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Tango wants Hi-Fi Rush 2 to be ‘a more open world type of experience’

Tango Gameworks is planning “a more open world type of experience” for Hi-Fi Rush 2, according to Krafton.

The South Korean publisher, which recently acquired the Japanese studio and the Hi-Fi Rush IP from Microsoft, discussed its plans for the series in an interview with GamesIndustry.biz.

Krafton head of corporate development Maria Park said Tango was working on a six-month-old build of Hi-Fi Rush 2 when the companies first met, although the sequel is currently on hold until Microsoft has transferred all of the related assets to its new owner.

“They want to make sure [it] surpasses the expectations of the existing fans,” she said of the sequel. “For instance, some of the feedback about Hi-Fi Rush was that some people felt it was [just] going through factories, so now they want to give a more open world type of experience. I don’t think it’s going to be completely open world, but a more dynamic environment [that] you play in. Also, having more advanced technology applied to the rhythm action so that it feels more synchronised.”

Park also said the original Hi-Fi Rush could receive more DLC and be released for additional platforms, such as Nintendo Switch.

“That’s what the team really wants. I think [they] want to work on Hi-Fi Rush DLC [too] because they are dedicated to ensuring that Hi-Fi Rush 2 upholds high standards of quality. They don’t want to rush the sequel but take the necessary time to refine the game and come up with a different experience.”

On Microsoft’s decision to sell Hi-Fi Rush along with Tango, Park said it was “very unusual for them to sell the IP even in case of a studio shutdown”.

Microsoft has retained the rights to other IP previously developed by Tango, including Ghostwire Tokyo and The Evil Within.

“It would’ve been great to get all the IPs but the team was working on Hi-Fi Rush 2 and the others were working on anniversary content for The Evil Within,” Park said.

“Knowing Microsoft’s direction with the IP sale, we didn’t want to push too far with

Read more on videogameschronicle.com
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