Hi-Fi Rush offers up an impressive, well-optimized, and smooth experience on the Steam Deck. These drops were minimal, lasted but a few seconds, and are not really noticeable. Only during a couple of the more intensive scenes did I spot it drop a handful of frames (hitting 56-59 FPS on a few very rare occasions). Of course, your experience may well vary, but generally I didn't find this to be an immediate or glaring issue when playing handheld - most, if not all, of the on-screen text, various user interface elements, and in-game dialogue I saw were perfectly legible.ĭuring my playtesting ( of around two hours so far) the game ran pretty much consistently at a solid 60 FPS. It has this label ( rather than being fully Verified) due to some text in the game being deemed as possibly too small or difficult to read on the Steam Deck's 7-inch screen. →Sebastian and Joseph appear several times.Now, the game has launched on Steam with a Steam Deck 'Playable' rating. →The level design feels vibrant and alive. →Really like the cel shading cartoon artstyle. →I like the rhythm parry and musical gameplay the game sometimes throw at you. →There are multiple scenes that genuinely make me laugh. →Every character is so quirky and lovely. I cannot stress enough how much this small detail drives me to do better, even to the point making it a habit to do everything IRL on beats. Adding high beat meter(I forget its name) on top of it, you can literally hear the crowd cheer for your performance. Every time you attack on beat, a voice cue will play out: "HEY! HEY! CHAI! HEYYY!" This is such a simple touch but it so effective at motivating players to try their best to hit all the note. → Feedback: The dev also put a lot of work in rewarding players to hit on beats. ![]() Even if you cannot time it well, the attack will still connect, albeit a bit weaker and slower, and the final hit of the combo will always have a big visible beat circle for you to focus on. There's also a toggleable visual tempo indicator. From Chai snapping his fingers to background machinery operating on beats, there are many way for players to keep the beats in mind. → Accessibility: I appreciate how much effort the dev put into getting players who don't play rhythm games or not good with following beats to be able to play the game. It's really addicting to execute the combo, hit all the right notes, and see the flashy animation play out. You have plenty of time to think what combo you want to use, you have enough time to keep track of the beats if you lost it, and you can easily recover from attack. Since enemies also operate on beats, the pace of combat is slower than other spectacle fighters. Although the input may not be as complicated and busy as that of Devil May Cry, you still need to pay attention to the rhythm, all the while dodging and parrying. You can purchase attack combo to expand your offensive options, and different combo has various potential when you land the last beat. Every light attack is one beat, while heavy attack takes two. To put it simply, it's Devil May Cry with tempo. Added support for scrolling with the mouse wheel when reading Vlogs for a smooth and refreshing Vlog reading experience.Fixed an issue where Partner Assists could become locked in “aiming mode” when pressing Alt+Tab during gameplay.It seems that even a hologram of Chai is still capable of screwing things up… Addressed a collision issue with the "Holo-Chai" Special Attack that could prevent player progress when the decoy is deployed out of bounds during combat.(Track 12) Fixed a rare issue where a successful Rhythm Parry against Kale’s Phase 1 end sequence would result in a game crash.(Track 10) Fixes an issue where the player could still control Chai at the end event of Roquefort’s second phase and potentially fall out of the arena as Phase 3 of the fight begins.(Track 09) Addressed an issue where the FPS would lock at 60FPS for the remainder of the Mimosa fight following the guitar-playing musical interlude section.(Track 06) Fixed an issue where a successful Rhythm Parry against Korsica would result in a game crash.Now, returning to the Hideout requires you to hold the cancel button while in the Training Room menu. Adjusted the menu in the Training Room to avoid accidentally returning to the Hideout.
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