

The main character, Chai, snaps his fingers to the beat.

There are cues everywhere about the neverending beat that defines the game. Crucially, attacks still happen if the player is off the beat, but they’re more powerful in rhythm. A basic attack might be hitting X X X X, while a heavy attack might be Y Y Y. Hi-Fi Rush layers mechanics on pretty fast, but at its most basic level, players tap buttons to execute attacks.

How can we convey as much as possible without saying, ‘hey, press here, or you're going to miss,’ so you don't feel bad. “When you see UI, you think, ‘oh, I have to press it to that button,’” said Johanas. If you’re making the game centered around music, Mikami challenged the Hi-Fi Rush developers to see how far you can go without telling the player anything about what they’re being asked to beyond what they can see and hear. One of Mikami’s recommendations to Johanas and the team early on was to develop the game without a user interface (UI).
