

‘And we actually contacted Square Enix – and I want to give a shout out to them because they gave us approval – they’re like, ‘Yeah, okay. ‘So there’s a part later in the game where we use a reference from one of my favourite games, Xenogears… where they just have the character sitting in a chair talking about what they did.’ As a result, Hi-Fi Rush is filled with plenty of neat references, including setpiece and script elements that act as tributes to things like Edgar Wright films, Jo Jo’s Bizarre Adventure, Twin Peaks, and Johanas’ favourite: the SquareSoft RPG classic, Xenogears.
Hifi rush references full#
Both share a futuristic, comedic universe full of metatextual elements and goofball characters. The Matt Groening show Futurama also played a big part in Johanas’ imagining of the world. (Coincidentally, Resident Evil 4, another Mikami title from the era, is being brought back for 2023.) Capcom, Viewtiful Joe, Okami, and other titles from Capcom’s legendary but now-defunct Clover Studio, many of which Tango founder Shinji Mikami worked on. The obvious influences from the era are titles like Jet Set Radio, but it also draws on games like Marvel Vs. ‘So we just wanted something that felt like it could exist now at a very high level, and we can go back to it and it’ll still look kind of good, it’ll still play good.’ Image: Tango Gameworks / Bethesda That period of games was ‘a time where games were just fun, and also experimenting with visuals, but they were also super, super memorable,’ said Johanas. ‘It was literally in our pitch document.’

‘That was 1000% a conscious decision,’ Johanas told us.

Plenty of people who played the game remarked on Hi-Fi Rush’s throwback feeling – it feels like a game that should have come out during the Dreamcast or GameCube era. Hi-Fi Rush was something that had been kicking around in his head for a little while, with music culture and the films of Edgar Wright being a big part of his life – much like a whole generation that came of age during the late 1990s and early 2000s. And that’s a skill that’s not quickly learned.’
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‘It’s really a lot about communication, talking through your ideas, and learning how to present them in a way that enables people to readily accept them, or understand what you’re trying to do. ‘I really took that as a chance to be like – I don’t want to make my coworkers feel bad – but I want my level to be the best level.’ He did such a good job, he ended up directing The Evil Within 2.Įven though Johanas says he came into Tango with no strong skillset, he puts his journey down to being able to listen and communicate well with people – perhaps a result of his strengths in translation. With no real game development experience, he committed himself to learning everything about it, then eventually found himself working on DLC content for The Evil Within.
