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Critically Acclaimed Hi-Fi Rush "Didn't Make The Money It Needed To Make" - Report

Giant Bomb's Jeff Grubb says the rhythm-based action game isn't as successful as many may have thought.

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Despite universal praise, Hi-Fi Rush has seemingly not met internal expectations set by Microsoft. A new report claims the action title from developer Tango Gameworks failed to "make the money it needed," though Microsoft has since suggested otherwise.

Jeff Grubb, of GameSpot sister site Giant Bomb, discussed Hi-Fi Rush on his Game Mess Decides podcast. "... Based on what I've heard, it just straight up didn't make the money it needed to make," he said. "I mean it got good reviews, the buzz was good, so where do you put the blame for something like that? Is it the price? Was it the shadow drop? Could it have sold more? Is it Game Pass?"

In January, Microsoft revealed and surprise-launched Hi-Fi Rush during a Developer Direct event. The strategy received praise at the time, though an Xbox marketing manager said it wouldn't work for every game.

Xbox games marketing VP Aaron Greenberg refuted that Hi-Fi Rush had disappointed Microsoft, saying it was a "breakout hit for us and our players in all key measurements and expectations." He did not specify what those internal expectations were, specifically.

As for Game Pass, Grubb wondered why Hi-Fi Rush needs to sell a certain number of units when it's part of the subscription service--with over 2 million players, per Bethesda. "If these games also then need to perform in terms of sales, which it sounds like they do or at least something needs to..." He then ponders if other big-name games, specifically Halo Infinite's failure, are putting more pressure on smaller games like Hi-Fi Rush.

Microsoft has recently admitted that Game Pass can decrease base game sales, though clarified this admission shortly thereafter in February. For more, be sure to check out GameSpot's Hi-Fi Rush review.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Dawg9000

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"Game with zero advertising secretly released ON gamepass didn't sell well", not even gonna read the article, has to be a fucking joke. I didn't know about this game until I saw a friend playing it. Let people know about your game if you want them to buy it, don't put the game on an abused subscription service if you want them to buy it.

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jhcho2

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Wasn't this on Gamepass? So how many copies was Microsoft expecting to 'sell'? I for one, bought it on Steam, but one would think that once a game appears on Gamepass, the number of units sold ceases to be a topic for discussion.

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WisdomCJS

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Day 1 gamepass, MS exclusive not from Bethesda is doing ok at best, is anyone even surprised by this?

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deactivated-64c06b51403e7

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MS exclusive.

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xxIRONMONKEYxx

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This was already debunked.

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deactivated-64efdf49333c4

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@xxironmonkeyxx: Link plz. GS never retracts anything.

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BESM1984

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@Barighm: https://www.youtube.com/watch?v=ZobWrN74zZo He said his wording was incorrect. Glad to see he took the time to go deeper into his thoughts

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deactivated-64efdf49333c4

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@BESM1984: Well, he did say he didn't mean to suggest the game was not successful, but he also didn't deny the core idea of his reporting: that the game had certain metrics that weren't exceeded, only barely met. In other words, the game at least broke even which is hardly "successful", and all of the wording I'm seeing here from MS and in general is loaded with PR speak. It's all words like "it met our internal goals" rather than anything along the lines of MS' usual "we broke the bank!". So, yes, Grubb walked back his statement, but, no, the presence of so many weasel words suggests some degree of damage control.

The game didn't lose money. That's it. That's all I'm getting from this.

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BESM1984

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@Barighm: Breaking even means the series has a better chance of a sequel. Grubb's explanations really cleared the matter up. These days NO ONE wants to put down numbers unless they want to gloat (not that it hasn't been an issue for console generations). The reaction from both defenders and attacks (including myself) really put into question how I view game media.

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aaronlav

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Edited By aaronlav

Have they seriously still not figured it out?

I LOVE HiFi Rush. I also have Gamepass. Therefore, I did not buy HiFi Rush.

Even Halo Infinite's sales were worse than abysmal. Like, *shockingly* low for a game in a franchise that IS Xbox and reviewed well. I would have bought both these games day 1. I did not. Shadow drops are cool and all, but the tactic left both aforementioned releases destined for failure. I know it's been decades, but did everyone really already forget about the car wreck that was the Sega Saturn launch?

MS terribly underestimated the selling power of launch day. For big titles, it becomes a communal event. It's a talking point. It's publicity. Don't get me wrong; I'm not complaining... but I will be when they start hiking up the cost of the sub and finding creative ways to still charge for day 1 releases.

Sony did it the right way- tiered, perks, extended demos... and myself and everyone else with a PS5 still bought God of War on launch day.

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rohanrocks88

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Gamepass wasn't designed for developers but for a way for Microsoft to keep pulling money for old games and usually heavily discounted games, sure it may work for someone who only plays on xbox but when you game on 4 different platforms gamepass is a waste of money...and its gonna go up in price

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Brimac19

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Microsoft new it wasn’t going to sell since it was going into Gamepass so they did zero marketing to hype the game up!

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hardwenzen

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Gamepass Fodder #231 didn't make anything. What a surprise.

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Daidochus

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Edited By Daidochus

The most overrated game of the year. I couldn't take it anymore after the first boss. The game is a slog and boring. No soul to it.

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deactivated-64f32fa0d8a48

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@daidochus: While I didn't enjoy the game myself, as I've never been the biggest fan of rhythm games.... No soul? It feels like that has to be a joke. The art direction, characters, and humor are top tier the gameplay just wasn't for me.

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deactivated-64efdf49333c4

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@rizenstrom: Seriously. Soul is the one damn thing the game has in spades.

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Tiwill44

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@daidochus: Honestly, yeah I can see that. I overall liked the game and I finished it on GP, but it's a very uneven experience with a lot of really questionable design choices all over. In no particular order:

Some enemies have shields that you must break by using the big guy's ability twice on them before you're allowed to attack. The problem is this ability is on a cooldown, so you have to use it once, then dodge around while keeping your rhythm combo up, then finally you're allowed to use the ability a second time which breaks the shield, letting you actually attack.

There are upgrades to reduce the cooldown of that ability slightly, but you have a very limited amount of slots for those upgrades, and even with this one maxed out, it still feels bad to use. There's an upgrade where you instead get a small chance to break the shields in 1 use of the big guy's ability instead of 2, but it's completely random, which feels even worse.

The character movement in this game felt too slow and floaty, which made the platformer segments feel awkward. For a game trying so hard to be vibrant and colorful, it felt surprisingly sluggish.

The sound design, especially for timed attacks/combos, gets repetitive very quickly. This is very bad considering it's supposed to be a music-based game. The combat literally sounds annoying, which makes playing the game wearisome after a while since you're the one causing those repetitive sound effects to occur.

It kind of has this modern type of writing where they try to seem cool and edgy, yet they know they can't say anything that might be interpreted as offensive, so the game ends up feeling infantilizing. I think that's what comes across as "soulless" about it, despite being a very stylish and unique game.

I was actually reading almost all the log books I could find through the levels, treating them like collectibles, but legit none of them were funny or interesting. So I just walked past them in the latter half, since I knew reading them was just going to be a waste of time. There was probably some guy at Tango whose job it was to write those kinds of things in their previous games, and they didn't want to lay him off so they had him write a bunch of filler stuff for this game. Maybe they would've made their money back if they didn't have all that fluff they paid people full time to create.

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deactivated-64efdf49333c4

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@Tiwill44: The writing was obviously trying to maintain a family friendly feel.

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Daidochus

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Edited By Daidochus

@Tiwill44: Spot on man, you legit described in detail how I felt about the game. Kudos to you for finishing it. I always needed to force myself to play the game, when you force yourself to play a game for the sake of just finishing it, then better to delete it.

This game also has a pattern to it and a boring one at that. As follows. Safe room > Mission start > Platforming> Small arena fight with same boring enemies and jarring rhythm > Platforming > Small arena fight with the same boring enemies and jarring rhythm> Platforming> rinse and repeat >2 hours later still doing the same > Boss fight.

Safe Room > Let the misery start again >...................

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Avatar image for deactivated-64efdf49333c4
deactivated-64efdf49333c4

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@daidochus: With enough reductionism you can break down any game like that...at least Twi's criticism picks on actual points of note. Yours sounds like "OMG! The game makes you play it! So sucky!"

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Daidochus

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Edited By Daidochus

@Barighm: Poor Barighm, can't take it that I always troll you so hard, poor guy. I feel bad for you, everyone trolls you lol. Even Mark Delany ( a professional reviewer) burned you under the Dead Island 2 comment section. No slack, no mercy LOOL.

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Vodoo

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I didn't really like it much. It's a rhythm game, without proper rhythm, lol. So basically a button masher. I maybe played half way through and quit.

A REALLY good, smaller, game is High on Life. Funny as hell and solid gameplay. The Alien cartel is making humans a new drug for other aliens. Like they literally stuff humans in a big bong, lol.

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deactivated-64efdf49333c4

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@Vodoo: High on Life is one of those kinds of games that goes all-in on style but plays it simple and safe on the execution. It's not the greatest game ever but when the goal is to achieve a certain feel, all you really need to do is not screw up on everything else. And Hi on Life does that.

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deactivated-64f32fa0d8a48

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@Vodoo: Tell me you suck at rhythm without telling me you suck at rhythm.

That or you need to evaluate your setup for input delay or audio delay. It definitely has proper rhythm.

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deactivated-64efdf49333c4

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@rizenstrom: Don't be an ass.

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deactivated-64f32fa0d8a48

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@Barighm: lol I suck at rhythm. I'm not being an ass I'm just being factual. What they said is objectively incorrect.

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s1taz4a3l

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I dont know if it was good or bad but it reminded me of jet set radio. I didnt like that game.

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Jaxith

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It really doesn't bode well if Microsoft is going to put out a service like Game Pass, but then punish devs for players using the service instead of purchasing the game. Likewise if they're going to try to guilt everyone who enjoyed a game over Game Pass by saying it didn't meet sales expectations. It just feels manipulative, and like the game was put out to die as an experiment. What is even going through people's heads in a situation like this...?

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Fud_Sang

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Well, it didn't do well because you never bothered to market it. Nobody knew about the game until it came out and while it got praised it never got hype. Trailers and developer announcements are far more key to sales than we give them credit for.

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BESM1984

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I do hope either someone is incorrect with the numbers or they will allow this game to get a sequel because I LOVED it! I'm in the minority who played this on GP, stopped in the middle of the game, and bought it on stream for the total price.

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deactivated-64efdf49333c4

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Oh, that game nobody actually had to buy to fully experience didn't sell as well as they expected? Really? Wow, who would of thought that's how business works?

Maybe it will get new life as a TV series. I enjoyed watching it more than playing it.

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Atzenkiller

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Why would MS be surprised? They're paying for every game they put on Gamepass and every developer that takes up their offer should know not to expect much from game sales. After all you can play their latest game for a handful of bucks on MS's service.

So MS certainly doesn't expect to make any money with Gamepass. And I don't know how anyone else could expect to from a service that costs $10 per month and divides those few bucks among dozens if not hundreds of developers. At a time when big titles cost $70 at launch.

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naryanrobinson

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It did a number of things, which when combined are almost a certain death sentence.

1. It was cartoony with a relatively high price. Higher prices don't mix well with less “serious” games.
2. It didn't have any gunplay. People associate this visual style with accessibility, but they perceive melee combat to be less accessible than ranged combat. It's been a long time since melee combat was simple in games. Sunset Overdrive avoided this pitfall.
3. It put “Rhythm” right up front. It's the first genre tag on its Steam page, even before “Action”. That's a niche. Most people associate “rhythm” in a game context, with restriction. The people who do like rhythm games, probably aren't used to paying this much.

Couple that with coming out of nowhere,
and loads of amazing games coming out recently,
and it's frankly a miracle it sold as well as it did.
It must be a really amazing game.

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BlackSheepWalls

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@naryanrobinson: The game was pretty cheap. I got more fun out of it than for other full price games. I have no problem with a high price for even a short game, when it is good, like vanquish for example. Look at RE3 remake which I hated, that was overpriced and short.

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BESM1984

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@naryanrobinson: I don't know where you live but the game is 30 BUCKS in the US! What are you paying for this game? even comes with post-game content and challenges.

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naryanrobinson

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@BESM1984: That's quite a lot for what looks like a cartoony kids rhythm game.
Also it works out more expensive in most regions.
Where I am now in the UK it's the equivalent of $34.

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BESM1984

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@naryanrobinson: Compared to what? That's nothing when you look at the Yearly FPS and Sports games. (including the microtransactions) This game was dirt cheap for the package. I actually played this game from beginning to end.

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naryanrobinson

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@BESM1984: But that's not how people evaluate things.
And they certainly don't play it through from beginning to end when deciding whether or not to buy it.
Most people don't even make it as far as watching a 5-minute YouTube review.
They look at screenshots, genre, and price. Maybe a gameplay video.
“Rhythm” as the leading genre was probably enough on its own to kill it.

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deactivated-64efdf49333c4

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@naryanrobinson: If I were to put a finger on any one thing the game did poorly to discourage players, it's the whole rhythm mechanic. "Keeping the beat" seriously trips you up and throws off combat timing, so you could play well and dodge like a pro and do all your combos correctly, but you'll still do mediocre damage because you didn't do everything "in rhythm". It was a super annoying gimmick.

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BESM1984

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@Barighm: it's a rhythm game. I would agree if the game weren't upfront about that. and the enemies follow the beat. The game is incredibly generous with the difficulty and the number of modes available.

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deactivated-64efdf49333c4

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@BESM1984: No, it's not. It's a stylish action game that enforces a gimmick that they try to pass off as rhythm game when its actually just to a metronome that dictates how you play rather than letting you mash and dodge at your own pace. Which is too bad because it's actually a perfectly good action game.

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deactivated-64f32fa0d8a48

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@Barighm: It's both. But I agree. The rhythm gimmick weighs the game down. You either love it or hate it and I guess enough people didn't love it.

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DereksDontRun

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Gamepass?

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blueoasis

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The game got great reviews and looked great, so I definitely would have bought it *if* it weren't on Game Pass. So yeah, it makes a difference. Having read this article, I will probably buy it now out of sympathy for the dev.

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sladakrobot

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Edited By sladakrobot

Some of the greatest games didnt sell well...it may be too niche to hit the mainstream taste.

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ZOK12

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Weird how Tango Gameworks would be expanding, even though their latest outing didn't do well.

Almost like this claim is total, baseless hogwash.

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deactivated-64efdf49333c4

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@zok12: In contrast to the company that routinely tells us everything is doing well and selling like gangbusters, only to reveal that was all BS and they're lagging behind the rest of the gaming industry when brought before a real authoritative body? Like pretty much every US business and politician ever?

No, dude, it's much more likely the company with a history of lying their asses off is spreading "hogwash". Tango expanding could have little to do with the game's sales and more to do with MS still liking the product and wanting to see them try something in a more mainstream market.

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illegal_peanut

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About 100,000% sure it was the shadow drop.

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