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Hi-fi rush post game
Hi-fi rush post game








hi-fi rush post game

In a response to criticisms aimed at the gaming divisions poor marketing effort he stated: "Hi-Fi Rush was a break out hit for us and our players in all key measurements and expectations. It got good reviews, and the buzz was good, so where do you put the blame for something like that?" Several online publications and games industry tipsters on social media have since pounced to spread Grubb's words - so much so that it was enough to grab the attention of one Aaron Greenberg, vice president of Xbox Games marketing. Grubb continued his stream of inside knowledge: "Based on what I've heard, it just straight up didn't make the money it needed to make. Exact sales figures for Japanese studio-developed title in terms of digital sales have not been divulged.

hi-fi rush post game

According to Grubb this obtuse bit of marketing strategy has not paid off well, in pure unit sales figures, from the parent company's perspective: "(Hi-Fi Rush) didn't make the money it needed to make." Bethesda has stated that the game had achieved a maximum player base number in the 2 million range (by March 1) - this likely includes a significant chunk of customers accessing Hi-Fi Rush through the Game Pass subscription service. The Tango Gameworks developed title was first announced on January 25 of this year, and in an unusual move for Xbox (plus Bethesda Softworks) the colorfully cel-shaded action adventure experience was released worldwide that same day. Video game industry expert Jeff Grubb made some interesting remarks during a live recording of his Game Mess Decides podcast - yesterday's episode included plenty of talk about the Xbox and PC platform exclusive Hi-Fi Rush, a rhythm-based action game.










Hi-fi rush post game