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Hi-Fi Rush cover

Hi-Fi Rush

GameBy Tango Gameworks · Released Jan 25, 2023

As wannabe rockstar Chai, you’ll fight back against a sinister robotics enhancement conglomerate using rhythm-amplified combat where everything – from the motion in the environment to the blows of combat – is synced to the music.

Connections

Each row is a game or company named alongside Hi-Fi Rush, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Jan 25, 2023
Genres
Music, Platform, Hack and slash/Beat 'em up, Adventure
Platforms
Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Game data from IGDB.com

Documents about Hi-Fi Rush

Cover of One of the world’s biggest game makers reveals ‘the uncomfortable truth’ about AI
37 min
The Game Business37 min

One of the world’s biggest game makers reveals ‘the uncomfortable truth’ about AI

The game development industry is currently navigating a volatile transitional period characterized by widespread AI adoption alongside significant professional skepticism.

  • Approximately 90 percent of game developers currently utilize AI tools, yet over 50 percent of the workforce remains skeptical regarding job security and creative quality.
  • The industry is currently transitioning from a phase of novelty-driven AI demos to the development of governed, legally secure, and reliable production pipelines.
  • Sustainable AI integration requires studios to pivot away from flashy, single-prompt generation and instead focus on automating repetitive, mundane production tasks.
The Game BusinessApr 2026
Cover of Project Helix and the Xbox Identity Crisis
Article

Project Helix and the Xbox Identity Crisis

Project Helix represents a significant strategic pivot for Microsoft’s Xbox division, characterized by the development of a new console architecture that functions as a Windows-based PC.

  • Project Helix is a proposed $1,000–$1,200 console running a Windows-based architecture with a controller-optimized 'Xbox Mode,' expected to launch no earlier than late 2027.
  • Xbox has faced a significant structural disadvantage in the console market, with the PS4 outselling the Xbox One 117 million to 58 million and the PS5 currently leading the Xbox Series consoles 86 million to 34 million.
  • Game Pass subscriber growth has stalled, reaching approximately 36 million by mid-2025, falling well short of the 100 million target set for 2030.
Game Studio UnlockedMar 2026
Cover of Krafton Investor Relations Presentation: March 2026
Financial report26 pages

Krafton Investor Relations Presentation: March 2026

Krafton’s March 2026 investor presentation outlines a strategic roadmap focused on scaling the PUBG intellectual property, diversifying the company’s portfolio through new title development, and establishing a leadership position in artificial intelligence.

  • Krafton aims to reach KRW 7 trillion in annual revenue and double its corporate value within five years by scaling the PUBG franchise and developing new intellectual properties.
  • Annual revenue for 2025 grew 22.8% year-over-year to KRW 3.3 trillion, driven by PUBG performance and the successful early-access launches of inZOI and MIMESIS.
  • Operating profit declined 10.8% to KRW 1.05 trillion in 2025 due to increased capital allocation toward production, talent acquisition, and strategic initiatives.
KraftonMar 2026
Cover of KRAFTON Investor Relations: February 2026
Financial report26 pages

KRAFTON Investor Relations: February 2026

KRAFTON’s February 2026 investor update outlines a strategic focus on scaling the PUBG intellectual property (IP) while diversifying its portfolio through new title development and targeted acquisitions.

  • KRAFTON aims to reach KRW 7 trillion in annual revenue and double its corporate value within five years by scaling the PUBG IP and diversifying its portfolio.
  • Annual revenue for 2025 grew 22.8% year-over-year to KRW 3.3 trillion, though operating profit fell 10.8% to KRW 1.05 trillion due to increased investment in production and personnel.
  • The company has committed to a shareholder return policy for 2026–2028 totaling over KRW 1 trillion in buybacks and dividends, a 44% increase over the prior three-year period.
KraftonFeb 2026
Cover of FY2025 & 4Q25 Earnings Results
Financial report26 pages

FY2025 & 4Q25 Earnings Results

KRAFTON's FY2025 and 4Q25 earnings, presented on February 9, 2026, frame 2025 as a year of PUBG franchise growth and early validation of new intellectual property, while setting a five-year ambition of KRW 7tn in revenue and a doubling of corporate value.

  • Krafton achieved KRW 3.3 trillion in annual revenue for FY2025, a 23% year-over-year increase driven by the PUBG 2.0 transition and the successful early access launches of inZOI and MIMESIS.
  • Annual operating profit fell 11% to KRW 1.1 trillion, with a sharp fourth-quarter contraction to KRW 2.4 billion caused by heavy investment in a 26-title development pipeline and scaling costs.
  • To offset aggressive spending, the company committed to a shareholder return policy exceeding KRW 1 trillion for the 2026–2028 period.
KraftonFeb 2026
Cover of Surrender
Article

Surrender

The gaming industry is currently witnessing a significant shift in the identity and strategic direction of Microsoft’s Xbox division.

  • Microsoft’s Xbox hardware revenue declined by 29% year-over-year, contributing to a 2% overall decrease in gaming revenue.
  • Microsoft is expanding its third-party publishing strategy by bringing a remake of Halo: Combat Evolved to PlayStation 5, signaling a shift away from exclusive console hardware.
  • Remedy Entertainment reported a 32% revenue drop and a $16.4 million operating loss, largely attributed to the poor performance of the multiplayer shooter FBC Firebreak.
Hit PointsOct 2025
Cover of The number of video game articles dropped by over 100,000 in Q1
54 min
The Game Business54 min

The number of video game articles dropped by over 100,000 in Q1

The video game media landscape is undergoing a profound contraction, characterized by a 13% decline in output that saw 100,000 fewer articles published in the first quarter compared to the previous year.

  • The video game media landscape experienced a 13% decline in output during Q1, resulting in 100,000 fewer published articles compared to the previous year.
  • Editorial capacity has significantly diminished, with the industry losing nearly 3,000 press contacts over the past two years.
  • Major media outlets are narrowing their editorial focus to high-traffic coverage of major titles, while smaller publications are shifting toward subscription models and B2B services to combat volatile ad revenue.
The Game BusinessApr 2025
Cover of How Well Have Xbox Games on PlayStation Been Selling So Far? It Differs
Article

How Well Have Xbox Games on PlayStation Been Selling So Far? It Differs

Xbox has transitioned into a third-party publisher, strategically porting its software to PlayStation to mitigate stagnating console and Game Pass growth.

  • Xbox's multi-platform strategy has generated significant sales on PlayStation, led by Sea of Thieves with 1.8 million copies and Grounded with 432.2 thousand copies sold since April 2024.
  • Xbox is successfully reaching a new audience on PlayStation, as evidenced by 29% of Grounded players on the platform also playing Sea of Thieves, suggesting a cohort of 'Xbox-curious' users.
  • Niche Xbox titles have seen lower adoption on PlayStation compared to larger hits, with Hi-Fi Rush selling 137.2 thousand copies, Age of Mythology Retold selling 41 thousand, and Pentiment selling 14 thousand.
Alinea AnalyticsMar 2025
Cover of Hi-Fi Rush and Other Games Affected by Xbox Shutdowns on Live Streaming
Article

Hi-Fi Rush and Other Games Affected by Xbox Shutdowns on Live Streaming

The recent closure of four Xbox-owned studios, including Tango Gameworks and Arkane Austin, has sparked significant industry debate regarding the metrics used to evaluate game success.

  • Despite high critical acclaim and fan support, Hi-Fi Rush generated only 2.7 million hours watched on live-streaming platforms in its first 30 days.
  • Hi-Fi Rush's live-streaming performance trailed other titles, including The Evil Within 2 (7.6 million hours), Redfall (3.3 million hours), and Forspoken (3.9 million hours) during their respective first 30-day windows.
  • Xbox announced the closure of four Bethesda studios in May 2024, including Tango Gameworks and Arkane Austin, citing a need to reallocate resources despite having acquired the studios only three years prior in 2021.
Stream HatchetMay 2024
Cover of Dishonoured
Article

Dishonoured

The closure of four Bethesda-affiliated game studios by Microsoft in May 2024 serves as a critical case study in the ongoing instability within the video game industry.

  • Microsoft has abruptly closed four Bethesda-owned studios: Tango Gameworks, Arkane Austin, Alpha Dog, and Roundhouse Games.
  • The closure of these studios signals a strategic shift away from 'gamer games' and toward a model focused on massive, multiplatform franchises like Call of Duty, World of Warcraft, and Candy Crush.
  • Xbox revenue has increased by 60% since the completion of the Activision Blizzard acquisition, leading to a pivot away from the original Game Pass strategy of exclusive, high-quality, mid-sized titles.
Hit PointsMay 2024
Cover of 2024 Game Developers Choice Awards Ceremony
86 min
Game Developers Conference86 min

2024 Game Developers Choice Awards Ceremony

The 2024 Game Developers Choice Awards served as both a celebration of creative excellence and a platform for critical discourse regarding the current state of the global gaming industry.

  • Larian Studios' Baldur’s Gate 3 won the Game of the Year award at the 24th Annual Game Developers Choice Awards, securing a total of four awards during the ceremony.
  • The development philosophy behind Baldur’s Gate 3 relied on a 20-year iterative process, building upon the foundations of earlier titles like Divine Divinity and the original Baldur’s Gate series.
  • Successful game design often requires prioritizing player surprise and delight over the technical challenges of implementing complex, labor-intensive mechanics, as demonstrated by The Legend of Zelda: Tears of the Kingdom.
Game Developers ConferenceMar 2024
Cover of The Superjoost Playlist
Article

The Superjoost Playlist

This analysis examines the current state of the global video game industry, focusing on a period of intense corporate restructuring and shifting consumer habits.

  • The global gaming industry has shifted into a phase of retrenchment, where major publishers are prioritizing margin protection and established franchises over creative innovation to service debt from the 2020 investment boom.
  • Microsoft’s gaming division, generating $23 billion in annual revenue, is prioritizing commercial viability over critical success, evidenced by the closure of four Bethesda studios including Tango Gameworks.
  • Embracer Group is dismantling its corporate structure into three separate entities—Asmodee, Coffee Stain & Friends, and Middle-earth Enterprises—to manage its massive debt load.
SuperJoostDec 2023