Among the many, the possibility of introducing CNNM and E-fridge, two characters initially relegated to the “comic line” of the game. By completing these objectives, you get points that increase a special indicator dedicated to obtaining new rewards and special moves. If we add to this an EX Difficulty unlockable after completing BPM Fever on Easy and Normal difficulty, this mode represents the definitive challenge of Hi-Fi Rush alternative to the Rhythm Champion difficulty of the story mode.Īs the name suggests, this Arcade update and the two modes introduced aim at finding the perfect score, the best ranking and the achievement of particular objectives, present within the “cabin-style” menu that encompasses the entire experience. And considering that already in its vanilla version the fights on maximum difficulty represented a riot of particles, guitars and parry at the last second, it would not be surprising if from here until the next few months I began to read about sore fingers and nausea problems. Overcoming more rounds and repeating the cycle over and over again reaches the coveted 200 BPM, at which time Hi-Fi Rush implements what the developers refer to as “true turbo mode” where lightning fast reflexes and steady nerves are a requirement mandatory for survival. Once even this last hurdle is overcome, the pace of the game will increase. Starting from the tempo of 135 BPM (beats per minute), this mode allows us to face endless waves of enemies with the aim of surviving and collecting points through combos, increasing a completion bar which, once full, will unlock the boss of end of level. If we also add new versions of the Vendalay automatons already faced during the end game of the story, becoming in all respects separate mini-boss fights with completely different mechanics and strategies from their basic versions, the Arcade Tower looks like the definitive challenge for the masters of combos and technicality, bringing the longevity of the title towards the elusive “triple digit”.Īnd this is exactly where the BPM Fever mode comes into play, which not only eliminates this gap thus giving players the possibility to try the title under “a different rhythm”, but also making the “leap of faith” necessary to bring the play at the levels of difficulty and dedication of the rhythm games of yesteryear. There is also the possibility of running into some bugs along the way, which will act as additional variables and upgrades capable of improving or making the gaming experience even more difficult, changing the face of Hi-Fi Rush from an “easy” action game to learn, hard to master” and transforming him into the three-dimensional cousin of Hades. What if one of these plans doesn’t suit us particularly well? Well, you can still choose to skip the challenge and move on to an EVEN DIFFICULT floor, which will test the player’s skills with mandatory missions to complete in order to access the next floor. But don’t panic, before the start of each fight it is possible to recover part of the lost resources, or choose whether to face the plan without particular bonuses, obtaining a considerable increase in the final multiplier. A very clever design choice that makes each level of the tower a continuous lottery between one’s skill and knowledge of one’s moveset, and pure luck in not encountering that particular enemy capable of closing the game in a few moments, leading to game over and the choice of restarting the game from the first floor or restarting from the last floor by reducing one’s bonus multiplier, thus compromising the final score. All gone, clean slate until the completion of the challenge, consisting of floors whose enemies are spawned according to random rules. In fact, once the mode has started, Chai will be deprived of all his upgrades, whether they are additional health points, instant cures or even special moves purchased in the Macaron workshop. Torre Arcade takes this spirit of “non-stop action” and applies it in a rogue-like setting. A rush against everything and everyone and whose lasting replayability revolves around achieving the best possible score, a path that for many players may have required even more hours than those required to complete the story mode. Do you remember the Rhythm Tower? Unlocked at the end of the main campaign, this mode resumed in all respects the formula of the Bloody Palace of Devil May Cry or the Lost Chapters of the first Bayonetta, catapulting the player into a race against the clock through 60 floors packed with enemies and boss fights.
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