
A rhythm-based action game where combat follows the music.
Brown, with no musical ability, felt like a bumbling idiot
From Mark Brown on Hi-Fi Rush
Hi-Fi Rush's rockstar fantasy lands differently depending on a player's musical skill. Hi-Fi Rush wants players to feel like a rockstar through rhythm combat. Mark Brown, who has no musical ability, felt like a bumbling idiot instead.
Brown uses it to show that emotional responses to a design are subjective and vary with skill. He makes the same point about scoring (competitive to one player, judgmental to another) and time pressure (exhilarating or anxiety-inducing). Quote: "aesthetics are, ultimately, subjective."
It wants you to feel like a rockstar, but a player with no musical ability felt like a bumbling idiot, showing feelings vary by skill.
Hi-Fi Rush's rockstar fantasy lands differently depending on a player's musical skill. Hi-Fi Rush wants players to feel like a rockstar through rhythm combat. Mark Brown, who has no musical ability, felt like a bumbling idiot instead.
Brown uses it to show that emotional responses to a design are subjective and vary with skill. He makes the same point about scoring (competitive to one player, judgmental to another) and time pressure (exhilarating or anxiety-inducing). Quote: "aesthetics are, ultimately, subjective."
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