I'm under the impression that the improved dash is the way to get past those flame floors?
Where do you change costume? I picked one up in theeast zone
I'm under the impression that the improved dash is the way to get past those flame floors?
Can bruteforce with health and regular dash
My guess with the story.
I think it's basically the FFX. Warrior was summoned/created (by the dog?) when some evil arrives (the explosion) and causes different areas to become terrorized. He is infected/dying from the evil and becomes more and more sick as he completes each area. Then he finally reaches the final boss, the evil itself, and kills it. He's cured (maybe?) and since the evil is defeated, he is no longer needed and leaves with the dog.
woah, the alternate drifter really is different.
woahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh.
She has no sword, she has like energy blasts. Gonna try to record a bit.
Wait what alternate drifter? Is she available after you unlock something?
Imo:
The only truly confusing part of the opening cutscene to me is the scene where Drifter stares up at the giants looming above the clouds, who then seem to die and erode away.
Is this compatable with an Xbox controller on PC?
If so I think I might bite, being a non PC guy controller is key tho![]()
Stretch Goals
I've had a few questions about content and stretch goals.
First: I feel we have done our very best to fulfill as much as we could humanly produce during the cycle. We got the challenge mode in, all of the levels we really wanted, a massive amount of music and sound and art, hired the people we needed. We even added a bonus soccer mini game! We made a huge game with a very small core team. We worked our bodies and souls and hearts out. We're satisfied with the end result, even if it is imperfect.
Second: Things change during productions. Ideas that seemed great at the time two and half years ago, become moot. Enemy designs changed, bosses changed, level layouts changed massively as we learned, grew as a team, skills become honed and everything is the better for it. We improved on every aspect each week. So, things like the shield, the crummy old UI, some bosses we ended up disliking (or morphed into something much better) changed over the course of two years. Again, this is part of the creative, iterative process, (especially when it's years of production) where we figure out what works and what doesn't; what we really like; what really fits with our game world.
Third: some of these goals are still in the works, such as the art book with featured artists, the b-sides album (Disasterpeace is just finishing his pass on the actual OST to be released SOON).
We did miss some things, for different reasons:
Coop: we made a hard decision very late in production that it was just too unstable to ship with this feature. We plan to tackle this soon, and if we do end up with a great version of it, will release it down the line as a free patch for everyone. It requires a fair amount of play testing and bug fixing that just wasn't possible within our timeline.
Online Challenge mode: this is nightmare feature to implement. We decided to avoid delaying the game any further and drop any network integration. We feel it was the best call, as we have seen other games get delayed by months for a feature that is not vital to the core experience.
Performance
We absolutely value performance on as many systems as possible. We have done everything we could to test on a multitude of systems, but of course there are configurations and outliers that we could not account for.
There's a contentious debate about frame rate these days. I think it comes down to personal opinion and preference on many different games. As a gamer, I very much enjoy games at 60, of course, and feel that some games NEED it to be at their best - modern shooters as the prime example.
I've never had much issue with games at 30, and in fact many of my favorites are locked at that rate: Bloodbourne, Nuclear Throne, Souls games, many Zelda games, Mario 64, Undertale, etc.
Hyper Light plays as intended at 30fps locked, and we feel confident, great about the end result. We realize some may not agree, and some refuse to play games at 30 these days.
We have investigated the possibility of a 60fps option. This is a HUGE endeavor, and would take months (three at minimum) of labour to retool all the systems that are dependent on frame timing, to make major optimizations to the game so it runs on all the same machines it does now. This is no small task for us.
Difficulty
I've seen some comments about difficulty in our game recently. I feel we have been fairly up front about challenge in games over the past two years in interviews, at shows, talking to fans, in videos and streams, and of course with the playable preview (you could even fall off cliffs very easily in that version). We enjoy the exhilaration of overcoming an almost overwhelming challenge, and the immense satisfaction that comes with it.
That being said, we do pay attention and listen, and we do understand. Our decisions are made with great care, after much iteration and testing. We will continue evaluating all the responses that come in as more people play.
I won't undermine our intent of the challenge, and it will never be anything but a hard game, but I will always push to make things better if it is agreeable, reasonable and feasible.
Console Versions
PS4 and Xbox One are actively being worked on by the fantastic Aaron Melcher. These will be out as soon as possible (likely this summer). We want to make sure they're in great working shape, and timing on release is dependent upon how quickly any kinks can be ironed out between the different hardware and the more ambiguous submission process with Sony and MS.
Vita is also being worked on, though this is a platform that requires a fair amount of optimization; it has a tiny sliver of memory to work with and a slow proc. This port is also likely the most costly, since we have to get extensive outside help. It won't be cross-buy due to how much later it'll be out than the PS4 version, though we are looking into cross-save.
Wii U is still in limbo, though we are getting closer to a resolution on this. I will keep everyone posted as we know more.
Final Bits
I'd like to reiterate how crazy and incredible the past few years have been, leading up to and in production with the game. Right now I feel relieved in some ways, but tense as much remains to be done to wrap this whole production up and fulfill our remaining rewards.
I want to specifically thank the rest of the team: Beau, Teddy, Casey, Sean, Rich, Akash, Lisa, Cosimo, Aaron and everyone else who has been such a massive help and endured my madness.
I'm glad people have been enjoying the game. I'm glad KS has been kind to us. I've always tried to be as transparent as possible about our process, and even our emotional state. Thanks again. I'll see you next month, kind Drifters.
An NPC in the west and all the crystalized people near one of the west giant corpses make it pretty dang clear that the local populace fought the giants, and that there weren't only four.Do you think that the Giants are the Guardians of each respective area? We see each one dismantled/destroyed. Maybe he saw them getting destroyed?
An NPC in the west and all the crystalized people near one of the west giant corpses make it pretty dang clear that the local populace fought the giants, and that there weren't only four.
Do you think that the Giants are the Guardians of each respective area? We see each one dismantled/destroyed. Maybe he saw them getting destroyed?
Welp. It took 2 hours, and I haven't even beaten the first boss yet, but I cleared the multi-dash challenge with 837.
Phew. Never fucking againuntil I have to do it for a goddamn trophy on the ps4 version because I'm double dipping.
Well tbh I'm really unsure if the giants are linked to anything that's happening currently.
It was obvious that the giants were active in the past, but in the West area Drifter encounters a being that actually survived from that time since he was encased in crystal. The picture "flashback" the being describes seems to depict the giant his people faced as a looming menace - with everything around them wreathed in fire perhaps caused by the giant itself.
In the southern area, you can find a beating giant mechanical heart which seems to be from one of the giants, as the corpse of the giant you subsequently encounter appears to have its chest removed and construction-like scaffolding hanging around it. The heart seems to be responsible for moving the red fluid all over the facility through tubes you can find in most rooms. Seeing as there's a lack of crystals or similar weaponry in the southern area, it can be inferred that the heart was removed from the corpse after the giant died from other means but idk.
So at the very least, the giants are older then most of the facilities you find, and probably not related to the center area imo. Then again there is tons of stuff completely open to interpretation.
What are the recommended skills to pick up from the vendors? Or rather which ones should I avoid?
Wow, she looks really cool. Any new replacements for the sword techniques?
Another 300 MB update. More fixes probably.
Has anyone had much trouble with mid-game crashes? I was playing it and having a blast, and then it hard-locked within the first 30 minutes and it has absolutely crushed my enthusiasm. I just gave up and went to bed. I'll give it another shot tonight, but I'm hoping my experience was out of the ordinary.
It is. It's actually highly recommended.
How important is a game pad for this title? Also, how long/difficult is it?
Updates for April 1, 2016:
- You can now hold A or X to speed up The Drifter's revival
- Removed getting stuck in some levels
- Steam Screenshot support
- Improved controller discovery
- Infinite falling death fixed
- Duplicate cape outfit fixed
- Extra incorrect Module markers no longer appear on map
- Several crash bugs fixed
- Gearbits no longer spawn over thin air
- Fixed pink drifter save issue
- Mac: Screen saver no longer interrupts game
These are all awesome. First one especially.Two patches pushed tonight. Patch notes look really promising, fixing a few issues I had:
- You can now hold A or X to speed up The Drifter's revival
- Removed getting stuck in some levels
- Steam Screenshot support
- Improved controller discovery
Two patches pushed tonight. Patch notes look really promising, fixing a few issues I had:
Also, users on the steam forums are reporting that the alternate outfits actually grant you various buffs. The dash challenge cape doubles your dash/special meter, the one you get fromgives you an extra health block, and so on.finding all the monoliths
Super cool if that's the case, and it better justifies the dash challenge, but I feel like this is the one aspect of the game that should have been better communicated. All the core mechanical stuff I can figure out on my own, but this is too subtle.
Can someone explain the rhythm of the multi-dash to me? I can barely do it 4 or 5 times without stopping. I can't understand how it's possible to get 800...
The West is where I am now, and it's definitely the trickiest so far in terms of working out where I need to go. I've got maybe four triangle pieces, but I can't for the life of me work out how to get to the ones.marked immediately above and below the West area warp pad