I'm not happy to see the rest of their game decisions hurt what could've been a great game. I'm glad someone took elements of Zelda and made the combat faster. I felt nothing, zero interest, investment, or closure. What in the world is the point to all this cheap frustration? A litmus test to this aggregate frustration is how little I cared during the ending and beating the game. Now you have a few hours of tedious combat ahead of you. Beat one temple in slow, painful fashion and you'll realize unexplored areas completely out of your direction contain beginner-level areas. The difficulty is steep but more importantly it's jarringly uneven. The overworld map is hilariously inaccurate and constantly gets the player lost. Hidden rooms are ungodly frustrating to discover with little pay-off. The fighting/platforming becomes joyless due to cheap enemy density and confusing jumps. It's like peeling back an onion hoping the center has something worthwhile and still finding nothing. The vague, wordless story has zero positives. Players must think "let's just get this over with and maybe it'll end" rather than "I can't wait to see what's next". The gameplay quickly becomes unfun and the story never becomes interesting. The mistakes on the other hand are large enough to eventually not recommend this game to others. It makes the moment-by-moment with standard enemies pretty fun to play and visually interesting. On one hand, the combat mechanics feel satisfying and the pixel graphics are usually great. I can't think of too many games as polarizing as Hyper Light Drifter.
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