Geysers of lava and other environmental hazards make up the platforming sections. The only place the music remains important are the sections in between each battle arena. And without recognizable music or challenging tempo shifts, everything blends together. Other than a few gimmicky boss mechanics, Hi-Fi Rush rarely pushes back on button spam. I was suddenly playing an OK character action game where every fight I cycled through my summons and performed simple combos until the score screen came up. The game starts to use original songs that all feel like a similar tempo and aren't particularly memorable and the combat loses all its oomph. I'm not sure if it's because I funneled a lot of my upgrades into lowering the cooldown on the summons or by playing on normal difficulty, but Hi-Fi Rush eventually stopped being much of a rhythm game halfway through. Some attacks can only be dodged, but spamming parry when the song lined up just right almost always kept me safe. Because the enemies only attack on the beat and are telegraphed with lines and circles on the ground, you can easily dodge or parry them back for damage. By the end I could grapple toward a robot, launch them into the air, and then call in Peppermint to fire a massive laser beam into them, and if that didn't cut it I had Macaron on standby to smash them into scrap metal. Macaron smashes armor apart, and the final character you get is able to douse pockets of fire in the arena.Īs you progress and defeat bosses that test your parry timing and sometimes become just literal rhythm games, you can buy additional moves and passive bonuses. Peppermint blasts enemies with her gun and is necessary for knocking enemy shields out. At any moment (or as a finisher) you can pull in a teammate to help you. Chai has heavy and light attacks that you can combo together and end with a finisher in time with the song. The SCR-UB unit’s official paint color has been updated from Blue to Cyber Blue in hopes of increasing its “cool factor” among younger audiences.All of these characters (except CNMN) are available as summons during the beat-based combat.Minor bug fixes and adjustments to Photo Mode.Fixed a bug where some enemies would not be defeated even when their HP gauge showed “0”.Fixed a bug that sometimes display offscreen enemy HP gauges after unpausing the game.Pressing both light and heavy attacks together during the Rhythm Parry Attack on the Brut-1L in Track 3 will now correctly destroy it.An instance where the achievement “Saw All Those Hits Coming” might not unlock for players who performed parries in training mode before completing them in a level has been fixed.Fixed an issue on Track 7 where if the player receives a Game Over exactly as when the final enemy of the fight is defeated, a magnet point will not be able to be grappled and prevents progress after reloading the game.Fixed an additional instance where a “UE4 Fatal Error” could occur.An issue was fixed in Track 1 where the player could use the crusher obstacle to be pushed outside of the world. During the second phase of the battle with Roquefort, an issue was fixed whereby certain actions would cause the user to fall into the abyss, making it impossible to progress.Completed collections in a level will display a green checkmark on the stage select screen. If there are no collectibles of a certain type in a particular stage, it will display 0/0. The stage select screen now displays how many collectibles you have found in each stage.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |