Call of Duty Next: Everything Announced for Modern Warfare III, From the Beta to Zombies

Call of Duty: Next 2023 just wrapped up and brought us megaton bomb’s worth of new information about Call of Duty: Modern Warfare III. From its upcoming multiplayer Beta to new maps, modes, and more, we learned what this year’s instalment – celebrating 20 years of the series – will be bringing us when it launches on November 10 for Xbox Series X|S and Xbox One.


How to Play the Call of Duty: Modern Warfare III Open Beta

Can’t wait to play Modern Warfare III? You’re in luck, as we’ll see a huge multiplayer Open Beta this month. Downloadable from the Microsoft Store (and with early access for those with pre-orders), the Beta will offer a look at a massive swathe of maps, modes and gameplay. Here are all the details:

When can I play the Beta on Xbox?

If you’ve pre-ordered the game, you can play on Xbox Series X|S and Xbox One from 10am PT on October 12. If you’ve pre-ordered the game through a participating retailer, your receipt will include a Beta code to get you early access (or via email on an online receipt). All other players will get access from 10am PT on October 14.

What maps are in the Beta?

The Beta will include seven maps – five Core maps and two Ground War maps. The Core maps will comprise Favela (offering maze-like alleys and surprise attacks from rooftops), Estate (including a main lodge building, wooded areas, and outbuildings), Skidrow (an urban environment with tunnels and alleys for flanking opportunities), Rust (an infamous desert environment), and Highrise (an office rooftop with a helipad, maintenance tunnels and crane to fight across).

The Ground War maps are Popov Power Plant (a huge industrial area suited equally to sniping or vehicle combat) and Orlov Military Base (a densely packed base filled with warehouses and unexpected lines of sight).

What modes are in the Beta?

You’ll be able to play sevent different modes: Team Deathmatch, Domination, Hardpoint, Kill Confirmed, Cutthroat (a new mode, learn more below), Search & Destroy, and Ground War.

Can I earn rewards for Modern Warfare III in the Beta?

Yes! The Beta will feature a 30-level progression system, and reaching certain levels will offer rewards that will unlock in launch version of Modern Warfare III on November 10. Those rewards are:

  • Level 2: Animated Emblem
  • Level 7: Weapon Charm
  • Level 9: Animated Calling Card
  • Level 11: Sticker
  • Level 15: Vinyl
  • Level 20: Weapon Blueprint
  • Level 24: Sticker
  • Level 30: Operator Skin

Modern Warfare III Multiplayer – All the New Info and Changes

Sledgehammer Games developers Greg Reisdorf, Adam Iscove, and Kim Weigend came onstage to introduce us to Modern Warfare III’s multiplayer component. And they brought a lot to talk about:

Maps

While the developers confirmed that new Ground War maps will launch on day one, they focused primarily on Core maps for the game, showing off five of the 16 Core maps that will be available in the beta and coming at launch. All five are modernized versions of classic maps from Call of Duty: Modern Warfare 2 (2009): Favela, Estate, Skidrow, Rust, and Highrise.

The maps have been designed to retain the original designs that players love, but with new graphical power behind them. Most excitingly, we even saw how modes released after the Modern Warfare 2 – like Hardpoint and Kill Confirmed – will work in these classic locations.

We also learned that, after launch, Modern Warfare III will receive at least 12 new Core maps through seasonal content — all of which will be brand new.

Modes

Modern Warfare III will bring back many of the modes you already know, but adds a new one into the mix: Cutthroat. This 3v3v3 team mode uses Core maps, and offers each player only a single life per round. Each team needs to eliminate the other teams, or wait for overtime to capture a flag – balancing aggression and strategy in equal measure.

We also learned that Ground War will return, using sections of the new Call of Duty: Warzone map (more on that below) as its basis. Also returning, for the first time since Call of Duy: WWII, is War mode. This mode sees large teams of players fighting across a purpose-built map to complete multiple objectives, from escorting vehicles to capturing points and eventually launching and ICBM.

Gameplay Changes

While the core of multiplayer will remain familiar, the team introduced a lot of changes that should make it more compulsive than ever. Changes to movement will likely be the most immediate difference to seasoned player, allowing you to cancel slide and reload animations in a pinch, mantle objects more quickly, fire while sliding, and more. The new Tac-Stance even offers a mid-point between hip firing and aiming down sights, offering better movement speed at the cost of bullet spread.

While Modern Warfare III will carry over you inventory from the last game, the teams is also introducing a number of new weapons. Maxing out your level with a specific weapon won’t be the end of your time tinkering with it, either – the new Aftermarket Parts system will allow you to introduce new progression paths for your weapons. The results can be dramatic – handguns can be converted into SMGS, LMGs can get bullpup designs, and more.

There’s also a whole new Perks system based around your equipment. Perks are now represented physically by four different categories: Vest, Gloves, Boots, and Gear. Each choice of clothing or gear comes with a different Perk, meaning you’ll have the flexibility to create a perfect build.

Finally, we also got a look at new equipment you’ll be able to add to your Loadout. Breacher Drones are a new Lethal Equipment choice slow moving explosives that can be used as a devastating weapons, or a distraction. Mosquito Drones, meanwhile, are a new Killstreak that circle and area and divebomb enemies. We also saw two new Field upgrades, A.C.S. – an Automated Computer Spike that can contribute to your score by being tossed onto objective points and hack enemy equipment – and Comm Scrambler – which stops enemy Killstreals and Field Upgrades from working within a specific radius.

Modern Warfare III Warzone – All the New Info and Changes

Raven Software’s Senior Creative Director Ted Timmins, arrived to talk all things Warzone, and introduced its new map, Urzikstan. In this new outing, Urzikstan will be the home of both Warzone and Zombies. It comes with 11 major points of interest, as well as numerous smaller areas, all set within an autumnal location.

Along with bringing across the movement changes in Modern Warfare III’s multiplayer mode, Warzone also makes some changes of its own, from including the classic multiplayer minimap, to allowing you to manually stow your gasmask to stop animations interfering with those last-minute fights for a victory.

Urzikstan also brings some major new features to Warzone: Horizontal ziplines offer new ways to ambush or escape, a drivable train will become a unique moveable point of interest for players, and there’s a new Champions Quest for the most proficient players out there.

The Gulag – Warzone’s unique escape-from-death mechanic – will also see some interesting changes. Instead of an overtime flag, players will now need to escape from the gulag up an ascending zipwire (and can be shot off of it, too). Sometimes, the Gulag will go dark, forcing players to use Night Vision Goggles to survive even more tense encounters than usual. Finally, public events can now occur in the Gulag, offering extra challenges, but allowing players to return to the fray with more equipment.

Urzikstan doesn’t mean the end of previous maps’ time in Warzone – Vondel and Ashika Island will still be playable in specific modes, and Raven also announced that the Fortune’s Keep and Rebirth Island maps will return in future too.

Modern Warfare III Zombies – All the New Info and Changes

Modern Warfare III marks the first time that a Modern Warfare game has included a Zombies mode, and Kevin Drew and Miles Leslie of Treyarch joined the broadcast to talk us through this new take on the classic experience.

This new Zombies will be an open world PvE experience, in which multiple squads can (but very much don’t have to) work together to be extracted from an undead-infested Urzikstan – all set to a new story, Dark Aether. It’s not just the make-up of the mode that’s changed – Zombies will now include more enemies than ever before (including non-undead mercenaries), usable vehicles, and offers rewards and upgrades specifically for the mode. You’ll also be able to keep hold of weapons you’ve escaped with in future rounds, offering new reasons to replay.

It marks a perfect chance for new players to try out Zombies, but the team wants seasoned players to feel right at home.

Modern Warfare III Pre-order Rewards

Pre-orders don’t just get you early access to the Open Beta – you’ll also receive immediate rewards in both Call of Duty: Warzone and Call of Duty: Modern Warfare II, and further rewards when Modern Warfare III launches in November.

If you pre-order the Vault Edition, you can expect even more, offering Nemesis Pack Operators and two Weapon Vaults, all of which will unlock during the Beta. You’ll also receive the Soul Harvester Tracer Weapon Blueprint – this weapon brings a design straight out of the new Zombies mode, featuring a sinister design, tracer rounds and custom death effects. It’ll become available not only when Modern Warfare III launches, but also in Call of Duty: Warzone and Modern Warfare II from October 17.

Call of Duty: Modern Warfare III will launch on November 10 for Xbox Series X|S and Xbox One.

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Call of Duty®: Modern Warfare® III – Vault Edition

Activision Publishing Inc.


433

$99.99

Pre-order any digital edition and receive:

– Early access to the Open Beta, starting October 12*
— Early Access is October 12 – 14 on Xbox One and Xbox Series X|S
— Open Beta access is available for all Xbox One and Xbox Series X|S players from October 14 – 16
– Play the Campaign up to a week early**
– Immediate access to content in Call of Duty®: Modern Warfare® II and Warzone™. Also available in Modern Warfare® III at launch.
— Soap Operator Pack***
— Zombie Ghost Operator Skin***

**Actual play time subject to possible outages and applicable time zone differences.

The Vault Edition Includes:

– Cross Gen Bundle of Call of Duty®: Modern Warfare® III
— Includes Xbox One and Xbox Series X|S versions of the game
– Nemesis Operator Pack
— 4 Operators Skins: Makarov, Warden, Price and Ghost
– 2 Weapon Vaults****
– BlackCell (1 Season) + 30 additional Tier Skips*****
— BlackCell Includes: Battle Pass, 20 Tier Skips, 1,100 CP and more

ADAPT OR DIE IN A FIGHT AGAINST THE ULTIMATE THREAT

In the direct sequel to the record-breaking Call of Duty®: Modern Warfare® II, Captain Price and Task Force 141 face off against the ultimate threat. The ultranationalist war criminal Vladimir Makarov is extending his grasp across the world causing Task Force 141 to fight like never before.

IT’S TIME TO SETTLE OLD SCORES AND START NEW ONES

Modern Warfare® III celebrates the 20th anniversary of Call of Duty® with one of the greatest collections of Multiplayer maps ever assembled – both fan favorites and all new ones. All 16 launch maps from the original Modern Warfare® 2 (2009) have been modernized with new modes and gameplay features and will be available at launch to get everyone started, while over 12 all-new core 6v6 maps will fuel post-launch live seasons.

ALL NEW OPEN WORLD ZOMBIES

For the first time, team up with other squads to survive and fight massive hordes of the undead in the largest Call of Duty® Zombies map ever. Modern Warfare® Zombies (MWZ) tells a new Treyarch Zombies story with missions, core Zombies features, and secrets to discover.

*Actual platform availability and launch date(s) of Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is 2 days. Limited time only. Internet connection required and online Multiplayer subscription may be required.

**Actual play time subject to possible outages and applicable time zone differences.

***Call of Duty®: Modern Warfare® II / Call of Duty®: Warzone™ on Xbox One / Xbox Series X|S required to redeem. Sold / downloaded separately. Must be redeemed by November 10th, 2024.

****Weapon Vault design limited to Weapon Vault contents at launch.

*****Battle Pass, Call of Duty® points, and Tier Skips will be accessible in Modern Warfare® III once the Season 1 Battle Pass is made available in game. Battle Pass redemption applies to one Season of Modern Warfare® III Battle Pass only.

For more information, please visit www.callofduty.com.

© 2023 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, CALL OF DUTY WARZONE, and MODERN WARFARE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the property of their respective owners. This product contains software technology licensed from Id Software (‘Id Technology’). Id Technology © 1999-2023 Id Software, Inc.

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Call of Duty®: Modern Warfare® III – Cross-Gen Bundle

Activision Publishing Inc.


3634

$69.99

Pre-order any digital edition and receive:

– Early access to the Open Beta, starting October 12*
— Early Access is October 12 – 14 on Xbox One and Xbox Series X|S
— Open Beta access is available for all Xbox One and Xbox Series X|S players from October 14 – 16
– Play the Campaign up to a week early**
– Immediate access to content in Call of Duty®: Modern Warfare® II and Warzone™. Also available in Modern Warfare® III at launch.
— Soap Operator Pack***
— Zombie Ghost Operator Skin***

**Actual play time subject to possible outages and applicable time zone differences.

Includes:

– Cross Gen Bundle of Call of Duty®: Modern Warfare® III
— Includes Xbox One and Xbox Series X|S versions of the game

ADAPT OR DIE IN A FIGHT AGAINST THE ULTIMATE THREAT

In the direct sequel to the record-breaking Call of Duty®: Modern Warfare® II, Captain Price and Task Force 141 face off against the ultimate threat. The ultranationalist war criminal Vladimir Makarov is extending his grasp across the world causing Task Force 141 to fight like never before.

IT’S TIME TO SETTLE OLD SCORES AND START NEW ONES

Modern Warfare® III celebrates the 20th anniversary of Call of Duty® with one of the greatest collections of Multiplayer maps ever assembled – both fan favorites and all new ones. All 16 launch maps from the original Modern Warfare® 2 (2009) have been modernized with new modes and gameplay features and will be available at launch to get everyone started, while over 12 all-new core 6v6 maps will fuel post-launch live seasons.

ALL NEW OPEN WORLD ZOMBIES

For the first time, team up with other squads to survive and fight massive hordes of the undead in the largest Call of Duty® Zombies map ever. Modern Warfare® Zombies (MWZ) tells a new Treyarch Zombies story with missions, core Zombies features, and secrets to discover.

*Actual platform availability and launch date(s) of Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is 2 days. Limited time only. Internet connection required and online Multiplayer subscription may be required.

**Actual play time subject to possible outages and applicable time zone differences.

***Call of Duty®: Modern Warfare® II / Call of Duty®: Warzone™ on Xbox One / Xbox Series X|S required to redeem. Sold / downloaded separately. Must be redeemed by November 10th, 2024.

For more information, please visit www.callofduty.com.

© 2023 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, CALL OF DUTY WARZONE, and MODERN WARFARE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the property of their respective owners. This product contains software technology licensed from Id Software (‘Id Technology’). Id Technology © 1999-2023 Id Software, Inc.

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Call of Duty®: Warzone™

Activision Publishing Inc.


3981

Welcome to Warzone™, the massive free-to-play combat arena which now features the brand-new map, Al Mazrah.

Turn the Heat Up
Join forces with your friends and jump into a sprawling battleground in the metropolitan area and rural outskirts within the Republic of Adal.

Loot For Rewards
Discover supply boxes and complete contracts to build your arsenal and gain a tactical advantage.

Introducing DMZ Mode
Drop into the all-new sandbox objective-based mode to choose your own experience within the warzone and collecting gear to keep in your Call of Duty®: Warzone™ inventory.

Purchase the Call of Duty®: Modern Warfare® II Vault Edition and get the Red Team 141 Operator Pack, FJX Cinder Weapon Vault*, 10 hours of 2XP, 10 hours of Weapons 2XP, Battle Pass and 50 Tier Skips** – also usable in Warzone™.

An Xbox Live Gold subscription is not required to play the Warzone™ game mode. All other online modes still require Xbox Live Gold.

*Weapon Vault design limited to Weapon Vault contents at launch.

**Battle Pass redemption applies to one season of Modern Warfare® II Battle Pass only.

For more information, please visit www.callofduty.com.

© 2022-2023 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, MODERN WARFARE and CALL OF DUTY WARZONE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners. This product contains software technology licensed from Id Software (‘Id Technology’). Id Technology © 1999-2023 Id Software, Inc.

The post Call of Duty Next: Everything Announced for Modern Warfare III, From the Beta to Zombies appeared first on Xbox Wire.

Assassin’s Creed Mirage is Out Now and the Creative Director Discusses Honoring the Iconic Franchise with a Return to Its Roots

Assassin’s Creed Mirage is out now on Xbox One and Xbox Series X|S, and ninth-century Baghdad is yours to explore as Basim Ibn Ishaq, a young street thief who grows into the role of a master Assassin. As a member of the Hidden Ones (who will eventually become known as the Assassins), Basim will set out from secret Bureaus around the city to investigate shady activities and follow increasingly dangerous leads, eventually taking on big, open Black Box assassination missions that challenge players to use their skills and environment to identify, locate, and take down targets.

It’s an approach that echoes the structure of the very first Assassin’s Creed, and Assassin’s Creed Mirage is in many ways a deliberate return to the series’ roots. In addition to bringing the story back to the Middle East and letting players embody an initiate in the Hidden Ones, Assassin’s Creed Mirage takes concepts and tools from the early games in the series and revitalizes them with modern gameplay sensibilities and greater depth. For example, Basim can unlock familiar weaponry, including explosive traps and noisemakers, blowguns, and throwing knives, and can now customize them with a selection of buffs like poison and bonus damage. Assassin’s Creed Mirage also puts a big emphasis on stealth; while Basim is capable with his sword and dagger, groups of enemies can quickly overwhelm him, meaning that fighting should be his last resort if hiding and running fail.

Assassin's Creed Mirage

To find out more about how Assassin’s Creed Mirage’s approach came together, we spoke with Creative Director Stephane Boudon about revitalizing the series’ roots, the feelings the team wanted the game to evoke, and the lure of a good investigation.


Assassin’s Creed Mirage has been touted as a return to the series’ origins, bringing everything full circle before the series embarks on something new. How did that idea take shape? What was the initial vision for the game, and how did its scope change over the course of development? 


Assassin’s Creed Mirage started as an Assassin’s Creed Valhalla DLC on paper for a few weeks. After a first pitch, we were pleased to see that the reception was great, and we decided to move to a standalone game. Only the main pillars of the game remain from that very first pitch: Becoming an Assassin, the immersive city, and the impactful journey. But the location, the main character, the global historical context, and the first draft of story pitch have been reworked. 

During this shift, we started to look more closely at Baghdad and quickly drew connections with Basim’s past. Then the pieces started fitting together: The historical context and its many historical figures encompassed a period of turmoil, with the Anarchy at Samarra teasing the incoming Zanj Rebellion later. It was the perfect material to build the pivotal moment we needed to bring the conflict to a high level. 

Assassin's Creed Mirage

Was the return to the series’ roots in part to address fan requests for an experience closer to the earlier games? 


Partially, yes; we were aware that a part of our community was asking for a more condensed scope, and with the Assassin fantasy in mind, many of us on the development team were among them. But we also wanted to cook up something special for the 15th anniversary of the franchise: an ode to the very first Assassin’s Creed games. 

Of course, this was a perfect match for us at Ubisoft Bordeaux, in terms of scope and production capacity. An opportunity of a lifetime for a relatively new studio! 

Assassin's Creed Mirage

How did you settle on which elements to include? For example, Mirage brings back wanted posters for players to tear down; eavesdropping from nearby hiding spots; and explosive traps, to name a few. How did you decide what made the cut? Was it necessary to modernize or otherwise adjust them for new audiences? 


We didn’t really work like that; in fact, we never had any list of features to bring back. We only worked with a strong fantasy in mind, and the many experiences that we wanted to relive. Most of the time, like the creators before us, we crossed the same paths.  

For instance, when we created the Notoriety system, we wanted a way to decrease it. To achieve this, we wanted something immersive, something that brings the city to life, and something you can witness. Of course, we were fondly inspired by the past games, and naturally the wanted-posters feature came up. It ticked all the boxes we wanted to reach, and on top of that, it was a nice throwback to Assassin’s Creed II – but most importantly, we made sure it serves an actual purpose in Assassin’s Creed Mirage

Same goes with the other features you mentioned: hiding spots for the vanishing loop, eavesdropping for unlocking clues in the investigation system, or the trap as tactical tool to execute your stealth strategy. The design of each of these throwback features is always brand-new and relevant to our systems; we developed and integrated them because we needed them to support the vision. And I think this is one of the strengths of Mirage: Players will never encounter extraneous features or content. Everything is here to contribute to an experience or a specific emotion. 

Assassin's Creed Mirage

The game’s structure is strongly reminiscent of the very first Assassin’s Creed, where players conduct investigations that gradually lead to a big, elaborate assassination, with return trips to a Bureau in between. Obviously, Basim’s investigations are much more elaborate and involved than the side tasks Altaïr performed in the first game, but how was it decided to return to that structure? How did you approach it initially, and what were you hoping to recapture with it? 


The overall game structure of Assassin’s Creed Mirage is classic but efficient. It follows the journey of Basim: At first you are guided as you learn to become an Assassin, and then as you progress and become autonomous, you are thrown into the big city, giving you the agency to tackle your investigations in any order you see fit. Then the structure shrinks again for the grand finale. 

When I replayed the first Assassin’s Creed just before working on Mirage, I loved to see how the investigation was at the center of its plot. I immediately saw the potential of such a fantasy; of course, it was simpler and more generic at that time, but other entries in the series started to pave the way for this legacy – with the tracking of the Order of the Ancients, for instance. We only had to get a bit more radical with our approach by centering everything around a single investigation board, giving you incentives and a consistent experience all along your adventure. I’m glad this investigation focus is back and expanded in Mirage

The Bureaus are of course something we couldn’t miss. They are part of the fantasy and the lore of the investigations of the Hidden Ones, a place where Rafiks [Bureau heads] collect clues, gather informers’ intel, and share contracts from the various ally factions. But the Rafiks are also there to help you wrap up your investigation and grant you permission to kill with the iconic heron feather. It’s central and characteristic to the organization of the Hidden Ones. 

Assassin's Creed Mirage

When looking back at the early games in the series, what feeling or dynamic did you most want to recapture with Mirage? What was important to bring back or preserve, and how do you ensure that you’re staying true to the original games while still creating something brand new? 


We had many, in fact! Therefore, we built some pillars to support them, which were always aligned with our decisions all along the production. The “hidden in plain sight” fantasy was the first of those statements, with the grand return of social blending, the stealth-focused gameplay, and the one-hit assassination. Progression and mastery composed the second one, with the focus on Basim’s linear progression from a street thief to a Master Assassin, reminiscent of Ezio and also Altaïr, who was demoted at the beginning of the first game. This idea of climbing the ranks of the Brotherhood was important for us, empowering yourself with deadly tools and new skills. 

The immersive city was the third one, with the urban setting of the round city of Baghdad. On top of a dense crowd, we created immersive systems like the notoriety system to make you understand the city like never before. Parkour is also something Baghdad brings back almost by itself, thanks to its flat roofs and its architecture, a thing we reinforced with the level-design team by adding “highways” to help you cross the city swiftly and efficiently. 

The final one was all about unveiling mysteries as you collect clues to reveal your next target. You will always end up in a Black Box assassination mission, which will allow you to use various opportunities to express your creativity. We never doubted taking inspiration from the original games. We followed our guts and our heart, and it’s now to the players to judge. 

Assassin’s Creed Mirage is out now on Xbox One and Xbox Series X|S, and its Deluxe Edition is also included on Day 1 with the Ubisoft+ subscription service on Xbox. Get ready to strap on your Hidden Blades and see what lurks beneath Baghdad’s vibrant surface.

Xbox Live

Assassin’s Creed® Mirage

Ubisoft


100

$49.99

Experience the story of Basim, a cunning street thief seeking answers and justice as he navigates the bustling streets of ninth-century Baghdad. Through a mysterious, ancient organization known as the Hidden Ones, he will become a deadly Master Assassin and change his fate in ways he never could have imagined.

– Experience a modern take on the iconic features and gameplay that have defined a franchise for 15 years.
– Parkour seamlessly through the city and stealthily take down targets with more visceral assassinations than ever before.
– Explore an incredibly dense and vibrant city whose inhabitants react to your every move, and uncover the secrets of four unique districts as you venture through the Golden Age of Baghdad.

This game leverages Smart Delivery allowing access to both the Xbox One title and the Xbox Series X|S title.

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Assassin’s Creed® Mirage Deluxe Edition

Ubisoft


105

$59.99

The Deluxe Edition includes a Prince of Persia–inspired Deluxe Pack with outfit, eagle and mount skins, weapons, and more! It also includes a digital art book and selected game soundtrack accessible from assassinscreedmirage.com/digital-artbook.

Experience the story of Basim, a cunning street thief seeking answers and justice as he navigates the bustling streets of ninth-century Baghdad. Become a deadly Master Assassin and change his fate in ways he never could have imagined.

– Experience a modern take on the iconic features and gameplay that have defined a franchise for 15 years.
– Parkour seamlessly through the city and stealthily take down targets with more visceral assassinations than ever before.
– Explore an incredibly dense and vibrant city whose inhabitants react to your every move, and uncover the secrets of four unique districts.

This game leverages Smart Delivery allowing access to both the Xbox One title and the Xbox Series X|S title.

Xbox Live

Assassin’s Creed Mirage & Assassin’s Creed Valhalla Bundle

Ubisoft


99

$99.99

Play the two latest installments of the iconic Assassin’s Creed franchise with Assassin’s Creed Mirage and Assassin’s Creed Valhalla.

Assassin’s Creed Mirage: Experience the story of Basim, a cunning street thief with nightmarish visions, seeking answers and justice as he navigates the bustling streets of ninth-century Baghdad. Through a mysterious, ancient organization known as the Hidden Ones, he will become a deadly Master Assassin and change his fate in ways he never could have imagined.

Assassin’s Creed Valhalla: Become Eivor, a legendary Viking warrior raised on tales of battle and glory. Explore England’s Dark Ages as you raid your enemies, grow your settlement, and build your political power in a quest to earn your place in Valhalla.

This game leverages Smart Delivery allowing access to both the Xbox One title and the Xbox Series X|S title.

The post Assassin’s Creed Mirage is Out Now and the Creative Director Discusses Honoring the Iconic Franchise with a Return to Its Roots appeared first on Xbox Wire.

Treachery in Beatdown City: Ultra Remix is Out Now on Xbox

Treachery in Beatdown City Ultra Remix is a Dark Comedy Brawling Action Tactics game. Think Double Dragon meets Fallout VATS meets Key and Peele, which might seem funky, but when you play it, you’ll understand!

Our fights are more personal, driven by a deep fighting system against enemies that are a bit different than typical brawler fair. Growing up in 80s/90s New York, we saw first-hand the city that many beat ‘em ups (and action movies) got their inspiration from. And as fans of those games and movies, we designed our enemies to be somewhere in between. So, you get to get into angry conversations, and then fight enemies ranging from terrible tourists, abusive cops, washed up wrestlers, entitled influencers, affluent punks, shouting hipsters, ninja terrorists and more all while freezing time, building large custom combos, and unleashing them on your enemies!

TIBC characters

Spreading out across several levels, you’ll travel to spots like the way too hip SoNo district, the windy streets of Chinatown, City Hall in lock down, the grimy subways, TV station offices, rooftops, and so much more on your way to getting to the bottom of the treachery in Beatdown City. All the while nodding your head to the timeless tunes by Inverse Phase, our favorite chiptune artist (whose tracks were the basis for our rap beats).

TIBC screenshot

Setting the stage is an 80s/90s trope-heavy story where the president, Blake Orama, is kidnapped by Ninja Dragon Terrorists. The billionaire Mike Moneybags decides to put his security firm in charge of the investigation and shuts down the police, which is suspicious to everyone. This is where the players come in – Lisa Santiago, a fierce Boxer and MMA fighter, Bruce, a playful practitioner of jeet kune do and capoeira, and Brad Steele, a quick to temper former professional wrestler, come in.

Your group of heroes is on the case, but for some reason instead of fighting ninja terrorists, the group has to get into increasingly more ridiculous fights with an ever-growing bunch of habitual line steppers on the streets who start fights for the stupidest reasons.

TIBC streets

Inspired by the comedy of “Key and Peele” and “Chappelle’s Show”, with a nod to the ridiculousness of action games and movies of the 80s and 90s, Treachery in Beatdown City Ultra Remix takes you on a ride through a dense city packed with even denser people.

Treachery in Beatdown City: Ultra Remix is Out Now on Xbox One, and Xbox Series X|S. For more information, please follow NuChallenger and Beatdown City on Twitter, and pick up yours on Xbox today.

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Treachery in Beatdown City: Ultra Remix

NuChallenger

$29.99
Xbox One X Enhanced

Treachery in Beatdown City Ultra Remix is an innovative Dark Comedy Brawling Action Tactics game.

FIGHT THE POWER

The US president Blake Orama has been kidnapped by Ninja Dragon Terrorists! Three unique heroes, Lisa Santiago, Bruce Maxwell and Brad Steele, must use their distinct fighting styles and combat skills to fight everyone under the sun in order to rescue him.

Use Lisa’s icey boxing style to throw punches and strike fear into your enemies with her MMA skills; throw your opponents like ragdolls with Brad’s professional wrestling moves, or let your Glow shine with Bruce’s deadly Jeet Kune Do martial arts and capoeira style.

BRING THE PAIN

Select from a huge variety of attacks designed to lay your enemies out flat. Mix them up with completely unique custom combos filled with grapples and finishers, and inflict an array of status ailments to finish them off. Corrupt cops, entitled joggers, affluent punks, preppy jocks, angry socialites, bikers, ninjas, terrorists, ninja terrorists (?) and over 100 more distinct class based enemies will learn what it’s like to be on the corner of Mess Around Ave. and Find Out Blvd.

MEAN STREETS

Explore the streets of Beatdown City. Tread through murky underground subways, the overbearing indulgence of Times Square, the winding streets of Chinatown, all the way to the top of the pristine Moneybags News Network building.

KICK OUT THE JAMS

Take back the power while listening to new and original tracks by Inverse Phase, creator of albums such as Pretty Eight Machine and The Chipping Of Isaac.

The post Treachery in Beatdown City: Ultra Remix is Out Now on Xbox appeared first on Xbox Wire.

Dinobreak Stampedes onto Xbox Series X|S and Xbox One Today

Hello Survivors!  My name is Evan Wolbach, co-founder of Dead Drop Studios. Today I’m thrilled to share all sorts of juicy morsels about our latest survival horror title, Dinobreak. It’s our most action-packed game yet, and it absolutely sings (or roars!) on Xbox Series X|S and Xbox One.Prepare for a truly primal terror!

DB screenshot 3

More Fun Than a Barrel of…Dinos?

Up until now, we’ve created classic survival horror games featuring the undead in the Outbreak series.  Dinobreak changes that with a more action focused approach, and of course, plenty of scaly beasts to take down and flee from. Building upon our years of know-how and on feedback based on Outbreak: Contagious Memories, Dinobreak is a fresh romp featuring an original story, new and accessible difficulty options, our best visuals yet, unlockable modifiers and cheats, and a bonus mode that’s sure to be a blast to replay again and again.

DB screenshot1

Use Multiple Cameras for a Different Experience

Similar to Outbreak: Contagious Memories, you can freely choose your camera type in Dinobreak.  Whether you prefer a traditional, over-the-shoulder camera, a more modern first-person view, or you have a hunger for that classic fixed-camera style, Dinobreak has you covered.  The game is fully playable in all views, and you can even swap between them on the fly, so explore the way you want to.

Dinobreak - screenshot

Avoid Eggs to Conserve your Resources!

In this adventure, you once again step into Lydia’s shoes to escape Cypress Ridge, but this time it’s being ravaged by dinosaurs. You’ll be taking down hordes of raptors while carefully managing your inventory and solving puzzles. You can choose to sneak around eggs to avoid encounters, or you can go in guns blazing and take down every last primordial pest in sight. Don’t take too much time deciding, though; spend enough time in an area and those pesky eggs will start hatching.

Dinobreak - eggs in a lab

Fun for Both First-Time and Veteran Players

For the first time, we’re offering extra, easier difficulty options so that fresh meat to the world of survival horror can play and enjoy Dinobreak.  In assisted and easy modes, you’ll find plenty of ammo and pick-ups so you can get acclimated to the basics of survival.  If you crave a more savage challenge, hard and primal difficulties will put your back to the wall as an army of dangerous beasts threaten to tear you limb from limb. Gulp!

Dinobreak - closeup

More Than Just Story Mode

As with most of our titles, Dinobreak features a bonus mode. This time, you can enter Operation: Feral Raptor, score huge points, and escape while also saving other survivors.  Both this and story mode are playable in local co-op, so abscond with a friend to experience a different type of fear. Dinobreak rampages to Xbox Series X|S and Xbox One today via Smart Delivery. Can you escape before nature’s most fearsome creatures turn you into their lunch?

Xbox Live

Dinobreak

Dead Drop Studios LLC


8


$19.99

$15.99

The crises of the past return in DINOBREAK as dinosaurs overwhelm a metropolitan city on a fateful night in 1999. Band together with survivors across the city to uncover the origins of the onslaught, and find a path to safety. DINOBREAK looks, sounds and plays like a ’90s-era survival horror game. Cheesy acting, extreme gore, exhilarating action, and resource management await as you fight through hordes of dinosaurs to escape alive. Take one last trip to the world of survival horror in this one-of-a-kind adventure.

The post Dinobreak Stampedes onto Xbox Series X|S and Xbox One Today appeared first on Xbox Wire.

Hi-Fi Rush: From a Little Idea to a Very Big Surprise – The Exclusive Oral History

Hi Fi Oral History Hero

Hi-Fi Rush: From a Little Idea to a Very Big Surprise – The Exclusive Oral History

Summary

  • The talented development team at Tango Gameworks shares in their own words the story behind one of 2023’s biggest surprises: Hi-Fi Rush.
  • From the early stages of development and through release, we get an exclusive peek behind the curtain of game creation on today’s platforms.
  • Hi-Fi Rush is available to play today on Xbox Series X|S, Windows PC, and with Xbox Game Pass and PC Game Pass.

Hi-Fi Rush turned us up to 11 before we even knew what hit us.

In one of the year’s biggest surprise releases, Tango Gameworks – a studio that cut its teeth on the paranormal genre with excellent projects like Evil Within 1 & 2 and Ghostwire: Tokyo – launched Hi-Fi Rush and served notice that its talented group of game developers were much more than just “a horror game studio.” Hi-Fi Rush was brash, bold, colorful, and most importantly, fun!

This incredible project — which had been developed in secret at Tango for nearly five years — pleasantly knocked its custom-built guitar over our heads with its crisp, rhythm-based gameplay, excellent soundtrack, and memorable characters, all wrapped up in a unique world for us to explore.

Because of its “shadow drop” release, it bucked the trend of a preview circuit (announce, hands-on previews, etc.) so we haven’t had a chance to follow the game’s creation – until now.

Xbox Wire was given exclusive access to talk to the heads of development at Tango Gameworks to bring you this unique, behind-the-scenes look at the inception of an idea as it moves through the entire creative process, right up to its full release.

Throughout this piece you’ll learn how Game Director John Johanas first pitched his dream project to the heads of the studio, how Lead Programmer Yuji Nakamura helped create the initial prototype that would be the framework the team would follow, how the team arrived at the bold art design led by Lead Art Director Keita Sakai, and how Audio Director Shuichi Kobori helped blend an absolutely banging rock-and-roll soundtrack into the action-packed gameplay of Hi-Fi Rush.

We hope this small peek behind the curtain of game development will give you a deeper appreciation for the massive amount of work and dedication that goes into our favorite games. Please enjoy!

DEVELOPER PROFILES

Game Director John Johanas Headshot

Game Director John Johanas

John Johanas joined Tango Gameworks in 2010. His first official project was as a designer on the survival horror game, The Evil Within. As Game Director on Hi-Fi Rush, he was involved in planning out the entire IP from scratch, creating the characters, game mechanics, writing the story, and finding solutions to problems as they came along during this huge new challenge for the studio. Later, as the project moved further into production, he became focused on the creative direction of the project and writing the game’s script. He loves the ending track “Honestly” by Zwan, a song that he had on repeat when writing the script. “It just fit the vibe of the game I was hoping to make so well. I’m just glad we were able to license the track for the ending of the game as it works perfectly.”

Lead Programmer Yuji Nakamura Headshot

Lead Programmer Yuji Nakamura

Yuji Nakamura has been working at Tango Gameworks since 2016, but one of the first games he ever worked on was Dragon Ball: Revenge of King Piccolo for the Nintendo Wii — his first game with Tango was The Evil Within 2. Hi-Fi Rush was his first experience working as lead programmer on a large-scale project. He was responsible for the management of programmers on the application side, overseeing the quality of the gameplay for the controllable characters and battles, direction and the production of the UI, data deadline management, and more. His favorite track from Hi-Fi Rush is “1,000,000” by Nine Inch Nails. “It was used for the first boss, which I worked on to some extent, and it’s the song I heard the most.”

Lead Art Director Keita Sakai Headshot

Lead Art Director Keita Sakai

One of the first games Keita Sakai worked on was The Wonderful 101 from Platinum Games. After joining Tango Gameworks 10 years ago, his first project was The Evil Within. While he has been working in the video game industry for 13 years now, before that he worked on background art for anime for over a decade on such projects as “Cyborg 009,” “Astro Boy,” “Stand Alone Complex,” “Macross 0,” “Tekkonkinkreet,” and “Sword of the Stranger.” For Hi-Fi Rush he worked on designing all things that were art related, which tapped into his experience in anime. He was responsible for the creation of the art for the overall world and universe, like concept art, designs, and lighting as well as the direction and task management related to art. His favorite song from Hi-Fi Rush is “Lonely Boy” by The Black Keys. “When the opening begins, my 6-year-old and 2-year-old kids start dancing around and get all rowdy. My son also loves it so much I hear him humming it.”

Audio Director Shuichi Kobori Headshot

Audio Director Shuichi Kobori

Shuichi Kobori’s first game was working on the classic Square game, Chocobo Racing. When he joined Tango Gameworks 11 years ago, his first project was The Evil Within. What was notable about Hi-Fi Rush is that he was able to work on the project from the very beginning, from scratch, to help make a new IP. He was responsible for the content and quality of all things related to sound, such as music, sound effects, and voiceovers, and for the quality of the experience where the music and gameplay are closely tied together. While he loves all the music from Hi-Fi Rush, his favorite is “Whirring” from The Joy Formidable, “because of the way it connects to the story and creates a very emotional feel.”

THE BEGINNINGS

It’s one of those ideas that you would say when drunk and then that’s it, you wouldn’t do anything with it.

Game Director John Johanas Black and White Headshot

It’s one of those ideas that you would say when drunk and then that’s it, you wouldn’t do anything with it. We were trying to figure out the date where I randomly would just come over to someone and say, “You know what would be cool… fighting to the music, or something.” And then I’d just walk away, and they were like, “That was weird, and I didn’t know what you were talking about.” It must have been, I want to say, 10 years ago or something where I had this general idea.


Lead Programmer Yuji Nakamura Black and White Headshot

Everyone was kind of watching him create a new concept, and it turned into a concept that Mikami-san liked and said, “OK, let’s make that.” But [at that point] everybody was already kind of shifted development-wise onto Ghostwire: Tokyo. Me included. Mikami-san called me over into his office one day and said, “Hey, do you want to help out on this?”


Lead Art Director Keita Sakai Black and White Headshot

At the time I heard about Hi-Fi Rush being submitted amongst other concepts, I thought that this was the one that Tango would not choose. I thought it was a joke and I was surprised that it got chosen [laughs]. When that happened, I learned that I need to be humble. Because as Nakamura-San and John started to work on it — I could see them working hard on it – I learned that it was not a joke, and this is something that [needed] to be taken seriously.


Lead Programmer Yuji Nakamura Black and White Headshot

When I heard it was more of an action game than a rhythm game… at the time, personally, wanted to make a new action game. So, for me, I felt, “Hey, this is a chance for me to work on something new, a new type of action game that I wanted to do.” It fell in that range of things that I wanted to do next, and the initial documentation didn’t portray Hi-Fi Rush as a dark-colored game; Evil Within and Ghostwire are a little bit darker in color and this one… I wouldn’t say [the prototype] was as bright as it ended up being, but it was completely a different color, and it was not as dark. And I saw that as a good thing, I wanted to work on something new and different and so it also fell within that range of things that I wanted to work on.

At the time, there were basically two pitch meetings. One was to the studio head, Mikami-san, and we needed to make sure he was cool with it before we showed it to the publisher [Bethesda].


Game Director John Johanas Black and White Headshot

So, the initial pitch meeting was not to Bethesda. It was internally within our company. I pitched it to my boss and I’m trying to think who else was in the room. I think our executive producer on the Bethesda side, Colin Mack, was there as well, taking pitches for what be developed in tandem with Ghostwire: Tokyo. So, I pitched the idea.

I had about a 10-page document. But the high-level pitch was basically an action game where everything that you do matches with the music and creates a living soundtrack. That’s kind of the elevator pitch right there. And then I went into detail:

“OK, so you’re going to be this defect who gets a robotic arm with their music player placed in their chest. And then they’re being hunted down by the company. And you must take out the bosses one by one. So, it’s kind of very meta in that sense, and very easy to understand. So, we don’t have to worry about storytelling. It’s more about these fun and interesting characters, and it’s going to be cartoony and over the top and self-aware, but just an emphasis on fun.”

It was something that I think everyone thought sounded cool. No one turned away like, “That’s stupid, that sounds dumb.” Probably because I pressed it as being, “I know it’s stupid, and it’s self-aware and we’re going to play with that. And it’s going to be fun because of that.” So, everyone saw that as being a great idea and they like the idea of music and action together because I think everyone just understands that that’s a good combination of things.


Lead Programmer Yuji Nakamura Black and White Headshot

I was very anxious at the time going into that meeting because I wasn’t sure if it was good enough, and I was very nervous that this might be the end of the project. But it turned out that the reactions were really good, and the next step was to polish it up so that it’s presentable in a more publisher-friendly way.


Game Director John Johanas Black and White Headshot

But obviously, the same reaction came that I expected, which was “I don’t think Bethesda is going to go for this. We’ve never done something like this before, so, that’s going to be a hard sell.” And so, there was an interest, but how it sounds on paper it seems like a good idea, but is it really going to work out? Like, “Can you guys do it? You’ve only done horror games…”


Lead Programmer Yuji Nakamura Black and White Headshot

When I got called in and [the concept was explained], I felt honored that I was chosen. But the thing is, the concept itself was really kind of easy to understand — it was a rhythm and action game that felt good in a unique way. From the documentation, and the verbal explanation, I was able to understand that mentally and I could also tell from that explanation that we needed a prototype to prove this out.


Game Director John Johanas Black and White Headshot

Because we liked the idea, we decided to make the smallest team possible, and see if we can make something [to show] not on paper, but a proof of concept. So, we went to prototype it, just myself and a programmer (Yuji Nakamura) for a year.


Lead Programmer Yuji Nakamura Black and White Headshot

From there, the ball kept rolling and snowballing into a bigger thing, and we figured out what needed to be done to make it presentable to the publisher. And then once it was presented to the publisher, it just kept chugging forward, development kept chugging forward, and about four years later we have the game. But yeah, that initial pitch was the most nervous moment for me personally for this project.

BUILDING THE PROTOTYPE

I wasn’t really sure if I could actually make that.

Game Director John Johanas Black and White Headshot

We worked on the prototype for a year. We did get some help when we realized we needed it, like getting some animations in there or some visual effects. But for the most part, most of it was done by me and our lead programmer, Nakamura-san, and we did a lot of trial and error, but we did finally nail on what the core concept was.


Audio Director Shuichi Kobori Black and White Headshot

John came to me, asking if he wanted to make a sound and action type of game, what kind of things would be needed for that? So, we brought in an audio programmer to help them understand. I thought back to my experience prior to joining Tango — I worked on some rhythm games in the past — and was able to talk to John about the challenges of making something like this. I realized quickly that what he had in mind would be different from the other kinds of rhythm games out there. But I could also tell what kind of challenges there were going to be, what the team would be facing, and the importance of the sound and music that would be chosen.


Lead Programmer Yuji Nakamura Black and White Headshot

I could imagine in my mind what the game would be like, but I wasn’t really sure if I could actually make that. We had this initial concept document that John had created. And we tried to implement that into a game, or create a game prototype, of what was exactly in that concept document — that didn’t really go well. We spent about three months… two to three months… a lot of trial and error, just trying to reproduce what was in the document and it didn’t really work. And so, we had to come up with different things to try out — the fun on paper didn’t really translate well inside the prototype.

That turned out to be our biggest first challenge, that we needed to make sure that the fun we had in John’s mind be present in the prototype. What happened was that when we tried to recreate what was in the document to the letter, basically what happened was it turned out to be a very slow type of action game — we needed about three or four more months to figure out how to change that to be more fun. After about the fourth month, it started to click. It worked.


Game Director John Johanas Black and White Headshot

We were looking at videos recently and were like, “Wow, this is ridiculously unchanged from the concept.” It was essentially a 15-minute playable demo, which is extremely like the first level of the game, which is kind of a walkthrough where you learn the basics of what a light attack or what a heavy attack is. We had the basic four combos in there. We had the beat hits and the parry, and we had three enemy types: a regular enemy with the sword, a gunner enemy, and then a heavy.


Lead Programmer Yuji Nakamura Black and White Headshot

It was very clear to me that John had something in his mind that he wanted to create, and he stuck to that vision from the very beginning, even though we kind of had to mold things differently. That trust really started to build because he didn’t change his thinking regarding what he was trying to achieve.


Game Director John Johanas Black and White Headshot

So, we had this demo that was 15 minutes long and kind of ended on this little teaser that we made at the end to show the further potential of the idea. And that was it, mostly for internal purposes. So, we played it internally. I showed it my [former] boss, Mikami-san, and he was like, “This is really, really cool. OK, we should figure out a way to get this in front of them [Bethesda] to present it properly.”
That prototype — and this is credit to Head of Production at Bethesda Todd Vaughn — he saw the prototype and basically decided to pass it around to a couple of people and say, “Hey, try this out,” and he didn’t say who it was from, because we didn’t have anything in this to say it was from Tango or anything like that. And internally, people were like, “This is awesome! What is this? I would buy this right now, whatever this is.” And so, by the time we went to pitch it [the second time], it had a viral internal hype behind it. People knew about it. So, we were going to pitch it and they’re like, “Oh yeah, everyone’s been talking about this. They say it’s amazing.”


Lead Programmer Yuji Nakamura Black and White Headshot

I heard the reports through John that a lot of people have played [the prototype]. I was happy to hear that those people who played it really liked it. And John was extremely happy that it was received very well; I wasn’t really sure if people would like it, but it was at a level where we could show to the publisher, at least, and that gameplay experience of fun was definitely captured. It was good to make sure that the fun that we thought we created was fun to other people.


Game Director John Johanas Black and White Headshot

In a way, I think that prototype was, realistically, the way that this game got greenlit and got made. Because people from the beginning knew it was fun and it was fun to play. And people were just replaying that 15-minute demo over and over again.


Lead Programmer Yuji Nakamura Black and White Headshot

Solving that [fun] problem was the biggest hurdle. If there were more people on the project at that time, it would have been much harder to do. So, it was a smart move to keep the project very small in the beginning.


Game Director John Johanas Black and White Headshot

It was really a game made for me. But if I think if this game is made for me, then there’s probably a lot of people who also will also resonate with this idea. I was confident that I wasn’t so outside the box that it was a weird game that would only sell for one person.

CREATING THE TEAM

All the people who were available had literally no experience making a game like this.

Game Director John Johanas Black and White Headshot

I didn’t really create the team. It was just the people who were available. And all the people who were available had literally no experience making a game like this. So, it’s not like, “I’m going to need him, and him, and him because they know how to do this and this and they’re going to make it happen.” It was, “Here’s what we want to do,” and everyone’s like, ‘I have no idea how to do this.’ Most of the first reactions were, “We don’t know how to do this; this is totally impossible.”


Lead Art Director Keita Sakai Black and White Headshot

My initial reaction, when assigned to the team, was, “This looks like fun!” That was my honest impression at the time. But also, a big question mark was, “Can we make this?” I knew immediately this was going to be a challenge, but I saw it as a challenge that would be thrilling. I was excited about it as something to look forward to and there was some nervousness there, but it felt like we were going to go to some new playgrounds.


Audio Director Shuichi Kobori Black and White Headshot

John and Nakamura-san were [the only] two people working on it and everybody else in the studio was working on Ghostwire: Tokyo, myself included. I was asked to help on it when I had time available, kind of like a part-time thing; to help when you can. But as we started seeing John and Nakamura-san iterating on their work, and being very creative, and seeing how they were improving on what they’d been creating, people tended to gravitate toward that creative excitement. The strength of the creativity there helped bring in a lot of people.


Lead Programmer Yuji Nakamura Black and White Headshot

There were a lot of people on the team that didn’t have experience in creating games that utilized music like this. But since we had a prototype that worked, we were able to use that as the teaching tool… it made more sense than a lot of verbal explanation or other kind of documentation.

The prototype was key to the whole process. They would play the prototype and then we would be able to point out what was really important to the vision of the game. There were a lot of people like me who did not have much of a musical background and we had to get a common understanding of the key ingredients of a song… We would use the prototype to create a common terminology to use within the team to express different parts of the song and how those affect gameplay.


Lead Art Director Keita Sakai Black and White Headshot

The core of the game is rhythm action. But as I talked to John initially — and John was very passionate about the rhythm action portion of the game — I was saying stuff like, “No, you must choose between rhythm or action. You can’t have both.” John kept saying, “It’s not one or the other, both are important,” and everybody said, “You must choose one,” and he’s like, “No, no, no, no, no, no.” It took a while before we were able to understand what he was really going after, but once we saw it, it dawned on us that John’s sensibilities to capture that so early on, in something that might be fun, was pretty amazing.


Lead Programmer Yuji Nakamura Black and White Headshot

By utilizing measures of music and notes that would be key to the gameplay, I was able to use that to explain to the team through the prototype and to the new people who came on board.


Audio Director Shuichi Kobori Black and White Headshot

People would bring in their own best work to help them out. And then because they’re so creative and we wanted to help them out, they would bring in their best work to put into their prototype. And then other people would see that awesome work that somebody else did, and then they’d say, “OK, I want to make sure I bring in something as good or even better,” right? So, the inspiration kind of like, fed off each other and then back in itself created this strong synergy of everybody trying to bring their best thing to the table to help them out. That’s still continuing today where people are bringing in new ideas for things on how to improve a project.

CONSTRUCTING THE SCORE

I wanted to capture the feeling of playing a guitar chord with a live band and that roughness to it.

Game Director John Johanas Black and White Headshot

Sound design was completely reversed [compared to a normal game]. The [sound team] normally would just come at the end to put sound over things, but here they had to be involved from the very beginning and figure out how things worked.


Audio Director Shuichi Kobori Black and White Headshot

John had a very strong vision about having music lined up with each stage. For some stages he had a specific licensed song in mind to use. For stages that didn’t have licensed music assigned to them, he brought to the table some sample songs that he had in mind. Some of those were not actually rock songs, but we were able to listen to the Beats Per Minute (BPM) in that song and figured out what kind of vibe he was looking for, the instruments that were being used, and the general feeling of what he was going for by listening to the samples that he brought.


Game Director John Johanas Black and White Headshot

One thing that I was set on from the beginning was focusing on rock music and non-electronic music… I wanted to capture the feeling of playing a guitar chord with a live band and that roughness to it. Not like the perfect accuracy of a digital music track or something like that. And it just kind of fits for a brawler, that sort of rock feel. And I grew up listening to rock, which was more of a personal thing, but I just thought that it was a little weirdly unrepresented in the gameplay experience sense.


Audio Director Shuichi Kobori Black and White Headshot

Yeah, John initially had this list of songs that he wanted to use. It was definitely rock-centric, late ’90s early ’00s — the kind of music he listened to while growing up. John mentioned this throughout the development of the game, that the songs he chose were of that era and the way he explained it was that the music is not very refined, but it is very strong in energy, and that those two things would fit very well with the story that he was trying to create and the feeling that he was going for — that it would bring the vibe to life inside the game itself.


Game Director John Johanas Black and White Headshot

I pushed for that, and the sound team initially came back, “What about just doing electronic music because it’s so much easier?” or “It’s going to be really hard to make tracks so people don’t get bored of rock music, because it’s just going to be rock music all over.” And so, I had to make these playlists and show that there’s all these sub-genres of rock that we can use and play around with, and I don’t think it’s going to be a problem. Because at the end of the day, if it’s good music it doesn’t matter and you’re playing the game and you’re not just listening to the music track the whole time.


Audio Director Shuichi Kobori Black and White Headshot

For the battles and the levels, the music had to kind of match that groove of what the player experience is going to be. So, you’re walking through the stage, you have a battle here, you encounter some level gimmicks here, and so what he had in mind was where to start playing the intro music, where the verses would change, how the music would start building up and sometimes relax a little bit; a kind of emotional curve designed through the music.

And when he was explaining it, he drew a picture on a piece of paper showing what it would look like. He created a graph of how you proceed through the stage — you’ll encounter these things, and then the music will go like this and like that, for example.


Game Director John Johanas Black and White Headshot

We found by trial and error the BPM range that we’re like, “OK, gameplay in this range is fun and enjoyable.” I think it was about, 130 to about 160 BPM, and there is a significant difference if you play them back-to-back, but we can use that as sort of a way to gauge difficulty and feeling for different stages just by pure battle design. We would do it with a click track, and then we would come in and we’d make a stage and part of the stage prompts would be like, “This stage is going to feature this type of rock music,” and I would give a bunch of samples about the vibe that we’re going for. “And then for this stage we wanted difficulty increase, so we’re going to up the BPM to like 145 here.” So that’s how we scaled everything. But everything that we made was interpolated, so we didn’t have to redo animations. It was actually very easy to say like, “OK, let’s just do 145… click track… and then we’ll try it out to that.”


Audio Director Shuichi Kobori Black and White Headshot

On the implementation side, once we figured out the general thinking there, we had two different challenges. One, for the use of licensed music, and the other for the use of making original songs for the stages.

On the licensed music side, the music already had beats lined up, the lyrics were already set, how many measures before things built up, how many measures of the different kinds of ‘ups and downs.’ Those were already set in stone.


Game Director John Johanas Black and White Headshot

When we would work with a licensed track, [I’d say], “This is the song… we don’t want to change the song. We don’t want it to make it feel like a remix of the song. We want to pay tribute to these licensed tracks that we’re using.”
So, we would take the track and basically pull it apart like piece by piece, like stem by stem, and say that there’s a guitar track here let’s coordinate this boss’s attack to that guitar riff, so it feels like they’re playing to that track. And time it so that it’s a four-phase fight that’s verse, chorus, verse, chorus, and when you defeat the first health bar it’ll then go into the chorus smoothly and escalate the fight. And we’d figure out what each track works individually and then see how we can incorporate that in the game and what worked best.


Audio Director Shuichi Kobori Black and White Headshot

The thing is, players can control their character, right? So, in the game, the players have this freedom to move around. It’s up to them how quickly they want to go through a stage. Me and John really wanted to make it a seamless experience when you go into cut-scenes. So, there were some of those challenges around how we control that so that it feels seamless and not so jarring. So, we had to look for places within the music to allow for loops and for things to loop back to, to allow for that seamless experience.
We all wanted to avoid that jarring experience where you get into a location where the music stops and another piece of music starts, the unnaturalness in the middle of a lyric or middle of a word that could get cut off. We wanted to avoid that.

What we did was to make sure that programmatically we would find ways to know where the player is. If it was going to be a problem, we would know beforehand and we would lengthen the animation, or we would make the music loop a little bit, so it waits for a certain musical measure to happen when the player gets there.

For the original songs, since we were able to make the music internally, we were able to control a lot more what would be utilized for this. When talking to John, he had a lot of desire to make sure the player experience was good, but especially with the original songs because we have much more control over that. For example, having the player experience a guitar riff at a better moment at the start, or linking it to the gameplay itself. There were a lot of cool things we were able to play with.


Game Director John Johanas Black and White Headshot

Everything was done in terms of beats, so every animation needed to fit, or every enemy’s attack needed to be like logically made from this attack that’s going to land in this rhythm. We have lots of very strict rules on everything, in that there wasn’t a sort of like, trial and error of guessing like, “There isn’t a music track so what do we do to make it work?” The logic was all there, it’s just kind of putting it all together.

And then when the music track came, from a combat standpoint, nothing really changed. The only thing that changed was when we’d make the music track, all the sound effects would need to be recreated for that music track. It could be in a different key and the musical stingers that come when you land like the combos and stuff, need to be made bespoke for that track.

It was a ton of storyboarding and documentation to figure out how to do that. I would say, much more complicated to making it feel like the track wasn’t being ruined and the player would also not be locked into something. That required a ton of work. But everything required a ton of work.

ART DIRECTION

Our game is ridiculous, it’s over the top, and it’s about music.

Game Director John Johanas Black and White Headshot

We were never considering anything realistic. That was a big thing I was down on. We had just made Evil Within 2 and we spent a lot of time working on realistic lighting and character models and stuff like that… but I was looking back at what are the games we remember the most. And I had this point in the pitch document where I said, “I want this to be a game that you remember,” that you’re not going to play it and then three months later forget that game came out.

All those games that came up were visually unique and not realistic looking. They played with art style, they played a lot with visual aesthetics to come up with their own identity. And so, on our pitch document, I put the ones that most people associate with Hi-Fi Rush, like Jet Set Radio, Viewtiful Joe, and Okami.

But we didn’t want to repeat what was done, so we didn’t say we wanted to just look like Jet Set Radio. So, what we did was this sort of 2D artwork, like what if a Japanese artist was asked to animate an American comic book but didn’t know anything about American comics — it should feel somewhere in-between that. Like, it doesn’t feel like a Japanese anime, but it doesn’t feel completely like an American made game.


Lead Art Director Keita Sakai Black and White Headshot

This was a big pivotal moment in the development of the game — that really helped to solidify that vision of what we were trying to achieve. It took a lot of energy, and the colorful and clean look was achieved there — it went through a lot of iterations too, trying to realize that vibe of what John was saying about something that jumps out at you and has a fun feel to it.


Game Director John Johanas Black and White Headshot

Our game is ridiculous, it’s over the top, and it’s about music. There’s no reason why we should focus on realism — let’s go crazy with ideas as well, because you could do whatever you want and it’s like a comic book world.


Audio Director Shuichi Kobori Black and White Headshot

The first initial look that we received is very different from what you know the final game is, but even at that point, I was able to tell that this is going to be different from everything else that we’ve seen — this does not look like anything that Tango has created before.


Game Director John Johanas Black and White Headshot

We had this 2D image, which is literally in the first part of the game. It’s where you first see the big Vandelay Tower, the V Tower, and in the distance you’re in this sort of production area. And everything had these keywords, this sort of colorful, sharp, and clean look. And especially when that first 2D image came out, we would put that up and say, “We should make the game look like this image.”


Lead Art Director Keita Sakai Black and White Headshot

Initially we tried to create a normal or more serious-looking Vandelay Tower, but that didn’t really seem to be the right thing to do. We wanted to make it more iconic because it’s going to be a big central thing in the game. So, Vandelay starts with a V… if the tower was shaped as a V, it would be kind of fun. Let’s give that a shot and try to make that blend with the environment to make it pop and look a little silly.
Then we started thinking, “If this is a universe that accepts a building to look like that, what other kind of things would fit in that world?” So, this piece of art really helped us in the creation of the game.


Game Director John Johanas Black and White Headshot

That’s how we came up with the initial concept of the general art style, and then we just kept iterating on it to get it to add all these small touches that you see in the final game. Whether it’s the way the shadows fall and converting it to 2D animation and things like that but, we had this first image very early on and that was our key visual. We literally said that whatever we do, replicate this. Even use perspective things to make it look exactly like this. It just must look like this, and we’ll figure out the rest later.

GAMEPLAY

If that’s how you want to play, we’re going to allow you to play like that.

Game Director John Johanas Black and White Headshot

We wanted the game to be easy to play, hard to master, and we learned very early on that you should never start with the hard-to-master part; just make it easy to play. And one of the first things we got was like, “Hey, I could just spam the Light Attack button and get through all the battles.” Yeah, you can do that, but you’re not going to get that high rank at the end. And at the end of the day, is that how you want to play? If that’s how you want to play, we’re going to allow you to play like that. Early on the team was worried, (because) you don’t need to use all these combos. And I was like, “Yeah, you don’t. But we’re going to balance it so you’re going to want to.”


Lead Programmer Yuji Nakamura Black and White Headshot

His vision for the game was very strongly expressed as action game 70%, rhythm game 30%. A 70/30 mix. But as new people came in and played the prototype, and they started thinking that it might be better to have a higher percentage of the rhythm game, John would stick to his vision and constantly explain, “No, no, no. It is a game where action is 70% and rhythm is 30%.” That was something that he said multiple times through the project.


Game Director John Johanas Black and White Headshot

You’re afraid that people would get into a groove and just use the same things. But as we were ending development, we were casually talking about [combat] like, “Oh, I use this attack on this, and this was more effective.” And others were like, “Oh, I never used that attack! I always use this one.” And so, people kind of found their own niche that they played in. And I was like, “OK, that’s exactly what we’re going for to begin with.”

We followed a mantra: No matter what we do, the game needs to feel rhythmical, but we can never sacrifice responsiveness and player freedom. It was an extremely difficult thing to balance, and the way we did it was what you see in the final result, is that we support you whenever you press a button.

One of the earliest things that (the team) had said was that if you don’t press the button on beat, the player doesn’t attack; to show that you failed. And I was like “No, that just feels terrible.” What it should feel like, is while you’re playing the game, we sync it up so even if you’re not playing to the rhythm, you feel like you are — I think that was the key.

But in the end that was the reason why it feels good. Because we saw that in people’s responses. You don’t even have to be good at rhythm games to play this because we do the work for you. It’s kind of like an assist, but it doesn’t make you feel like you’re playing poorly. We saw that too, that people have been like, “I’ve never been able to do that in the other action games, but I’m able to do it in this one.”

THE DIRECTOR’S CHAIR

We had a clear identity of what this game was very early.

Game Director John Johanas Black and White Headshot

I was like, “Look, we’re making a game that’s like a rhythm action game.” People would say, “What if we take the rhythm part out of this part,” and I’m like, “No, no, we can’t do that.”

I was the level designer, battle designer, I did all the specs for the enemies and how the battle will work out, and I would give all the feedback for the music and animation, and I would dictate how the animation needs to be fixed and how the UI should look and things like that. And I wrote everything, and I had to implement how the dialog would play out with the characters.


Lead Programmer Yuji Nakamura Black and White Headshot

He’s really the type of guy that didn’t want to bend his core vision. And I could tell by listening and watching him talk to other people, and others would come to him with ideas, and sometimes those ideas would help that for vision; sometimes they wouldn’t. But he would listen, and I would see him struggling internally, trying to find ways to make it so that those other ideas could still live without having to change that core vision.


Audio Director Shuichi Kobori Black and White Headshot

Yeah, he had a lot of images in his mind that he wanted to convey to the team for various parts of the game. For many, many parts of that game. But yeah, his hands were on so many different things and he wanted to comment on everything, or touch everything. It created a situation where he himself might get, you know, overflooded with too many things to do.


Lead Art Director Keita Sakai Black and White Headshot

There was a department head in Hi-Fi Rush that really fits this description. One could say that John was kind of like Zanzo (laughs).


Game Director John Johanas Black and White Headshot

I think I was very firm, in a strict sense. I needed to make sure that the first version of the game that we made was exactly to spec of what it needed to be. Because I’ve seen that if you have a vague first version of the game, it just kind of shakes and falls off the rails later in development when people are not sure what it’s supposed to be. We had a clear identity of what this game was very early.


Lead Programmer Yuji Nakamura Black and White Headshot

Some people might take that as stubborn. Others might take that as somebody who’s confident with his vision, who wants to realize that vision. And I felt like I could trust him a lot more because I saw him do that. Here was something that he was willing to really stick to his guns to, that he strongly believed in, and that was something that I wanted to support. So that was how our relationship kind of grew to becoming a very trusting relationship.


Audio Director Shuichi Kobori Black and White Headshot

Everybody was inspired by the good work of each other. And that good synergy was there; we all wanted to make a good, awesome game. Because of that love and desire, we could see what John was trying to achieve. If he came to the table with something that was too large to achieve, we would be able to take that essence of what he was thinking and create a counterproposal to what he was trying to do and find ways to still get what he wants, but in a more manageable way.

DEVELOPMENT

This ain’t no indie game.

Game Director John Johanas Black and White Headshot

It was supposed to be a small project from Tango. And people probably see it as this weird, sort-of AA title. Or people are like, “Oh, they made a nice indie game.” This ain’t no indie game. Obviously, I can’t say how much it cost, but it was not a cheap game to make.


Lead Programmer Yuji Nakamura Black and White Headshot

For the first two years I would say it was a small project. But what John wanted to make was not a very small thing to do. We needed to get more and more people to help. In my mind, small projects would be maybe 20 to 30 people for two years. We ended up developing for about five; I wouldn’t call it a small project at all.


Audio Director Shuichi Kobori Black and White Headshot

I saw all the tasks that went into it, and those tasks were huge. I would never call it a small project. Maybe if you look at things from a budget perspective, or relatively speaking to a higher budget game, you might have a different view. But from my perspective, I worked on it and I’ve seen the amount of tasks that had to go into creating it.


Game Director John Johanas Black and White Headshot

The game had a lot of people wearing multiple hats. I probably took on way too much doing that. But later, obviously, once the team was built out, I stepped back, and I would always do these level briefs. I would chart out what this level is about — and then then pass it over to the level designer. Because I knew we were doing something that was so different, it needed to be calculated so strongly, that I would come back in and we’d go through the level and make sure that everything was to the beat.


Lead Programmer Yuji Nakamura Black and White Headshot

People who joined the team towards the end or towards the middle of the project had a different mindset. Like, “This game might be better if there was a more of a rhythm aspect to it.” I talked earlier about our action 70%, rhythm 30% split, and they (new team members) wanted to change that ratio around a little bit so that the rhythm aspect would be a higher number. And they would find ways of trying to introduce that into the game without mentioning it to everybody else, so things might creep into the game like that we had to prevent that from happening.

The leads would meet up and John would explain very strongly to the group again that the game is 70/30 and if he starts seeing anybody say something else than that, or if he sees somebody else trying to create a feature that doesn’t really represent that, then we should probably realign ourselves again and try to make sure that doesn’t happen.


Game Director John Johanas Black and White Headshot

Not everyone on the team was musically trained or familiar with some of these aspects. Like, a battle needs to always start at the beginning of a measure and I’m like, “Nope, it’s starting on beat three. You need to redo this because it is not working.” So, I would comb over the levels and pick apart everything. If I feel like there’s not enough stuff moving in a battle, we would need to make sure people see moving things.


Audio Director Shuichi Kobori Black and White Headshot

Some moments in the game we wanted to make sure that the lyrics matched the gameplay. One song that was the most difficult to work with was Number Girl’s “Inazawa Chainsaw,” when Chai was using a magnet to get on these rails to evade the attacks of Kale. This was one where John specifically had in his mind regarding what kind of gameplay would occur when specific lyrics played in the song. It was a perfect utilization because the music is very fast, it’s got a high BPM (Beat Per Minute), it’s got these really harsh drums that start playing, but it also has a very live performance feel to it, which means it’s not a perfectly calculated BPM when you actually look at it in a computer.


Game Director John Johanas Black and White Headshot

We had a lot of retakes. A lot. Like, over everything. Even for the environment team. We have these boxes that you can break in the game, the sort of wooden-looking boxes. I want to say we made like 100 versions of that. That was one of the first props we made to figure out how much detail should go into a prop in the game.


Lead Art Director Keita Sakai Black and White Headshot

We tried out many different iterations and it turned out to be very tough to articulate. That’s when I realized that for a lot of this stuff, I’m going to have to create a lot of artwork to communicate through. We had to kind of create some artwork to make everybody feel like, “This is what is and it’s OK to look like this,” which helped make everybody feel a little bit more comfortable about how a toon shaded game is made. There was a lot of learning that needed to be done, or unlearning might be the right word, but a desire to change.

Most of the artists on the team came from within Tango, which has been known as a studio that makes more realistic looking games. Some of those artists would be thinking about like, “Can we add more gradation, or can we dirty it up a little bit so that it looks more interesting when that happens?”


Game Director John Johanas Black and White Headshot

You can tell with the production values; it’s very polished. And we had a lot of time to work on it. If you look at the staff list at the end, we didn’t have a lot of people, but it was made by a smaller scale team for a long time until the final sprint to pull people in to get it finished. Which worked in the game’s favor. I think it’s a smart way to make something that doesn’t require like 1,000 people to make a game. But to make anything that’s new and challenging… start with a small group of people. Because you’re less likely to lose a cohesive vision with the smaller group.


Audio Director Shuichi Kobori Black and White Headshot

Looking back, it was a big project for the studio because it helped create this vibe that we can create something else, you know? That we can create different kinds of games that players can love. And that confidence building and image building, when I look at it that way, it was a big project. It was a big project for Tango.

THE “SHADOW DROP” RELEASE

Every goal that we were trying to hit, we were hitting.

Game Director John Johanas Black and White Headshot

The shadow drop wasn’t the initial plan, but we did want a very short campaign. The idea that it was so different than anything we’ve done before, we wanted that to catch people by surprise. I think, realistically, we wanted something like 3 months. We would announce it, surprise people, and then say it’s coming out very soon.

But then we just could not find a good time to make it feel like it wouldn’t get overshadowed by anything else, especially in our release period — if you want to market something towards the end of the year, you get swallowed up the Christmas marketing and all those releases.

But then this Developer_Direct idea came up, where there’s a small group of titles that people already know exist, and then we can have that be a standout surprise, which then turned into making it available at that point.


Lead Art Director Keita Sakai Black and White Headshot

It was the first time for us – I had never done a shadow drop launch, it was my first experience. I don’t know if anybody else had that kind of experience, but for me it was a very thrilling experience in that regard.


Lead Programmer Yuji Nakamura Black and White Headshot

I wasn’t able to tell my friends and my family what I was working on. But, because of the shadow drop, it added an element of surprise to the customers liking the game, because of the way it was shown and announced and released at the same time. It probably added to the mystique around it, the intrigue.


Game Director John Johanas Black and White Headshot

So, the game is coming out and we’re watching the initial reactions. We’re seeing people slightly skeptical, but then it’s available now and they’re excited. They play it right away, and they’re getting blown away by the polish of it.

And then they’re like, “Well, this is like good!” and “I’m on stage three and it’s just like getting better!” and “Holy crap, what is going on with this?” People were responding and they’re saying the exact same things that we had on our sheet, like literally in the pitch document. “It’s like a moving cartoon,” or “It feels like I’m part of the soundtrack,” or “It’s like a music video,” or “I’m not even good at rhythm games but I feel like I’m playing to the beat.” People are just literally repeating the things we had, on what we wanted people to say.


Audio Director Shuichi Kobori Black and White Headshot

I didn’t realize that this is the kind of game that is best explained by actually having the person play the game rather than, you know, presenting or explaining game features. In this case, you know, it made sense to me that, you know, this would be best presented in a… what do you call it… get it in front of me, get the playable in front of the customers as soon as possible fashion.


Lead Art Director Keita Sakai Black and White Headshot

It also helped me feel a little bit nostalgic. Like, back when you’re younger and if there was a game you liked and you knew it was coming out, I would withhold information about that game from myself by not looking at the articles in game magazines and keep all the surprises for when I finally got the game in my hands. Nowadays it’s harder to do that with information just everywhere. But the shadow drop I was able to kind of do that, because there was no information about that game and when it came out, it was all a lovely surprise, because you don’t have any information of that ad campaign and so there was that kind of strangely nostalgic feel to it.


Game Director John Johanas Black and White Headshot

And that was also what people said when they were finishing the game. They’re like, “This restored my faith that you can have a fun video game.” And that was our pitch from the beginning: It’s just fun. You know? Like, remember when video games were fun type things? Not like these deep, engrossing stories that made you cry, or made you reevaluate whether you were an actual human in this society that we live in. It was just supposed to be this fun story. There is some depth to it that you can take away from it, but realistically, it’s just supposed to be about having a good time.

WHAT’S NEXT FOR TANGO Gameworks?

I think that makes us better as developers, because we get to try new things.

Game Director John Johanas Black and White Headshot

The positive reaction is that I think it (Hi-Fi Rush) did what we wanted it to do, which is to show that we were not just a studio that can only make horror games. Looking to the future, I think if we can do something like this, we’re now a studio that’s very malleable for whatever project I think we can take on. And to show that we can, if we do it, we put the effort into doing it. We don’t cop out on trying it. So, I like to think that we kind of finally achieved our goal of not being pigeonholed into one style.


Lead Programmer Yuji Nakamura Black and White Headshot

Looking back, when I looked at the team, there were people who came to Tango wanting to make realistic looking games, that darker themed or horror type of games. And when they got the position to make Hi-Fi Rush, they weren’t thinking at as a positive thing, like “Oh my God, I have to work on this?”

But as they got to know the game and as they got into the groove of development, they started to notice that it’s fun to make something that is fun.


Game Director John Johanas Black and White Headshot

I think that makes us better as developers, because we get to try new things. It’s better for gamers because they get to try new experiences that developers want to create.


Lead Art Director Keita Sakai Black and White Headshot

With Hi-Fi Rush, we were able to prove to ourselves that it is possible to be able to do something really [different]… I think, yes, it changed the attitude at the studio.

Being a studio that is kind of been labeled as “horror only” is something that we wanted to grow out of. It’s something that we’re definitely good at… but we see this as a new challenge.


Audio Director Shuichi Kobori Black and White Headshot

From my view, Tango always had a lot of freedom. There’s a lot of things that we were creating that were not seen publicly, and so I personally had a lot of confidence in that freedom that was going on here. It’s just that with Hi-Fi Rush, since it actually got released, that has changed the public’s view of Tango, right?


Lead Programmer Yuji Nakamura Black and White Headshot

Everybody here has now gained that experience of making a non-horror genre game, meaning that we can make other genres. And that confidence has definitely been built up within the studio. It changed the attitude of people here and in regards to like “Hey, what else can we make?” We can challenge ourselves to make something new that is not what the older themes of what Tango used to be.
So, we’re looking forward to what we can do in the future. We’re not sure what that is yet, but it has created this new attitude of like, let’s look forward and what new challenges can we challenge ourselves to.


Xbox Live
Xbox Play Anywhere

Hi-Fi RUSH

Bethesda Softworks


429


$29.99

$23.99
PC Game Pass
Xbox Game Pass

Feel the beat as wannabe rockstar Chai and his ragtag team of allies rebel against an evil robotics enhancement megacorp with raucous rhythm combat! From Tango Gameworks, the studio that brought you The Evil Within® and Ghostwire®: Tokyo (no, really) comes Hi-Fi RUSH, an all-new action game where the characters, world and combat stylishly sync to the music!

CHAI VERSUS THE WORLD

Labeled ‘defective’ after a shady corporate experiment mistakenly fuses a music player to his heart, Chai must now fight for his freedom in a slick animated world where everything – platforming puzzles, enemy attacks and even the colorful gags & banter – are synced to the beat.

OPEN UP THE MOSH PIT!

Take on armies of corporate drones (read: actual robots) in satisfying, rhythm-amplified combat. Time your moves to pull off flashy Beat Hits, hard-hitting special abilities and even combination attacks with your allies! Want to show off? Go further and tap into the beat to amp up your skills and earn those covetous S-rank scores.

ROWDY REBELS VS. BADASS BOSSES

Lead a squad of colorful teammates and take the fight to the heart of an, er, heartless corporation. Square off with each department’s boss, from Production to Marketing to Finance, each more ready to protect the company’s bottom line than the last in over-the-top battle sequences accompanied by their own music tracks!

GRAB YOUR HEADPHONES

Tap your toes to a killer mixtape of original music, as well as songs by Nine Inch Nails, The Prodigy, The Joy Formidable and more! Want to show off your skills to a live streaming audience? Fret not: Hi-Fi RUSH includes a streamer-friendly alternate audio mode which replaces those licensed songs with original tracks made especially for streaming Hi-Fi RUSH.


Xbox Live

Hi-Fi RUSH Deluxe Edition

Bethesda Softworks


3365


$39.99

$31.99

Feel the beat as wannabe rockstar Chai and his ragtag team of allies rebel against an evil robotics enhancement megacorp with raucous rhythm combat! From Tango Gameworks, the studio that brought you The Evil Within® and Ghostwire®: Tokyo (no, really) comes Hi-Fi RUSH, an all-new action game where the characters, world and combat stylishly sync to the music!

AMP UP WITH THE Hi-Fi RUSH DELUXE EDITION

Get the VIP backstage treatment with the Hi-Fi RUSH Deluxe Edition, including:
– Hi-Fi RUSH Base game
– Two Chai outfits*
– Seven bonus Chai t-shirts
– 808-Themed Guitar Skin
– 808 Alternate Skin
– 20,000 Gears for unlocking combat skills and other upgrades. (Note: Gears are obtained through combat and exploration in-game and not available as a purchasable virtual currency.)

*Each of the Chai Outfits includes an alternate robot arm, scarf, jacket, trousers and shoes which can be mixed and matched with other cosmetics in-game.

Note: Gears are immediately available after purchase. Players get access to the other items after beating the opening stage and can change their outfits in the Hideout.

CHAI VERSUS THE WORLD

Labeled ‘defective’ after a shady corporate experiment mistakenly fuses a music player to his heart, Chai must now fight for his freedom in a slick animated world where everything – platforming puzzles, enemy attacks and even the colorful gags & banter – are synced to the beat.

OPEN UP THE MOSH PIT!

Take on armies of corporate drones (read: actual robots) in satisfying, rhythm-amplified combat. Time your moves to pull off flashy Beat Hits, hard-hitting special abilities and even combination attacks with your allies! Want to show off? Go further and tap into the beat to amp up your skills and earn those covetous S-rank scores.

ROWDY REBELS VS. BADASS BOSSES

Lead a squad of colorful teammates and take the fight to the heart of an, er, heartless corporation. Square off with each department’s boss, from Production to Marketing to Finance, each more ready to protect the company’s bottom line than the last in over-the-top battle sequences accompanied by their own music tracks!

GRAB YOUR HEADPHONES

Tap your toes to a killer mixtape of original music, as well as songs by Nine Inch Nails, The Prodigy, The Joy Formidable and more! Want to show off your skills to a live streaming audience? Fret not: Hi-Fi RUSH includes a streamer-friendly alternate audio mode which replaces those licensed songs with original tracks made especially for streaming Hi-Fi RUSH.


The post Hi-Fi Rush: From a Little Idea to a Very Big Surprise – The Exclusive Oral History appeared first on Xbox Wire.

Xbox Insider Release Notes – Delta (2310.230928-1038)

Hey Xbox Insiders! We have a new Xbox Update Preview coming to the Delta ring. It’s important we note that some updates made in these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles.

We continue to post these release notes, even when the noticeable changes to the UI are minimal, so you’re aware when updates are coming to your device. Details can be found below!

Xbox Insider Release Notes

System Update Details:

  • OS version released: XB_FLT_2310ZN25398.2453.230928-1038
  • Available: 4 p.m. PT – October 3, 2023
  • Mandatory: 3 a.m. PT – October 4, 2023

New Features and Experiences

We have exciting news! Delta users can expect something new coming to their Xbox Update Preview.

Play From Profile

A random subset of users will notice with today’s update we’re making it easier to get, play, and see details about games others are playing directly from their profiles, as well as reorganizing the join and invite commands on these pages.

Xbox Game Pass

When launching an Xbox Game Pass title that is leaving the catalog soon, a random subset of users will see a new dialog which will help clarify exactly when it is leaving and offer an easy path to purchase the game to keep playing even after it has left.

Fixes Implemented

Thanks to the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented for this build:

System

  • Various updates to properly reflect local languages across the console.
    • Note: Users participating in Preview may see “odd” text across the console, for more information go here.

Known Issues

We understand some issues have been listed in previous Xbox Insider Release Notes. These items aren’t being ignored, but it will take Xbox engineers more time to find a solution.

Audio

  • We have received reports of users experiencing intermittent issues with audio across the dashboard, games, and apps.
    • Note: If you experience issues with audio, please submit feedback via Report a Problem immediately with the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”.
    • Be sure to include as much information as possible:
      • When did the issue start?
      • Did you lose audio just in the game/app or system audio as well?
      • Does changing the audio format resolve the issue? If yes, what was the format before and after?
      • Does rebooting resolve the issue?
      • What does your setup include? Equipment, layout, etc.
      • And any additional information you can provide to reproduce the problem.

Keyboard Button Mapping for Xbox Controllers

  • If you change your keyboard language settings while the Xbox Accessories app is open, the change will be reflected after quitting the app or rebooting your console.

Manage Queue

  • When the queue is empty, the border around “When games and apps are installing, you’ll see them here” may appear to extend off-screen. We are working on a fix.

Networking

  • We are investigating reports of an issue where the console may not connect to their network as expected on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.
    • Workaround: Wait a minute for the connection to establish. If your console still hasn’t connected, restart your Xbox from the Power Center by holding the Xbox button > Restart console > Restart.

Make sure to use Report a problem to keep us informed of your issue. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

What Happens to Your Feedback

If you’re an Xbox Insider looking for support, please reach out to the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.

When posting to the subreddit, please look through most recent posts to see if your issue has already been posted or addressed. We always recommend adding to threads with the same issue before posting a brand new one. This helps us support you the best we can! Don’t forget to use “Report a problem” before posting—the information shared in both places helps us understand your issue better.

Thank you to every Xbox Insider in the subreddit today. We love that it has become such a friendly and community-driven hub of conversation and support.

For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox Update Preview ring!

The post Xbox Insider Release Notes – Delta (2310.230928-1038) appeared first on Xbox Wire.

High On Life’s DLC Is Out Today – Let’s Talk About Horror!

High on Knife Hero

High On Life’s DLC Is Out Today – Let’s Talk About Horror!

Hi, I’m Alec Robbins, head writer on Squanch Games’ High On Life and its High On Knife DLC (out today!) It’s kind of like a mini-sequel that bridges between the base game and whatever else we do next. It’s not entirely an epilogue, but we like to think of it as a bonus episode. It’s not entirely a horror experience, but it definitely leans into the genre in ways that we didn’t fully explore with High On Life. So let’s talk about horror!

I have some aversions to horror movies and I almost never seek them out – but my partner loves them so I do watch them all the time. My background is in comedy, and I always talk about how comedy and horror are exactly the same to me, just with different context. If you’re building comedy, or you’re building horror, you’re doing the exact same labor. The whole concept of trying to create a setup that flows into a punchline that surprises people and makes them laugh – that’s identical to the structure and horror; you’re trying to set up some tension that you then release, but instead of a punchline, it’s a scare. 

High on Knife Screenshot

Hi, I’m Alec Robbins, head writer on Squanch Games’ High On Life and its High On Knife DLC (out today!) It’s kind of like a mini-sequel that bridges between the base game and whatever else we do next. It’s not entirely an epilogue, but we like to think of it as a bonus episode. It’s not entirely a horror experience, but it definitely leans into the genre in ways that we didn’t fully explore with High On Life. So let’s talk about horror!

I have some aversions to horror movies and I almost never seek them out – but my partner loves them so I do watch them all the time. My background is in comedy, and I always talk about how comedy and horror are exactly the same to me, just with different context. If you’re building comedy, or you’re building horror, you’re doing the exact same labor. The whole concept of trying to create a setup that flows into a punchline that surprises people and makes them laugh – that’s identical to the structure and horror; you’re trying to set up some tension that you then release, but instead of a punchline, it’s a scare. 

High on Knife Screenshot

The first half of the High On Knife DLC is goofy, where you’re exploring this bright place called Peroxis. You’re there because Knifey (one of High On Life’s talking weapons) got a missed-package slip, and he convinces you to travel there to pick it up yourself. You visit this place called Salt Lick City, which is populated by a bunch of slug-like aliens. It’s packed with side missions and funny moments and weird things to explore. And then that kind of leads into the stark change halfway through the DLC where you’re suddenly in what we describe internally as a haunted shipping warehouse, Muxxalon, which was absolutely not inspired by any real-life companies. We made things darker and added a flashlight, which are obviously slam-dunk horror tropes.

Even though horror and comedy are similar, writing those specific horror moments was tricky for me at first because I come from comedy. I have faith in which jokes are gonna land, but I was initially worried about the horror. In both cases, you really can’t tell for sure until it’s built up enough that you can actually play through it when the voice acting is in and see if it’s timed correctly. That’s when you can really tell if it’s gonna get a laugh. But there was horror stuff where the lighting wasn’t in yet and the sound design wasn’t quite there so sometimes we couldn’t tell if it was going to be scary until much later in the process. So I feel like horror was actually the harder thing for us to get right this time around. But that’s pretty natural because we’ve clearly perfected the art of comedy.

High on Knife Screenshot

In High On Life, we have characters that are constantly making quips and that can kind of ruin the vibe of horror. We actually have this entire section where the player is first introduced to the Muxxalon warehouse, full of dialogue and jokes. But after playing through it, we ended up taking out all the dialogue there just to make it feel a little scarier. With the dialogue it just didn’t feel scary. It wasn’t working. If the characters are talking and making jokes then they’re not scared so why should I be scared as a player? That first intro area in the second half of the DLC was the biggest test for us because we had to make the really tough call to pull back. Even one out-of-place line would ruin that moment.

I like it when comedy turns into horror and vice versa, where it’s hard to separate them. My premise for Muxxalon and how it operates is essentially “What if your boss was always over your shoulder? What if they were literally attached to your shoulder?” What if instead of like, just having a boss in an office who comes by and walks the floor… they’re a parasite attached to your shoulder telling you to get back to work. It’s absurd and funny but also? Maybe a little horrifying in practice? Maybe?

High on Knife Screenshot

A lot of the natural scares came out of those basic ideas, and they were really brought to life by Gabourey Sidibe, who plays the boss of this operation, Mux. She was really funny, but she could get REALLY menacing. So it’s the reality of like, what if your boss was this evil glob that has taken over every square inch of this facility and could appear at any moment from any wall? It’s the ultimate surveillance.

But High On Knife is super funny, even with those horrific elements. I’m a huge fan of Ken Marino, and he plays your parasite. And we did so much with him. There’s a whole branching path, almost dating-sim part of the game, where most players are gonna go through it one way, but there’s like, probably five or six completely different routes you can take through this. And the recording session for that alone was like a full session. There’s so much more to talk about, but I only have so much space. It’s funny and spooky, and I’m really proud of our team at Squanch and what we were able to accomplish with the DLC. 

High On Life’s High On Knife DLC is now available for $14.99 on PC and Xbox One and Xbox Series X|S. The base game is available to Xbox Game Pass subscribers, and we also have exclusive Xbox Game Pass Bundle, which includes both High On Life and High On Knife for $19.99.

High On Life: High On Knife

Squanch Games, Inc.


7

$14.99

Available October 3rd

It’s been 2 years since the Bounty Hunter defeated the G3 cartel. Now Knifey needs help tracking down a mysterious package from his homeworld. Will they get mixed up with a friendly giant, a pinball gun, poaching rings, and a terrifying intergalactic shipping company? Yeah. Sure.

The post High On Life’s DLC Is Out Today – Let’s Talk About Horror! appeared first on Xbox Wire.

Coming Soon to Game Pass: Forza Motorsport, Like A Dragon: Ishin!, Warhammer 40,000: Darktide, and From Space

If you’re looking for some spooky games, some fast ways to drive away from anything spooky, or just some great games to load up and dive into the story… have I got some recommendations for you! We’ve got some games available today for you to check out, some more coming soon, and even a reminder on some you might have missed that we snuck in last month. Let’s get to the games!


Available Today


Gotham Knights (Cloud, PC, and Xbox Series X|S)
Batman is dead. A new expansive, criminal underworld has swept the streets of Gotham City. It is now up to the Batman Family – Batgirl, Nightwing, Red Hood, and Robin – to protect Gotham, bring hope to its citizens, discipline to its cops, and fear to its criminals.

The Lamplighter’s League (Cloud, PC, and Xbox Series X|S)
Available on day one with Game Pass: Sneak, steal, and shoot your way through a world of pulp adventure in The Lamplighters League! Globetrot across a variety of exciting locales around the world and outwit your enemies in strategic turn-based combat and, if you play your cards right, you might just save the world.


Coming Soon


Warhammer 40,000: Darktide (Cloud and Xbox Series X|S) – October 4
Available now with PC Game Pass and making its way to Xbox Series X|S and Xbox Cloud Gaming (Beta). From the developers of the best-selling and award-winning franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium. Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience.

Warhammer 40,000: Darktide

Forza Motorsport (Cloud, PC, and Xbox Series X|S) – October 10
Available on day one with Game Pass: Race over 500 real-world cars, including modern race cars and more than 100 cars new to Forza Motorsport. Make every lap count across 20 living environments, with fan-favorite locations and multiple track layouts to master, each featuring live on-track scoring, fully dynamic time-of-day with weather, and unique driving conditions that ensure no two laps ever look or play the same. Want to jump in early? Game Pass members can save 10% on the Premium Add-Ons Bundle and unlock 5 days early access, VIP membership, Car Pass, and much more. Read more about Forza Motorsport at Xbox Wire.

Forza Motorsport

From Space (Cloud, Console, and PC) – October 12
From Space is a solo and co-op action-shooter for squads of up to four players. Take on the challenge of liberating the earth from an alien infestation with your friends, using over-the-top weaponry in a post-apocalyptic world with awesomely stylized graphics. The apocalypse has never been so much fun!

From Space

Like A Dragon: Ishin! (Cloud, Console, and PC) – October 17
Take up the sword as Sakamoto Ryoma and venture to Kyoto to find your father’s killer, clear yourself of a framed murder, and restore your honor. In doing so, you will bring an end to the samurai era and forever change the future of Japan. Draw your blade and join the revolution in this heated historical adventure.

Like A Dragon: Ishin!

In Case You Missed It


Phoenix Wright: Ace Attorney Trilogy (Cloud, Console, and PC) – Available now
Take that! Phoenix Wright: Ace Attorney Trilogy, the classic courtroom adventure series that has sold millions of copies across the globe, is available now with Game Pass! Take the stand as rookie defense attorney Phoenix Wright to unravel mind-bending mysteries and prove your client’s innocence.


DLC / Game Updates


EA Sports NHL 24: Early Access Trial – Available today
EA Play and Ultimate members can experience authentic on-ice action with the EA Sports NHL 24 early access trial. Members can spend 10 hours behind the puck starting today, plus score recurring rewards like World of Chel Battle Pass multiplier boost tokens, store coins, and themed gear.

Sea of Thieves: The Legend of Monkey Island – The Lair of LeChuck – Available now
The time has come to chart a course for sunny shores where puzzles, primates, and perils await! The final chapter of Sea of Thieves: The Legend of Monkey Island, ‘The Lair of LeChuck’, is available now as a free update for Sea of Thieves.


Xbox Game Pass Ultimate Perks


Don’t miss out! Be sure to grab the following Perks before they are gone.

Minecraft Realms – Available until October 5
Get 3 months of access to Minecraft Realms Plus! Share your world, build with friends, and play across all your devices with your own personal server.

Overwatch 2 – Available until October 10
Get instant access to six new heroes, legendary skins, and in-game cosmetics.  Claim your heroes and jump into the game now!


Xbox Game Pass Quests


Shocktober is here and featured in Quests all month long for Ultimate and Console Game Pass members. Play games, finish quests and redeem points for cool stuff. Here are a few to get you started.

  • State of Decay 2: Juggernaut Edition (250 Points – Ultimate only) – Kill 75 Zombies
  • Amnesia: The Bunker (5 Points) – Play
  • Quest Completionist (500 Points) – Complete 22 daily and 12 weekly quests this period

Leaving October 15


The following games are leaving the Game Pass library soon. You know the drill here, it’s time to jump back in to play before they go. If you want to keep these games in your library, you can use your membership discount to save up to 20%!

  • Eville (Cloud, Console, and PC)
  • Overwhelm (PC)
  • Shenzhen I/O (PC)
  • The Legend of Tianding (Cloud, Console, and PC)
  • Trek to Yomi (Cloud, Console, and PC)
  • Turnip Boy Commits Tax Evasion (Cloud, Console, and PC)

So what’s up next on your playlist? Let us know on social over at Xbox Game Pass and PC Game Pass, and stick around for updates on what’s coming up. Catch you next time!

The post Coming Soon to Game Pass: Forza Motorsport, Like A Dragon: Ishin!, Warhammer 40,000: Darktide, and From Space appeared first on Xbox Wire.

Unique Rogue-lite, Deflector, is Out Now on Xbox Consoles

Hey, Xbox fans!

Autumn has already begun, the summer holiday season is behind us and with it… the machine of great premieres in the game industry takes off! We know that there are a whole bunch of amazing games ahead to play, but I am here today to remind you that in this great melting pot there are also interesting indie gems waiting for your attention. Today I will briefly introduce you to just such a piece – Deflector – a game by  Arrowfist Games, which you can now play on Xbox consoles. Let’s go!

Deflector screenshot

Deflect Them All
Before we dive into the details, let’s get the basics out of the way. Yes, the game’s title can provide you some hints about its mechanics, haha. But let me tell you more. Deflector is a top down, action rogue-lite set in a intriguing sci-fi world – deadly microcosmos. The protagonist’s task here is to eliminate the viruses that have invaded the system. Actually, it all turns out to be a big experiment in which each of your failures provide new experience and data, allowing you to start the ‘research’ over and over again. And all of that in an intriguing, dark, visually appealing setting and accompanied by heavy metal music in the background. Can you feel it?

Deflector screenshot

Yes, Deflector’s gameplay is where it truly shines. The game challenges you to think on your feet, adapt to ever-changing circumstances, and harness your newfound powers to overcome seemingly insurmountable obstacles. As a gamer, I love it when titles not only test my skills but also forces me to think strategically about every move. This was all thanks to the developer’s unique approach to the formula:

Deflector was born with the idea of creating a roguelike with a fresh core gameplay, drawing inspiration from acclaimed titles like Hades and Risk Of Rain 2. We decided to challenge the genre’s core principle of dodging enemy attacks by flipping it into: players must actively pursue enemy bullets and deflect them!”  – Mario Benavente Garcia, CEO & Creative Director of Arrowfist Games.

Deflector screenshot

The game thus throws the player into a whirlwind of dynamic action with elements of management and planning. Deflector is a game with randomly generated levels, enemies and obstacles so each experience will be completely different. In addition, the game allows you to make progression in your own style; e.g., by choosing the right stops for regeneration while traversing the map. And when you want to go full-on again, you can jump into the right mode and face the next wave of enemies, putting your timing and precision to the test.

Meet the Makers: Arrowfist Games
Now, let’s take a moment to appreciate the minds behind the game – Arrowfist Games. These folks are not your typical game developers. They’re a small (just three people!) passionate team that pours their heart and soul into their project. They’re in it for the love of gaming and the desire to create something special.

“The journey began in early 2020 with our initial prototype at GameBCN, a game incubator in Barcelona, which helped us lay the foundation for Arrowfist Games and our debut title, Deflector.”
– Mario Benavente Garcia, CEO & Creative Director of Arrowfist Games.

In an industry often dominated by corporate giants, it’s always cool to see a group of passionate individuals come together to craft a game that’s not just another, the same product but something new and creatively twisted. It’s a reminder that gaming is an art form, and it’s fueled by the passion and creativity of those who pour their souls into it.

Deflector screenshot

Let’s Go!
Deflector is available now on all Xbox consoles (Xbox One and Xbox Series X/S), so, fellow gamers, if you’re looking for a game that’s as unique as it is challenging, give iit a try. Maybe you will find in it what you have been missing somewhere else! We’d also love to hear your thoughts on the game so don’t hesitate to share them with us, when you play.

Also don’t forget to visit our website www.reddeergames.com and socials!

See you!

Xbox Live

Deflector

©RedDeerGames


2


$22.99

$18.39

Deflector is a hack and slash game, where you will experience a dynamic gameplay with an unlimited and unique combo system. Test your reflex and don’t let your guard down – enemies will have no mercy.

Jump into the future, select your loadout, and save the world from the enormous and well known danger in history – viruses.

FUTURISTIC WORLD
Explore locations controlled by viruses and set them free from evil. Progress through the run and choose your path. Use the environment to your advantage, and beware of toxic water, spikes, or electrical fences. Each location offers its unique layouts and traps – so watch your every step.

ENTERTAINING COMBAT SYSTEM
Pick your character and defeat enemies with style. Each hero has a different set of skills and abilities. If you are a fan of melee combat, pick up a sword or put on your boxing gloves. Do you prefer to keep a distance from enemies? No time to waste – get your boomerang and deflect enemies’ projectiles to kill them.

UNLIMITED POSSIBILITIES
Create unique combos, test them, and find your favorite way to slash through enemies. Thanks to game mechanics each approach will be slightly different. You will have to choose additional abilities, stats, and routes on the map. In addition, remember to gather resources from missions to permanently upgrade your skills.

The post Unique Rogue-lite, Deflector, is Out Now on Xbox Consoles appeared first on Xbox Wire.