games really good. The real problem with NSR is that they are ultimately underrated i've been searching and it might be that they didn't release on steam first iirc but nonetheless they are good quality games. I hope Hi-Fi Rush won't suffer the same fate at NSR and make this game better
Would totally want a hack-and-slash purley with rap in it. Never understood why it always has to be rock or metal while the hip hop stuff is reserved for fighting games or beat-em-ups. The only one I can think so far is No More Heroes but that's mostly punk rock. That and the two Madworld games.
My two cents on this would be that Rap and Hip-Hop generally seems to try and be closer to real life-- so closer-to-reality kinda stuff is more up their alley. Comparatively, at least. Whereas Rock in an artistic sense is quite extra on the front of fantasy, like on album covers and stuff or songs of heroes and monsters. Rock also seems more initially aggressive and explosive i'd say, and has a rebellious, punk edge to it. Heavy Metal especially-- Brütal Legend's entire world is based on album covers, with inspirations from subtypes of Metal like Black Metal, Industrial Metal and Glam Metal. There's more room for fantasy and letting the imagination go wild. As well as some sense of humor, irony and levity-- as scary as it may seem to outsiders. In comparison, i assume that in the common eye, rap and hip-hop has more of a vibe of going along with current trends and looking cool *inside* those trends. Trying to be the top dog in already established social hierarchies, often criminal (i'm mainly thinking of the Def Jam games in this one, I admit) and just fighting for a decent position -or higher- inside of it, with all the dangers that come with such a lifestyle. Quite self-serious, because image is *super* important in the views of such circles, to my understanding. I wholly admit that I am quite biased towards rock and metal, and barely experienced with looking into rap subcultures and the like. What people in these groups are like (probably like any other person-- completely different, yet similar), what the current state of it is, its extended history and important names. As far as I'm aware, rap *did* start out as a kind of way to express discontent with the way things were, in an art form that could attract many people to further spread the message-- the message that change was needed for a better place to live in. But over time, that seems to have shifted to boasting about having a lot of bling-bling, women, power, drugs and/or material ownership. And being arrogantly vicious to those that would be perceived threats. So in my own interpretation, based of my own knowledge (and lack thereof), I'd say rock and metal allows for more levity and fantasy, and a bit more heroic edge. Big comment here, but if you read through all of this, thank you for doing so, and I wish you a nice rest of your week. And my apologies if i come across as ignorant.
Kinda wish Galactik (sic) Football was all 3D-animated. The 2D segments were nothing to write home about in terms of production values. And there were other full 3D shows from back then - Dragon Booster, Hot Wheels Battle Force 5 or League of Super Evil. At least with Code Lyoko, it made sense to have 2D segments in the real world and 3D segments in the virtual world. But in Galactik Football... they just play football. So just make the whole show 3D.
There’s another rhythm-action game in development called Jamphibian, there’s very little footage of it in circulation but instead of the consistent Rock BPM of Hi-Fi Rush it’s a more free-form hip-hop style. I hope it’s finished and released one day.
And around two years ago, there was also No Straight Roads. Lovely title, that one. There's the upcoming God of Rock, too. Not to mention that Metal: Hellsinger and Bullets per Minute are also a thing. Seems like these few years are something of an uprising for Rhythm Game hybrids.
@@jurtheorc8117 there was also Mad Rat Dead, but it's a platformer rather than an action game. It's honestly really good, and would recommend it to anyone.
side note: there are rumors that platinum and ms may start development on scalebound again. as for hi-fi, i really enjoyed my time with the game, great action game mechanics, characters, and a lot of replay value packed in.
Hi-Fi Rush wasn't the first to try this music/character action mix of things. A few years ago, No Straight Roads came out. It's far from being as mechanically complex, but the love and style radiates --nay, -*-shines-*--- off of it like a sun of sights and sounds alike. Wanted to spread the name of that one. After that bit in the first minutes of the video, and in a similar vein for being a first BIG title by a smaller company, I wonder what you might think of character action hack and slash Soulstice-- both in its beauties and its warts, and especially just... what it has to offer, and what it could build upon. So to look at it both on its own merits as well as compared to other games in the genre. EDIT: AndperhapsalsoKya:DarkLineageforbeinganunusualmixof3DplatformingandTekken-likefightingaightthanksforreadingthisandforthevdeoGOOBYE
No Straight Roads is very cool, but I wouldn't call it a rhythm/action hybrid. It moreso just uses music as a theme and to accentuate boss battles. Just saying this so people don't get the wrong idea, lots of people thought it'd be a rhythm/action hybrid and got disappointed when it first came out.
@@MrMister681 That's a fair disclaimer and clarification to say. I love No Straight Roads, but i'd feel bad if I unintentionally misdirected people which would lead to them being disappointed regarding mechanical complexity and length. Still, it's a game in a similar vein, that hopefully a lot of people could find fun int.
@@vstpnv True enough, though like I replied to MrMister up above, it's in a similar vein in terms of having music interwoven into the combat (which is mainly centered around bosses) and *tons* of style and love. Even if not as mechanically complex or in-depth, I'd say there's still a lot to love about it.
I don't normally replay games more than once every few months but this game is just so beautiful that I'm constantly finding myself booting it up so I can play Rhythm Master difficulty again. I don't think I've ever found a game that combines all my interests into one good product like Hi Fi Rush does
I'd have to argue that while the little documents you can read do break up the pacing quite a bit, this can be desirable for the player that's less action oriented and needs a longer time to cool off between action set-pieces. Plus I'm pretty sure the moment you interact with an entry it gets added to a list in your base where you can read it at your leisure, which effectively bypasses the pacing problem, since it's not like they could realistically cram all that text as dialogue into the existing pacing. It's probably either this or not there at all, so i think this is a fine compromise.
for those who liked the music influencing the game and its combat, try looking into No Straight Roads which also takes that idea and fleshes it into a full game. Sure, the combat is more simplistic than Hi-Fi Rush but the charm, music and characters make up for its shortcomings.
Heavily seconded! It's pretty impressive for being a debut title by its respective dev studio. They're currently working on a new game by name of Ondeh Ondeh. As for hack-and-slash titles, last year's Soulstice could be neat to check out for those interested.
Great work as always, Brit! I thought that action games would die a slow death under the weight of RPG mechanics. Glad you’re covering titles like this and keeping the flame alive.
I don't know if you noticed later, but the waves enraged enemies send to start the Parry sequence can themselves be parried. If two go off without starting the sequence, they'll lose their rage state.
Haha loving the vanquish love at the end! I'd say the cooldown's aren't too bad, as you can optimise dealing with those enemies by using the just parry/dodge instant assist move to deal with their respective barriers more quickly than just manually calling them in. Having those tools to deal with those enemies would be nicer to have in the main moveset tho I do agree.
5:34 This is thankfully not the case. You can break down these shields with Special Attacks like Twisted Assault. The game never explains that, so I found this out by accident. Pretty handy if you'd rather save those cooldown assists for other moments of battle.
I feel crazy for not being hot on this game. So much unskippable dialogue, and long traversal sections with boring movement. This on top of the shield/barrier enemies really soured the experience for me.
Everytime I see Hi-Fi rush I think of the currently in development indie cel-shaded character action game that also seems to be rhythm based (or at least you're attacks, blocks, and parries play are intrustments of the ost) Jamphibian.
The "The Prodigy" scene was just glorious in this game. I couldnt believe it when that song started playing, with that scene playing. They really nailed the atmosphere in this game and the vibes you get from it; just incredible.
Holy *heck* someone who remembers Galactik Football. Also, did at some points the editor blur the character summon HUD part as to not spoil a later character? Very considerate, so thank you(r editor) for that!
The weird thing about the assist attacks is that unless you have another specific use in mind for them, there's no reason not to cycle through and spam them on cooldown other than the vfx making the stage extremely chaotic and hard to read
I find cool downs that let you use the move regardless of charge, but gains added potency if you wait for the cool down works better. Your moveset never has holes and not using a move is a more active choice
The idea of comboing the dodge into a heavy attack as a launcher is genius. I want to see this in every action game with a dedicated dodge going forward.
one of the advantages of the parry partner move is the shield break one being more powerful, i have yet to pull it off to actually think about even doing it(i think it also costs meter), but theres ups and downsides to this kind of thing still.
Funny enough, there's already an action game that integrates the games music into the combat in a very similar way, Gurumin: A Monstrous Adventure. Well, I say "action game", it's really an action platformer RPG. The combat is very shallow, but still fun, the rhythm mechanic makes it more engaging than it otherwise would be (also the game is just super adorable). Just interesting to see that games novel combat mechanic being built upon in a fully realised action game like this. Great video Charlie, was going to give this a look at some point, but you've encouraged me to check it out sooner than later!
there's also No Straight Roads, which is in a similar vein in that enemies and bosses attack on the rhythm of the music--different attacks for different parts of the track. It's a lovely game.
@@siveon298 Were you playing the PSP or 3DS versions? It still exists in those versions, but they removed any tutorial of it, and removed the rhythm bar that would be at the bottom of the screen. Landing hits on the beat is what causes critical hits. Higher difficulties make it so you can't deal damage at all unless it's on the beat
Oh God, Galactik Football! thank you so much, that was the one show that I couldn't stop thinking with the art style, I knew there was this one show I loved but I just wasn't able to remember.
Hearing you talk about how Valkyrie Elysium has an overly intricate upgrade systems due to still having rpg elements, has me thinking you might actually enjoy another game that the studio made in Samurai Jack: Battle Through Time. It's a pure action game and the best game those devs have made since leaving Team Ninja after NG2. It got some decent reviews (IGN gave it an 8) so I'd be interested in hearing your thoughts on it.
Since you can magnet backstab regular shield holding Green dudes. This really just leaves the Green Tank Dude and that one Green Wolf dude as enemies that require a partner ability, since fire enemies can be easily subjugated without the use of the ability
It's better to aim a little lower and stick the landing than to shoot for the stars and come crashing back down. It's rare that game developers are wise enough to know this.
Crazy to think that tango is 10 years old already and they have only developed 5 games. And of those 5, only 2 of them could be called actually good. And both of them were directed by the same guy!
What do you *only* ??? That's actually really, REALLY impressive! You realize average modern game takes ~4yrs to make, right? Unless they have the money and processes to literally through an army at it (What Activision does with CoD).
Removed the complaint in the video about the animation that plays when the strong enemies knock you into the parry-off. I went back in and found some extra ways to avoid it, I swear I tested it before posting the video but I must have gotten unlucky! You guys went harder than me!
Just finished a no damage run and yeah I get what you mean. At first it threw me off, now I can dodge it with ease/go into it on purpose for extra score.
After realizing that you can parry the volcano I had to try to parry everything and you can parry literally everything that isn't a grab/fire.
The parry off inital shockwave, Mimosa's cage attack thing, the signs before you get to Korsica and the lasers in that level too.
So how do you avoid the parry-off? I figured the only strategy that worked was wailing on them as fast as possible, but I guess there’s another way?
🥺🥺🥺❤️❤️❤️
@@doctorpringles12 Parry before that.
As far as those Special Attack Sequences the enemies do when they're low life, the reason why you get knocked down is because you got hit by them. You can actually dodge or parry the shockwave, and if you do it twice in a row, it denies the attack completely.
You can also kill them by doing a special on them just before they enrage, which is super satisfying ngl
you can also use some special attacks like High Pitch Punch to immediately break shields
But it's so much fun to do the parry minigame
@@marxxplaysgames yeah that's why i generally don't parry it, also doing the mini game instakills the enemy
Also in case anyone is trying to do no damage, the shockwave doesn't do damage, so it's better to take the hit and 1 shot the enemy.
As soon as I saw this get announced I knew TGBS was gonna love it. It just oozes, style, confidence and is just flat out fun. It’s a game that feels like it’s out of time, like a fantastic remake of a older GameCube era game. Hopefully Microsoft green lights this becoming a franchise as I need at least 2 more sequels in my life.
YES! i felt EXACTLY the same! HFR feels like a AA title that was planned to come out during the PS2, GC, original xbox era, but was updated to come out today. It;s the same caliber Viewtiful Joe. HFR is kind of like Shovel knight or Freedom Planet but for character action games.
Only if Tango actually want to make a sequel. This game is a labour of love, I'd rather not qet a sequel if it isn't going to be one.
Don't get your hopes up, sales will probably be extremely disappointing as it will inadvertently lead to gamers realising there are good modern games, and if that happens, how tf will they complain about 'game=bad' (but seriously I have noticed a pattern where games with real passion will not get sales as they put actual money into the game rather than the marketing, the only way it's gonna blow up is if the genre had a wide enough audience, which it doesn't, or if a big name youtuber promotes it out of the goodwill of his heart)
@shlokwaghela9560 It seems like it's already been selling pretty well based of the Steam Sales charts.
@@alexlyster3459 The estimations are generally widely inaccurate and to get a company to notice them and realistically get a sequel they'd have to breach the million mark
These graphics are so amazing. I wish more devs would use this level of cel shading, with the help of modern game engines who knows what else they could make
This game is freaking gorgeous, and it runs really well too, i actually can run this at 4k (my RTX 3060 has problems doing 4k with 99% of modern games)
I would give my left nut for a proper Jet Set Radio 3 with gorgeous graphics and a killer soundtrack. Even with the spiritual successors lurking about, they just don't hit the same for some reason.
Yeah that's far more appealing than the 28103792556th game using photorealism as a selling point. I want titles to push art boundaries. Animated movies are showing that photorealims isn't the only way to make a good product
Studios will continue to do so because realistic graphics are starting to become less appealing to the market. Style is on the rise so hang on tight!
@@cybershellrev7083 God I hope so. The focus on hyper realism has been a real stain on gaming. Especially as devs are sacrificing performance and optimization for it.
This game was so enjoyable from start to finish. And it came from nowhere. No hype. No pre-launch criticism. It's just so good when games show their qualities themselves instead of a marketing team. And your experience with the game is genuine, because there was no Metacritic score to base your opinion. I want more game to do that.
That alone makes me more interested in checking out this game
Some things that might elleviate your complaints about the combat.
- You can parry the move to initialize the enemy parry minigame, letting you keep the combo and go for overkill bonus
- Charging Peppermint's partner attack for 4 beats lets it instantly break all barriers within an AoE
- You can circumvent the shield on the enemies with a sword and Z-shield with a Magnet Backstab, leaving them open to attack from behind.
- Macaron's parry counter does significantly more damage to shields than his regular partner attack, breaking most shields in one attack.
- There's a chip upgrade that lets you instantly reset your partners cooldown with a bar of meter.
I'll also say idk if I could imagine this game with a focused camera. With how quick some enemies move, it may disorient people playing through more than help. It knows when to focus and when to be mostly isometric.
@@CreationsFlare Thing is, since the game's enemies and their attacks are tied to the beat you can know when danger is coming, there's plenty of auditive/visual clues for you to know when they're attacking, how they are doing it and with awareness of the beat you can anticipate their hits by blocking, jumping, attacking, etc.
Adding to this, if you use the parry counter move for an assist (which can also be activated from a perfect dodge) the cooldown for the assist is not only near instantaneous but the attack itself will break an enemies shielding in one go.
Also theres a move you can buy that alows you to hit the partner button after you parry to instantly take down the enemy shields, and it halves your cooldown time
Damn, using the magnet backstab like this is so obvious yet something I didn't really even thought to try. I also never tried the grab now that I'm thinking about it, I wonder how that works.
The Chai hitting Korsica's head on the doors scene was actually killing me lmao
Felt like classic cartoon slapstick humor, really enjoyed the corny action comic vibes the game had.
yeah same, totally fuckin creased at that part :D
That part is even more hilarious, if you fail the action before it.
@@Wesmoen Saw that on youtube, and regretted not missing that QTE lmao
Far better than Borderlands 3 and Forspoken hen it comes to dialogues
Tbh it’s a beautiful showing of the rule of 3s in comedy too. One hit, second hit, buildup, third hit
6:00 NEO: The World Ends With You is exactly the kind of game you’re looking for when it comes to that, with the combat having each party member assigned to a button, and you playing as the entire party at once, moving as a swarm to cycle abilities and establish crowd control while focusing damage on priority targets. It also offers a tempo-based Sync system that rewards chaining moves by following up a launcher at the apex or hitting a stunned enemy while they're trapped. While it looks chaotic, there's just enough attack magnetization to offer you control without being fiddly. It has a deep combat system with a lot of options for customization and personal style, with enemies that can be juggled, knocked back, frozen, magnetized to the ground, and a variety of other crowd control methods that always let you feel like you're steering the pace of the fight. Bosses are challenging with each rewarding intelligent strategy and proper loadout preparation. Difficulty can be modified on the fly with each enemy having a separate drop table for each difficulty, and you can increase drop rate by reducing your level (lowering your team's HP) and/or chaining fights together into harder gauntlets. It has some of the most synergistic ARPG combat since Kingdom Hearts 2FM. You know about those combo MADs that people typically watch for action games and praise? They’re mostly these fast attacking, multi-hit bread and butter combos. NEO doesn't possess this kind of multi-input, multi-hitting hack-n-slash aesthetic like that of a DMC or Bayo, or even a Tales game. NEO’s form of offense are effect-based attacks that when performed in a controlled sequence of combinations, register as combos; there are no bread and butter actions in the traditional sense of combat. In essence, DMC5 V’s gameplay is kind of the same. His moveset are just a bunch of disjointed attacks that, if paired in a sensible sequence, start to take shape as combos. And yet NEO’s engine is so fast-paced, that linking these attacks together doesn’t feel sluggish or labored. It's one of the few games of it's kind to make disjointed attack actions still feel speedy and combo-intensive all at the same time.
In the sea of action games out there, NEO’s combat is incredibly freeform as fuck and that freeform-ness ultimately comes from how cohesive all its mechanics are. The fact that in combat, a skilled player can consider Groove Mashups and which character is activating them, pin behavior, meter management, status elements, Beatdrops, positioning, enemy ricochet, and more when entering combat; the fact that all these elements interact and play off of each other without interrupting the flow of combat; that they speak the same language with the same goal of keeping combat fast-paced and engaging; the fact that all this is done so seamlessly that you barely notice how well all these different mechanics are complimenting each other is what makes NEO so impressively conceived.
NEO may not have the dual screen management that the OG did but man when you learn to juggle Chameleon Noise it makes you puff your chest up not having to deal with their Get Off Me AOE.
It’s always nice to see NEO TWEWY being mentioned. My mind immediately went to that game, when I saw the Beat-Hits and Rhythm-dashes in Hi-Fi-Rush.
I agree with most of what you said except the bosses. Don't get me wrong, I love the game's combat but I found the bosses to be pretty lackluster when it comes both to unique mechanics and difficulty. I pretty much kept my level to the lowest the whole game and I found the more normal enemy encounters to be more challenging compared to the bosses unfortunately.
The gameplay in Neo Twewy really delivered. If only the story had even close to as much heart.
@@battousaix4263I disagree. I found the bosses to be pretty interesting to encounter. Whether it’s having to deal with a horde of Mr. Mews while the giant variant shoots laser beams at you, fighting off a influencer who floods your screen with speech bubbles to blind your vision while crowdfunding power ups for his team, to fighting a giant bird lady who has the ability to summon a laser field and clone herself to fighting a mathematically obsessed egomaniac who has the ability to transform into a flaming cat and summon forth fire pillars while teleporting and switching between his armored and lithe forms. I found the boss fights to be overall more consistent compared to the original’s, which had its fair share of boss design that I wasn’t a fan of.
cool fact: you can actually bypass the mandatory parry sequence with heavy enemies if you do a companion overkill on it
You can dodge the sequence entirely or kill it with a special attack beforehand too
Hell, you can just parry the shockwave that puts you into the parry sequence lmao
@@LuisAngelGamer god, the devs really said you can just parry anything huh
@@KJ_JFIF Parry the volcano, parry the L.I.F.T. tunnel construction signs, parry the flamethrowers (sorta, sometimes, its very weird)
I dont know if you can parry electric floors tho
@@LuisAngelGamer Don't forget to Parry the Platypus.
HiFi Rush is a sort of miracle game that shows that there's still room for inventive games in the AAA industry, one that didn't cost too much to make and it's equally cheap for the consumer but without feeling like they cut any corners (unlike something like Valkyrie Elysium at $60 and being noticeably lower in quality), one that didn't took years to of pre-rendered trailers to come out but was released as soon it was revealed and yet took the world by storm
Wish more games outside of indies and very small games from small studios could be like that
A proof AA are underated. Since theyre like the middle child. There's the eastern and euro AA, typified being Janks, but euojanks made it tolerable due to being gameplay-focused comprehensive titles for its studio scale.
@@cla_bla It also doesn't goes on for +30hrs (10 of them spent in cutscenes), so it's crap!
I first thought hi fi rush was some little indie game when I first saw it I wouldn't have known it was from the same people who made the evil within of all people
11:22 _"Anyway, back to my game review"_ lmao
When someone brought this game up to me as DMC just with guitar hero. I was skeptical because it sounded TOO much like my jam. Like my friend was patronizing me by saying two of my interests could just be smashed together and call it a day.
But the I played the first chapter. And it became my new favorite new thing!
11:44 Gosh, it's like early 2010s Charlie was back for a second.
Really do hope there is some sort of polished finished game with style resurgance with No Straight Roads, NEO The World Ends with You, Hi-Fi Rush, and soon Bomb Rush Cyberfunk making up the four horsemen of the coolpocalypse
In general, the last -and upcoming- few years seem to be something of a rise for Rhythm/music games mixed with other genres.
There was Crypt of the Necrodancer from quite a while ago, of course, but you mentioned No Straight Roads, and there's also been Bullets Per Minute and Metal: Hellsinger. Now Hi-Fi Rush and the upcoming God of Rock, and who knows what may follow.
Girls with a time machine: I am your granddaughter.
Boys with a time machine: Mikami-san, don't use that camera system for God Hand.
The biggest crime in gaming for the past few years is the fact that this studio got shut down just a few months later. Actual insanity
Yup.
It's almost on par with the Konami crime of shutting down Team Silent back in 2004.
You hit the nail on the head with how the chronology of development makes this such an amazing callback to some of my favorite moments in the character action game genre. This was the best surprise all year.
I wouldn't want Ratchet & Clank to have this tone exactly, but the humor in this game made me annoyed that Ratchet & Clank haven't re-invented themselves in a similar fashion.
There's a "move" you can buy where after you parry an attack from a shielded energy (literal or energy shield), if you call on the relevant assist, the shield will break in that one counterattack. So I would say that making these enemies vulnerable is a question of skill. So much skill since you're usually put to deal against so many enemies constantly. I got used to it and it feels great to control the entire battle while showing off keeping your hits to the beat.
The only enemy that's hard to do what I just said is the big shielded bomber because these bombs don't trigger the assist counterattack.
11:43 I cannot stress how hard I laughed at this
After Bayo 3 disappointed me I was very happy to see that Hi-Fi rush lived up to the hype. I really hope this becomes a series.
It does feel very "first instalment" to be fair. Most of the game just takes place in a generic factory setting, there's a lot of potential for future entries and it feels intentionally small scale to accommodate a future series.
Hi-Fi rush lived up to the hype? like one trailer?😁
Hype-Fi Rush.
@@carlrogge94 pretty much every review called it a must play.
@@wood1066 I don't think that was meant to be a dunk on Hi-fi Rush. Just questioning how much hype there would have been for a game, that was seemingly dropped out of nowhere with little to no fanfare.
As a fan of the early 2000s, this shit does seem like my jam. The artstyle actually reminds me of Storm Hawks, that Cartoon Network 3d anime cartoon about kids who had flying motorcycles on a sky island.
Wow this might be the fastest release to review he's ever done!
It’s been a while since I’ve heard Charlie had such a good time with a game. It’s probably my favorite action game recently right behind DMCV and Nioh 2 if it counts? It’s not nearly as mechanically technical as DMCV or even Nioh, but it’s so fun and charming that I enjoyed my higher difficulty runs. It has a lot of heart and has a strong foundation for the future so I’m excited to see what they do next.
Coming back to this video in my current binge of every TGBS video.
Rest in peace Tango.
Really appreciate the spoiler protection censor. I'm seriously glad you thought of that, might be something that's easy to miss.
Little late to post this here, but the cooldown with your partner attacks is easily circumvented by using the parry followup ability instead of just using them straight up. The refill is pretty much instant, and the effect is stronger (breaking shields outright in some instances).
8:30 This is the first time I see Galactik Football referenced in a game review and it took me completely off guard.
Have fond memories of that cartoon show.
I just remember seeing an ad for it when I was 6 on Jetix or something where a guy hangs off the goalpost bar and kicks the ball away but the mention threw me too
Same here, i rewatched it sometime last year or so, and I faintly remember an episode with a 1-on-1 match in a square glass room and metal tubes that randomly came out of the floor as obstacles.
I'm glad we back to gaming brit having some humor 'n wit. Come on man, the last few reviews I like alot more because you being cheeky. You have proabably made me laugh more than most other "funny" youtubers. Just keep the light heartedness up!
Good on you TGBS for blurring out the third assist character, not spoiling that game for people
Few things:
>Enemies can be parried when they try to take you into the minigame, so you can actually completely avoid it and not disrupt the flow of combat.
>I agree that assist system could have been implemented better. It's bigger issue though is that it's exploitable. It's way too easy to just cycle through and constantly spam partners. That got me S rank on the not-Bloody Palace mode pretty easily.
>Apparently the character designs were partially outsourced, because almost no one at Tango had experience doing that sort of artstyle. Might explain why they aren't the greatest.
Still i think the game is a very solid foundation and a great title on it's own and there are a ton of ways a sequel could potentially build upon it.
A useful aspect of the partner system, which it admittedly doesn't point out very strongly, is that calling in partners as parry counters makes them hit _much_ harder than usual with a far briefer cooldown. It's especially helpful with Macaron, since his parry counter hits twice instead of once, so it immediately breaks Z-shielding on any enemy.
You need to buy the upgrade for that though, right?
I honestly only learned about this feature through the challenge room where you can only use the parry counter.
@@Shageemusic yes, every character needs their parry counters to be bought. They're pretty cheap though, especially if you've been doing Wall of Fame and redeem your rewards.
The partner parry counter is game changing once you get used to it.
0:58 that is how long it took him guy's though I also love DMC 5 to death
Hi-Fi rush just suddenly reminded me of No Straight Roads where they share a similar consept of using rhythm music as their core concept which makes both games really good. The real problem with NSR is that they are ultimately underrated i've been searching and it might be that they didn't release on steam first iirc but nonetheless they are good quality games. I hope Hi-Fi Rush won't suffer the same fate at NSR and make this game better
Would totally want a hack-and-slash purley with rap in it. Never understood why it always has to be rock or metal while the hip hop stuff is reserved for fighting games or beat-em-ups. The only one I can think so far is No More Heroes but that's mostly punk rock. That and the two Madworld games.
My two cents on this would be that Rap and Hip-Hop generally seems to try and be closer to real life-- so closer-to-reality kinda stuff is more up their alley. Comparatively, at least.
Whereas Rock in an artistic sense is quite extra on the front of fantasy, like on album covers and stuff or songs of heroes and monsters.
Rock also seems more initially aggressive and explosive i'd say, and has a rebellious, punk edge to it. Heavy Metal especially-- Brütal Legend's entire world is based on album covers, with inspirations from subtypes of Metal like Black Metal, Industrial Metal and Glam Metal.
There's more room for fantasy and letting the imagination go wild. As well as some sense of humor, irony and levity-- as scary as it may seem to outsiders.
In comparison, i assume that in the common eye, rap and hip-hop has more of a vibe of going along with current trends and looking cool *inside* those trends.
Trying to be the top dog in already established social hierarchies, often criminal (i'm mainly thinking of the Def Jam games in this one, I admit) and just fighting for a decent position -or higher- inside of it, with all the dangers that come with such a lifestyle. Quite self-serious, because image is *super* important in the views of such circles, to my understanding.
I wholly admit that I am quite biased towards rock and metal, and barely experienced with looking into rap subcultures and the like. What people in these groups are like (probably like any other person-- completely different, yet similar), what the current state of it is, its extended history and important names.
As far as I'm aware, rap *did* start out as a kind of way to express discontent with the way things were, in an art form that could attract many people to further spread the message-- the message that change was needed for a better place to live in.
But over time, that seems to have shifted to boasting about having a lot of bling-bling, women, power, drugs and/or material ownership. And being arrogantly vicious to those that would be perceived threats.
So in my own interpretation, based of my own knowledge (and lack thereof), I'd say rock and metal allows for more levity and fantasy, and a bit more heroic edge.
Big comment here, but if you read through all of this, thank you for doing so, and I wish you a nice rest of your week. And my apologies if i come across as ignorant.
Well… sad that they won’t be able to expand on this now.
That Galactik Football shoutout came out of nowhere, that was honestly to God my first thought when seeing the style. Either that or Oban Star Racers
And Storm Hawks
Kinda wish Galactik (sic) Football was all 3D-animated. The 2D segments were nothing to write home about in terms of production values. And there were other full 3D shows from back then - Dragon Booster, Hot Wheels Battle Force 5 or League of Super Evil.
At least with Code Lyoko, it made sense to have 2D segments in the real world and 3D segments in the virtual world. But in Galactik Football... they just play football. So just make the whole show 3D.
There’s another rhythm-action game in development called Jamphibian, there’s very little footage of it in circulation but instead of the consistent Rock BPM of Hi-Fi Rush it’s a more free-form hip-hop style. I hope it’s finished and released one day.
And around two years ago, there was also No Straight Roads. Lovely title, that one.
There's the upcoming God of Rock, too. Not to mention that Metal: Hellsinger and Bullets per Minute are also a thing.
Seems like these few years are something of an uprising for Rhythm Game hybrids.
@@jurtheorc8117 there was also Mad Rat Dead, but it's a platformer rather than an action game. It's honestly really good, and would recommend it to anyone.
side note: there are rumors that platinum and ms may start development on scalebound again. as for hi-fi, i really enjoyed my time with the game, great action game mechanics, characters, and a lot of replay value packed in.
I'm here after Tango got closed...😢 I've played it recently on Playstation, I was really waiting for this game and it was definitely worth the wait.
Hi-Fi Rush wasn't the first to try this music/character action mix of things. A few years ago, No Straight Roads came out. It's far from being as mechanically complex, but the love and style radiates --nay, -*-shines-*--- off of it like a sun of sights and sounds alike. Wanted to spread the name of that one.
After that bit in the first minutes of the video, and in a similar vein for being a first BIG title by a smaller company, I wonder what you might think of character action hack and slash Soulstice-- both in its beauties and its warts, and especially just... what it has to offer, and what it could build upon.
So to look at it both on its own merits as well as compared to other games in the genre.
EDIT: AndperhapsalsoKya:DarkLineageforbeinganunusualmixof3DplatformingandTekken-likefightingaightthanksforreadingthisandforthevdeoGOOBYE
No Straight Roads is very cool, but I wouldn't call it a rhythm/action hybrid. It moreso just uses music as a theme and to accentuate boss battles. Just saying this so people don't get the wrong idea, lots of people thought it'd be a rhythm/action hybrid and got disappointed when it first came out.
@@MrMister681 That's a fair disclaimer and clarification to say. I love No Straight Roads, but i'd feel bad if I unintentionally misdirected people which would lead to them being disappointed regarding mechanical complexity and length.
Still, it's a game in a similar vein, that hopefully a lot of people could find fun int.
No Straight Road is definitely more of a Psychonauts style platformer than "character action" thing.
@@vstpnv True enough, though like I replied to MrMister up above, it's in a similar vein in terms of having music interwoven into the combat (which is mainly centered around bosses) and *tons* of style and love.
Even if not as mechanically complex or in-depth, I'd say there's still a lot to love about it.
I don't normally replay games more than once every few months but this game is just so beautiful that I'm constantly finding myself booting it up so I can play Rhythm Master difficulty again. I don't think I've ever found a game that combines all my interests into one good product like Hi Fi Rush does
I definitely see the sequel potential with Hi-Fi Rush. There's a ton of ways they could expand and innovate on the rhythm action concept.
Its so crazy that they released a clover studios game in 2023
I'd have to argue that while the little documents you can read do break up the pacing quite a bit, this can be desirable for the player that's less action oriented and needs a longer time to cool off between action set-pieces.
Plus I'm pretty sure the moment you interact with an entry it gets added to a list in your base where you can read it at your leisure, which effectively bypasses the pacing problem, since it's not like they could realistically cram all that text as dialogue into the existing pacing. It's probably either this or not there at all, so i think this is a fine compromise.
for those who liked the music influencing the game and its combat, try looking into No Straight Roads which also takes that idea and fleshes it into a full game.
Sure, the combat is more simplistic than Hi-Fi Rush but the charm, music and characters make up for its shortcomings.
Heavily seconded! It's pretty impressive for being a debut title by its respective dev studio. They're currently working on a new game by name of Ondeh Ondeh.
As for hack-and-slash titles, last year's Soulstice could be neat to check out for those interested.
Great work as always, Brit! I thought that action games would die a slow death under the weight of RPG mechanics. Glad you’re covering titles like this and keeping the flame alive.
I don't know if you noticed later, but the waves enraged enemies send to start the Parry sequence can themselves be parried. If two go off without starting the sequence, they'll lose their rage state.
The best PlayStation game Sony never made cause they gave up on budget Japan titles
Truthfully, we need a new Vanquish game. Just thinking about it makes me want to play it all over again.
Hyper light drifter also did the chain dodge mechanic btw, it's very cool
Haha loving the vanquish love at the end! I'd say the cooldown's aren't too bad, as you can optimise dealing with those enemies by using the just parry/dodge instant assist move to deal with their respective barriers more quickly than just manually calling them in. Having those tools to deal with those enemies would be nicer to have in the main moveset tho I do agree.
I didn't expect you to cover this game so soon, but I'm really glad you liked it. Also, I'm pretty sure theres a manual lock on option in the settings
5:34
This is thankfully not the case. You can break down these shields with Special Attacks like Twisted Assault. The game never explains that, so I found this out by accident. Pretty handy if you'd rather save those cooldown assists for other moments of battle.
I feel crazy for not being hot on this game.
So much unskippable dialogue, and long traversal sections with boring movement. This on top of the shield/barrier enemies really soured the experience for me.
"Anyway, back to my game review" this got me, lol great review
8:15 - I cannot believe I forgotten the name of this show even though it has a VERY straightforward title
Game shocked me to my core, I was losing my mind at how brilliantly integrated the music is with the combat.
Everytime I see Hi-Fi rush I think of the currently in development indie cel-shaded character action game that also seems to be rhythm based (or at least you're attacks, blocks, and parries play are intrustments of the ost) Jamphibian.
Finished HFR (definitely going through again for the extras) and it's easily an early contender for GOTY. Such an amazing blast of fresh air.
just so you know, the audio for the game when you played the joke at around 11:16 only plays through the left ear.
Lord Shinji Mikami shadowdropping GOTY-tier game, and showing Platinum Games how it is done.
We all want vanquish 2, at least I'm still waiting
The "The Prodigy" scene was just glorious in this game. I couldnt believe it when that song started playing, with that scene playing.
They really nailed the atmosphere in this game and the vibes you get from it; just incredible.
"Anyway back to my game review" lololol
this kinda looks like JSRF on the surface. music, action, and instead of skates and graffiti, it's guns.
Holy *heck* someone who remembers Galactik Football.
Also, did at some points the editor blur the character summon HUD part as to not spoil a later character? Very considerate, so thank you(r editor) for that!
I did too...
@@mistergremm735 Then that's sweet going, funny skeleman face!
Congratulation on finally hitting a release time frame.
Does anyone else see a lot of Viewtiful Joe in this game? Bumbling protagonist with delusions of grandeur, blue female sidekick with gun
We need more AA games like HiFi Rush, AAA tripe are a dime a dozen these days.
I haven't had this amount of just pure raw enjoyment in a game in forever. And the music is completely up my alley, too. I'm honestly amazed.
Just thought it'd be funny to mention Chai certainly looks like a teenager and behaves like one, but his given age at the start of the game is 25
The weird thing about the assist attacks is that unless you have another specific use in mind for them, there's no reason not to cycle through and spam them on cooldown other than the vfx making the stage extremely chaotic and hard to read
Hey mate, your videos introduced me to DMC and helped me improve my english skills so, thank you so much!!
I too have always thought prodigy would make stellar dmc type combat music even that song in particular.
I find cool downs that let you use the move regardless of charge, but gains added potency if you wait for the cool down works better. Your moveset never has holes and not using a move is a more active choice
The idea of comboing the dodge into a heavy attack as a launcher is genius. I want to see this in every action game with a dedicated dodge going forward.
7:38 you can actually avoid these sequences if you go a little far from the enemy and also jump over the attack that triggers it
one of the advantages of the parry partner move is the shield break one being more powerful, i have yet to pull it off to actually think about even doing it(i think it also costs meter), but theres ups and downsides to this kind of thing still.
Parry Counters don’t cost special meter. But they do put the partner into their cooldown state.
Funny enough, there's already an action game that integrates the games music into the combat in a very similar way, Gurumin: A Monstrous Adventure. Well, I say "action game", it's really an action platformer RPG. The combat is very shallow, but still fun, the rhythm mechanic makes it more engaging than it otherwise would be (also the game is just super adorable). Just interesting to see that games novel combat mechanic being built upon in a fully realised action game like this. Great video Charlie, was going to give this a look at some point, but you've encouraged me to check it out sooner than later!
there's also No Straight Roads, which is in a similar vein in that enemies and bosses attack on the rhythm of the music--different attacks for different parts of the track. It's a lovely game.
@@jurtheorc8117 That's been on my radar too, though I guess I should have noted that Gurumin came out in 2004 lol
@@PowercellZeke oh DANG that's an oldie, then.
Wait, what? I don't remember a rhythm mechanic in Gurumin at all. I beat it just last year.
@@siveon298 Were you playing the PSP or 3DS versions? It still exists in those versions, but they removed any tutorial of it, and removed the rhythm bar that would be at the bottom of the screen. Landing hits on the beat is what causes critical hits. Higher difficulties make it so you can't deal damage at all unless it's on the beat
This is the best thing that 2023 had to offer up until now, I fell in love with this game. Bold, stylish, focused and - most important - fun as hell.
Jokes on you, Charlie. I was thinking about Galactic Football!
ngl yelled at screen when you brought up *Galactic football* glad I wasn't the only poor soul who remembers it
Wait, they make Ghostwire? Dayyum, talk about redemption arc
Oh God, Galactik Football! thank you so much, that was the one show that I couldn't stop thinking with the art style, I knew there was this one show I loved but I just wasn't able to remember.
"... fused with his .wav player"
IT'S THE LITTLE THINGS!
Hearing you talk about how Valkyrie Elysium has an overly intricate upgrade systems due to still having rpg elements, has me thinking you might actually enjoy another game that the studio made in Samurai Jack: Battle Through Time. It's a pure action game and the best game those devs have made since leaving Team Ninja after NG2. It got some decent reviews (IGN gave it an 8) so I'd be interested in hearing your thoughts on it.
YO!!! GALACTIK FOOTBALL SHOUTOUT!
Never thought I'd see the day.
Now Shinji Mikami left Tango
Fun fact about Blue Shield enemies. You can actually parry their shield activation and instantly destroy the shield without the use of Peppermint.
Since you can magnet backstab regular shield holding Green dudes. This really just leaves the Green Tank Dude and that one Green Wolf dude as enemies that require a partner ability, since fire enemies can be easily subjugated without the use of the ability
I hope you review NEO TWEWY one day
It's better to aim a little lower and stick the landing than to shoot for the stars and come crashing back down. It's rare that game developers are wise enough to know this.
Anyone else think the screen background in 11:07 is similar to that of default Ubuntu background?
0:25 this game has Nero snatch and it was not designed with it in mind
You can parry the mini boss scream (the on that knock you off) at least 2 to 3 times then continue to kill them without finisher
A fantastic surprise at the start of the gaming year! It's cool that the game's director (John Johanas) was inspired by Edgar Wright's films.
Always nice seeing you post
Respect the brief unveiled curtain of the gangster gamer plight before returning to the video game review show
Crazy to think that tango is 10 years old already and they have only developed 5 games.
And of those 5, only 2 of them could be called actually good.
And both of them were directed by the same guy!
What do you *only* ??? That's actually really, REALLY impressive! You realize average modern game takes ~4yrs to make, right? Unless they have the money and processes to literally through an army at it (What Activision does with CoD).
So glad to meet someone who appreciates Galactic Football too!!!!