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Hyper light drifter controller12/29/2023 ![]() ![]() It's rare for screenshots to do a game justice, but any given still image from the game, taken out of context, just looks remarkable. That world-building is also accomplished thanks to the fact that Hyper Light Drifter is, in no uncertain terms, a massive artistic achievement. Intuiting the lore of this world was rewarding, and got me invested in the game's setting, even though I was certain much of my analysis was probably wildly inaccurate. Every single screen of every area in Hyper Light Drifter has a purpose and a history, from the ancient libraries of the Northern avian scholars to the crystalline weaponry of the Western Forest's bear warriors. And, as a plot development strategy, it absolutely works, thanks in large part to the remarkable amount of environmental storytelling developer Heart Machine has put into the game. That hero is shown to be a capable sword-wielder, but seems to be plagued by some horrible malady that causes them to cough up bright pink blood with troubling frequency.Īny specifics beyond that - where you are, who you are, what happened to this world, what's hunting you - are entirely up to interpretation. Most of the exposition comes from the game's gorgeous opening cutscene, which shows Hyper Light Drifter's caped protagonist surviving some apocalyptic attack on their home world, only to be confronted by towering, dying titans and a shadowy monster that seems to pursue them through the whole game. The UI, map and menus feature arcane symbols and characters of a fictional language. Seriously, none: Dialogue with the NPCs you meet in the game is presented exclusively in pictographs. Here's a fact to set the scene: Other than a handful of tooltips explaining what buttons do what, there are no written words in Hyper Light Drifter. I'm hesitant to break down the backdrop of Hyper Light Drifter, because its plot, setting, characters, history and world-building are so ethereal. Hyper Light Drifter's specifics are entirely up to interpretation Learning how to swing a sword and dodge fatal attacks is easy enough - finding your place in a world that tells you virtually nothing about itself is a far more involving challenge. Its larger, more imposing request is how you have to interpret literally everything else that happens in the game. Progress isn't promised in Hyper Light Drifter it can't be earned by grinding or executing cheap strategies and exploits, only practice, practice, practice.īut the mechanical difficulty, the tense, balletic, close-quarters battles that punctuate your exploration of the game's gorgeous setting, is a relatively small component of what Hyper Light Drifter demands. It tosses roadblock after roadblock at its protagonist with no easy way out. This game would play perfectly with keyboard + mouse (the only downside is the additional time you need to move the mouse to a direction before dodging, but you learn to counteract that by keeping the target very close from your character), if they would simply make the reticle visible both in the snow and in the dark (or more visible in general, it's hard to see a droplet in a gigantic fight) it would play perfectly.Hyper Light Drifter demands things from its players that few games are even willing to request. I've made an emergency landing with a Boeing in a Stadium in Flight Simulator with Kb+m, I know what "not made for kb+m" actually feels like. Otherwise it's not that the game is "made for controller", it's just the dev trying to impose their preference on players. If one small adjustement make the game playable to another control scheme (especially the main control scheme from the platform you're selling to), you do it. ![]() When the only reason your game isn't playable is because you failed to make the reticle visible, you don't get a pass because you put a warning in front of the thing. Yeah, sorry but that's not a valid excuse for me.
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