- Genre: Rhythm/Action
- Platform: PS5
- Also Available On: Windows, Xbox Series
This was one that I kind of figured I would enjoy a lot. It’s a high-style action game built around rhythm-based inputs. It should match my love of music and love of rhythm games. However, I was having a real hard time with enjoying it fully by the end, and I think I narrowed that down to a few specific things.

The main thing I’d point at is, quite frankly, the soundtrack. For a game based on rhythm gameplay, the soundtrack is incredibly important and I don’t think it hits. Importantly, I think it feels limited by the gameplay. The soundtrack feels based around two specific things – 4/4 count and a very small range of difference in the actual BPM of the songs. This is then further restricted by the music needing to loop as its the constant background beat of the levels and needing to be simple enough to not be a distraction during combat, which pushes it into sort of simple rock territory. It often feels like it might as well be a background metronome instead. For level stretches that are 30+ minutes on the same basic track with some layers fading in and out, it gets repetitive and boring.

The simplification problem extends into combat though, which is particularly frustrating. Attack combos are combinations of one (fast) and two (strong) beat attacks and that’s basically it. Some attacks have rest beats after a fast attack input that take the place of a strong attack, but there’s no more variety than that. There’s no eighth-note inputs to do more complex rhythms. There’s no attacks that are tied to the music at all. Dodge and parry take the place of light attacks on the beat. There’s so many options here to do more interesting things with the musicality that just weren’t taken, so the rhythm integration feels shallow.
I also found it incredibly annoying that quick time events didn’t start on the 1 of a measure. To me that feels like such an obvious music tie-in, but they would just start on the nearest beat to when they are triggered. It ultimately made the QTEs feel disengaged from music when an enemy attack chain that you need to block could start on the 1 or the 3 or the 4 and not care about the music track, again going back to “this could just be a single-tone metronome”. The QTEs would take five beats to show the incoming button combo, then give you a beat of gap to start inputting the button combo. It just felt all arbitrary and disconnected from the music. This is especially egregious for boss fights that used licensed music where tighter integration would have been even more desired.

I guess what it really boils down to is that I don’t think the game benefits in any particular way from the rhythm integration. I get that it is core to the story and tied up in that fashion, but I think the game would play better if it was 25% faster and using combos in a way similar to Devil May Cry. The rhythm integration just pulls down the pace of combat in a way that ends up feeling forced and kind of lifeless. This could absolutely just be a story based around a world where the music is well integrated into the world without being forced into the gameplay, and games like Jet Set Radio have proven that possibility. The platforming aspects could still be tied into the music as timing mechanisms. The visuals of the world could dance with the beat like they do now. I just have a hard time really thinking that the rhythm aspects have made the gameplay better here.
Realistically the reason that I kept playing through the end is that the stuff around gameplay is so good. The visual design of the game and the way that literally everything moves to match the rhythm of the music is incredible. The characters are goofy and fun and have great interactions with each other. The story is slightly predictable cliche science fiction, but it’s effective and fun and a perfect accompaniment to everything else. The world that they’ve built here is fantastic. The integration of secondary characters that can jump into combat for special attacks adds a nice dimension to combat. The tuning that you can do with combat add-ons gives good personalization to the way you fight.

This is one of those cases where I’m not entirely sure where the critical acclaim is from. There’s a lot I can forgive and still internally rate a game very highly, but this one makes me think I’m missing something that other people are seeing. Maybe I’m just too critical of gameplay over experience. Maybe I’ve been a musician for too long and the rhythm ties bother me more than a typical user. Maybe I want something faster paced than this just for the sake of it. Whatever it is, the biggest surprise here for me is how much this just did not click.







