A sequel to Hi-Fi Rush is being “positively” considered, but studio Tango Gameworks is “considering several opportunities” before fully committing.
In a new interview with Agency, studio head Colin Mack, Hi-Fi Rush director John Johanas, and Hi-Fi Rush project director Kazuaki Egashira spoke about the future of the franchise.
After Microsoft closed Tango Gameworks, it was acquired by Krafton. At the time of the acquisition, a sequel to the rhythm action game Hi-Fi Rush had begun, but Mack has now clarified that the studio is considering its options.
“We are positively considering a sequel,” Mack said. “We're not at the stage yet where we can specifically say, 'This is what we're going to do.'”
“Many of our staff have a lot of love for [Hi-Fi Rush]so we feel we have options,” Johanas added. “We are currently considering several opportunities.”
Johanas stated that many members of the development team have a “strong attachment” to Hi-Fi Rush, adding: “We not only love the game, but also the characters and the world, so I want to appreciate this IP.”
However, he believes it's “important to try new things,” which is apparently a philosophy that led to the development of Hi-Fi Rush – a clear change in tone for the studio after The Evil Within.
In fact, Egashira stated that creating new experiences is “in the DNA of Tango Gameworks.”
“Hi-Fi Rush became popular as a new IP, but if Hi-Fi Rush stayed the same forever, it would eventually become obsolete,” he said. “I think Tango Gameworks is about taking on new challenges. I hope to continue working in a way that puts developers at the center, without losing our passion.”
As previously reported, Krafton's director of corporate development, Maria Park, stated that construction on a Hi-Fi Rush sequel was approximately six months ahead of the studio's acquisition.
“[Tango] I want to make sure [it] exceeds existing fans' expectations,” Park said. “For example, some of the feedback about Hi-Fi Rush was that some people felt it was [just] passing through factories, so now they want to provide a more open world type experience. I don't think it's going to be a completely open world, but rather a more dynamic environment. [that] in which you play. Plus, more advanced technology is applied to the rhythm action to make it feel more synchronized.”