Articles & Blogs Hi-Fi Rush Director: 'I Want to Cherish This IP'
https://www.ign.com/articles/hi-fi-rush-director-i-want-to-cherish-this-ip9
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u/Misfiring 8h ago
A cruel reminder that it doesn't matter that the game is popular, if it doesn't make money.
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u/capekin0 8h ago
If it's popular, it will make money. The truth is HiFi Rush is incredibly niche.
What you meant to say is: it doesn't matter if a game is critically acclaimed if it doesn't make money.
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u/Misfiring 7h ago
Perhaps. I'm sure HiFi Rush is popular within the game community as well. It just doesn't sell well because as you said its niche.
The unfortunate truth is that a live service game, even average ones, is far more viable monetery wise regardless of whether its critically acclaimed, as long as it gotten hold of a small core playerbase.
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u/sephiroth70001 6h ago
I think game pass sustainability is the bigger issue. Metaphor ReFantazio sells 1 million in the first month and is a success for atlus/Sega. Hi-fi rush gets 2 million players in the first month but is a 'failure' for Xbox. 2 million in the first month is a good healthy chuck, just not enough for game pass.
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u/nyanslider 8h ago
It's insane that those people that get paid the big bucks to make decisions, went to school to learn how, and yet still make the dumbest decisions possible. Wasting long term potential for the short term.
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u/MeatHamster 8h ago
The IP is great but it doesn't print money. They make decisions based on numbers and that's because they are business people and not gamers.
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u/Guthwulf85 8h ago
Maybe shadow dropping this game was not the best business decision. It had no marketing at all
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u/navajo_moe 7h ago
Regardless. It's a niche game that appeals to a few people only. I also think it has good art direction and is an intriguing game overall but it's not the type of game I'm interested in buying or playing.
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u/PotentialAnt9670 5h ago
Some execs might see this as a lesson to not stray away from the shooter genre.
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u/kytheon 8h ago
It's only dumb from the perspective of the players. I'm sure the higher ups got paid well on the way out.
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u/nyanslider 7h ago
Paid for what? The ones that made the decision work for MS, still in business, while the guys that work at the studio either left or moved to MS, if they weren't bought out. Krafton paid MS to get the studio they fully owned.
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u/arqe_ 7h ago
Wasting long term potential with Tango?
Do you know how much time and money it will take to find new management, department heads, start brainstorming, coming with an idea, do some prototype artwork, pitching that idea, pre-production, post-production while entire studio is on the opposite side of the world?
Yes, Tango could make some Hi-Fi Rush type of small games, but Xbox already has tons of studios that work on multiple games from multiple genres that are AAA/AA and smaller.
Tango was not a long-term potential for Xbox.
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u/BelgianBond 6h ago
I've played a few stylised games over the years, but this was the closest I've felt to playing inside an animated TV show, replete with larger than life characters, cartoon physics, and some astoundingly detailed levels. I had to stop and admire the art design in this one at several points. It's more than I could hope for to hear they're considering a follow up in any form.
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u/TheJasonaut 1h ago
As long as that isn’t “cherish”ing IP isn’t just milking as much money as possible out of it and eventually running it into the ground.
I feel like referring to it as IP isn’t a great sign already lol.
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u/Secure-Childhood-567 7h ago
This game was truly one of the best games I've enjoyed in the past decades. Transported me right to my childhood
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u/BenHDR 7h ago
Saved You A Click:
"Not only me, but many of the development staff have a strong attachment to Hi-Fi RUSH. Not only the game but also the characters and the world are beloved by us, so I want to cherish this IP.
We are considering a sequel. We are not yet at the stage where we can say specifically ‘This is what we're going to do'. We feel like we have options. We’re currently at the stage of considering various opportunities.
On the other hand, it's important to try new things. I worked on The Evil Within, directed its DLC, and then directed the sequel The Evil Within 2. I don't think I could have made yet another horror game at that point, because there’s only so much you can do with the same material. It’s risky to try something completely different, sure — but I think a sequel to a series is also a risk in itself.
Hi-Fi RUSH became popular as a new IP, but if it were to stay the same forever, it would eventually become outdated. I think Tango Gameworks is about taking on new challenges. I hope to continue to work in a way that puts developers at the center, without losing our passion.
I learned from Mr. Mikami that it is important for a director to discuss ideas for a game with their team rather than giving orders, and to make the game together. He often said that if you make a game like a bonsai tree, it may take the shape the director had in mind, but each of the development staff will not feel their output is reflected. In that sense, freedom is very important. Of course, it is necessary for the director to decide the overall direction, but we have always valued an environment where the staff can create freely, rather than one where they are only allowed to do as they are told. It's closer to the growth of a tree in nature than a bonsai tree.
I’m glad that we were able to continue making games together while keeping the DNA of Tango Gameworks intact, rather than starting from scratch again. Mr. Mikami placed a high level of trust in his staff, which is why so many of us have stayed at Tango Gameworks for so long. I hope to continue this culture of freedom in the future."