

Your desire that games be so punishingly difficulty that only people of your skill can enjoy them is ultimately deeply selfish. You're the person 'Hard' difficulty levels are built for, while the vast majority play on 'Normal'. Inevitably whenever anyone in my position admits to not being able to do something in a game, a vocal few will burst forth to unpleasantly declare how EASY it is, and how dreadful I must be at everything. Doors I was having such a good time opening.Īnd now I'm not. The enormous map shows off a huge world, to be explored in chunks as you gain new abilities and are able to open new doors. It's an ability that can be improved by collecting yellow money-like objects, which are sparingly hidden around the world - but it'll be at the cost of upgrading something else that feels equally important, like extra health in a dangerous land, or more ammo slots for the very limited guns. Those dashes allow the most interesting movement in the game, allowing him to dart over gaps from path to path, or dodge out of the way of enemy attacks. Your caped character begins with a sword, quickly gains a gun, and has the ability to make rapid dashes forward. It's viewed from a straight-on floating camera, which occasionally makes distinguishing pathways from walls a little confusing, but allows the pixel design to really flourish. I was gripped, impressed by how tough the fights were compared to the classic games HLD apes (Graham talks in some detail about the combat here), and thoroughly enjoying the process of digging deeper into its world.

Even the basic controls are yours to discover (the game states that it needs to be played on a controller, which is certainly preferable, although there are keyboard/mouse controls in there), and what you must do is discerned from blinking icons on the map and an understanding of the genre. It is immediately great, so impressively crafted, and doesn't hold your hand at all.

It's a game born of a phenomenally successful Kickstarter campaign and the small team have created a huge world, packed with secrets, where you must find various runic triangle pieces to open doors, gather the very rare currency to purchase upgrades (weapons, skills, bombs, health), and fight your way through chambers of furious foes. Hyper Light Drifter tells a wordless story about a cloaked figure who wanders through an abandoned civilisation, surrounded by the ruins of ancient technology, searching for a cure for a crippling terminal disease. I don't understand why it's a part of gaming, why it's always been a part of gaming, and I don't understand who its obligatory nature is for. I'm the sort who enjoys the rest of the game, the bits where the challenging enemies take three or four hits to take down, not thirty or forty while I'm still being attacked by the other challenging enemies at the same time. You might be much better at games like Throne and Teleglitch, or the sort that revels in twitch controls and bullet-hellish waves of extra enemy attacks while trying to chip away at a big enemy who is able to attack you from any distance at any time. I've been playing since yesterday, having such a brilliant time - then the first boss fight happened, and now it seems I'll never get to play most of the game. Exploration is key, discovery is splendid, and it's all a really rather superb time. The fighting is surprisingly tricky, waves of enemies in small locations, early on when your arsenal is limited and your skills unhoned. Ridiculously lovely pixel graphics that are constantly breathtaking, a clever world that evokes classic 8- and 16-bit classics, elements of Zelda, but with a hefty focus on Nuclear Throne-like combat. Hyper Light Drifter is absolutely wonderful. A game I was absolutely adoring is now a game I can't play at all, because of a wildly difficult boss fight. I've ranted about boss fights SO many times, and argh, it's happened again. I've done that now, and my mea culpa and further thoughts are here. I could have gone in other directions and played more of the game.
