
So in terms of choosing the music, the licensed songs, I chose this playlist that originally had a lot of other songs that just kind of had the feeling that we were going through for the game and then we looked at those songs and figured out which ones would work in the game because they had to have a certain, you know, speed and everything like that.Īnd so we took those and designed the levels around those songs, but we made any track that wasn't licensed in-house. How did you make the playlist - did the team do it from the gameplay or did you select the songs first and then work on the gameplay?

I would say the animators did most of the heavy lifting on those sequences. I didn't even know where the actual poses came from or at least the references to the actual poses. I wrote him as sort of an anime character brought to life and I just had the idea that he would do this kind of extravagant poses like in Jo Jo's Bizarre Adventure or Fist of the North Star and things like that. Oh, well, it is strange that the character of Zanzo was written that way. Who is JoJo's Bizarre Adventure fan who put references in the game? There's a lot of just comedic stuff in the game. Yeah, that should be taken on the same level as any other scrolling text that you see in the game. Should fans of The Evil Within take this seriously? Players have already discovered that near the end of the game, there is a reference to the studio confirming the return of a horror game. I really wanted to do it because I think that if I wanted to do it, there are probably other people out there who would enjoy that experience as well. So when I had the chance to make something like this, I took it and tried to put it together, even though it was a difficult concept, to begin with. And I was always kind of waiting for somebody to make a game like that. It's kind of like a high-tension, you know, pleasurable experience. So the idea of combining those aspects was mainly because I just hadn't seen it done in a way that I liked and I thought that in theory they go well together, like action and synchronizing to the rhythm just works very well. What was the process to have that mix of rhythm and action?

Hi-Fi Rush shows a combination of gameplay that usually goes separately.
