Posts Tagged ‘Hyper Light Drifter’

The Electronic Wireless Show – IGF Special #4: Visual Storytelling

Podcast klaxon. The Electronic Wireless Show has recently awoken from the depths and has been going on a rampage, talking to developers like Tim Keenan of Duskers about science-fiction and Christine Love of Ladykiller in a Bind about sex, among many other industry sorts. We’re like real radio journalists!

In the final episode of this special run, we are talking to the makers of hack ‘n’ dash explorer Hyper Light Drifter and dreamlike detective adventure Virginia, and how both games aim to tell a story without using a single line of dialogue. Show offs.
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Quadrilateral Cowboy scoops IGF Grand Prize

Hacking heist ’em up Quadrilateral Cowboy has won the Grand Prize at the 2017 Independent Games Festival awards, taking home $30,000 (and another $3,000 for winning the Excellence in Design award). The ceremony went down last at the Game Developers Conference, with other winners including Ladykiller in a Bind and Hyper Light Drifter. The IGFs may no longer turn up many huge surprises but they are a handy pointer for some good games you might have missed. As luck would have it, Brendan’s first IGF episode of the RPS Electronic Wireless Show went up only last night, chatting with Quadlatcowbo creator Brendon Chung.

The Game Developers Choice Awards were also last night, right after the IGFs, but tch! you don’t need them to tell you about the existence of games like Overwatch, Firewatch, and presumably other things suffixed ‘watch’. Pokéwatch Go etc. Read the rest of this entry »

IGF finalists include Stardew Valley, Inside and Event[0]

And so this cosmic dance begins anew. The finalists for the Independent Games Festival awards 2017 have been announced. Out of 650 games examined by the giant gang of 340 judges, a final 30 have been selected for a bunch of categories. There’s plenty of familiar names among them, including Inside, Stardew Valley, Virginia, Hyper Light Drifter and Event[0]. But also some other boyos worth giving some attention. Come on over here and let’s take a look at them all.
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Zoomo: Hyper Light Drifter’s Boss Rush, 60fps Support

I hardly see 60fps support as essential in games but I won’t say no to it. So coo, look, gorgeous fight-o-explorer Hyper Light Drifter [official site] can now run at 60fps, thanks to a new update in public beta. This also boshes in a Boss Rush mode, for people who simply want to duff up big monsters. Good things!

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I Like Big Gods: No Place For Bravery Announced

I do like a fantasy landscape with ridiculous unearthly scale, and I very much like the look of the ones in the newly-announced No Place for Bravery [official site]. An eerie colossus looms behind distant snowy mountains. A skeletal giant is buried up to its hips in the desert sand, hand still resting on its sword. A huge shadow of a dragon casts your party in darkness. That’s the good stuff. Beyond the pretties, mind, No Place for Bravery is a roguelikelike action-RPG with inspirations including Hyper Light Drifter and the time travel trickery of Super Time Force. Here, watch this trailer:

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How Hyper Light Drifter’s Ammo Recharges Its Combat

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Hyper Light Drifter [official site].

Hyper Light Drifter is a game about exploring mysterious ruins and killing the monsters that inhabit them with ferocity and precision. Whether you favour a slash-slash-shoot, a dash-slash-slash-dash, or any other combination thereof, combat is built on a holy trio of sword, gun and a dash move. The dash gets you into and out of scrapes in a moment, and the sword, with a wide slash that almost encompasses 180 degrees, is your trusty mainstay.

And the gun… Being slow to fire, with limited shots and requiring careful aim, it might not seem it at first, but the gun is your most powerful asset. Its place in Hyper Light Drifter’s arsenal is down to single and subtle design feature that keeps its relationship with the sword close and maintains a sense of its shots feeling both valuable and always available:

THE MECHANIC: Recharging ammo

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Hyper Light Drifter – A Mea Culpa, Further Thoughts

Last week I played Hyper Light Drifter [official site] and wrote my thoughts – thoughts stymied by reaching a boss I couldn’t even get close to killing, and believing my progress was blocked. It seems I was wrong. Sorry about that. Due to a combination of incorrect assumptions I’d made while playing, and some poor communication from the game, I had failed to notice I could have gone off in other directions that weren’t flagged as now open, and gathered more abilities, before making another attempt on that boss, and indeed the others. So I’ve gone back to the game to reappraise based on this.

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