![]() ![]() It's appropriate that the cost of Fever is the same as a DS title, as for all intents and purposes it's a portable game on a stationary screen. With over 50 stages and remixes, there is an awful lot of game here to keep you busy - it's quite the bargain for its reduced price of $30. Do better still with a Perfect rating and you can unlock music for the jukebox or backstory. Do well enough and you might even get a medal for your efforts that unlocks assorted toys and endless games. High five some monkeys on a clock? Bam, a menu click away. You want to interview a wrestler? Click from the menu, you're there. The set-up continues to work remarkably well for diving in and out of stages, and is not one in need of radical rethinking. Conquering one song opens up another in a stack of five, and at the end of each stack is a remix stage that blends together elements of songs in the stack. They are mostly new, although some will be familiar to those who played through the earlier games. The art style has also been streamlined to be more uniform throughout than past Rhythm Heavens it's playful and pretty, although it does feel like it takes away from the madhouse charm that the portable games had going for them.įor the most part the songs are catchy, well-crafted and hold up for repeat plays, and the sheer diversity of music and absurd situations should let anyone find a particular dozen or so that stand out. It can get hectic quickly, and relying on visual cues will only get you so far to encourage paying attention to the music and sometimes just to seemingly mess with your head, your vision can get obstructed or the camera will pan around just enough to throw you off if you're not careful. Early on the game is content to let you try to just follow the beat, with later songs switching up the tempo, going off-beat or juggling between rhythms. ![]() Considering its simplicity, it's amazing how much variety Nintendo squeezes out thanks to clever use of very catchy music. Sometimes you tap one button, other times two, or maybe you alternate between them - mechanically it's pretty straightforward, cheerfully disregarding potential motion controls altogether to keep your tools as simple as possible. So, no, it's not a terrible thing that Rhythm Heaven is out there being Rhythm Heaven - but you can't help but wonder just how much more it could have been on the big screen.įollowing the same structure as the DS and GBA games, Fever unravels its lunacy through songs that have you tap along to the beat while bizarre, often hilarious events unfold on the screen. It largely works well here, too, especially if this is your first experience with the series or just want to jam along to some monkeys teaching golf. I'm sure the DSP HLE emu issue would require a Dolphin update, but is my quarter second delay with the DSP LLE recompiler to be expected? The delay drives me crazy, to the point I'm playing with with no audio.Is that such a terrible thing, though? After all, the series has never tried to be anything more than a funhouse of miniature musical vignettes and it's an act that has worked wonders on the Game Boy Advance and DS. I've tried fiddling with other settings, like the Audio Backend, the "Lock Threads to Cores" and alternated thru the DSP emulator engines on each of them with no variance in gameplay. ![]() "DSP LLE interpreter" just straight up runs everything poorly. ![]() "DSP LLE recompiler" is giving me consistent audio lag, probably under a quarter of a second, but extremely noticeable in a rhythm game - especially when compared to HLE. The "DSP HLE Emulation" has no notable lag, but has severe problems with RHF, dropping music, screeching, and a few other sporadic issues. I decided to emulate it with Dolphin on my PC in the hopes it would solve my woes, but I'm getting audio lag here as well. Unfortunately my TV has ridiculous audio lag and the "Game" mode doesn't solve it. Hey guys, I'm a huge fan of the first Rhythm Heaven so I recently purchased Fever. ![]()
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