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Hi-Fi Rush

A rhythm-based action game where combat follows the music.

hifirush.com1 source1 tips

Where Hi-Fi Rush comes up1 episode or test

Gcreator of Game Maker's Toolkit testHow To Think Like A Game Designer
At a glanceThe same Hi-Fi Rush design felt different to different players
One player
  • Scoring feels competitive
  • Time pressure feels exhilarating
Another player
  • Scoring feels judgmental
  • Time pressure feels anxiety-inducing

Brown, with no musical ability, felt like a bumbling idiot

From Mark Brown on Hi-Fi Rush

What was said about 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."

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