Hyper Light Drifter |OT| We On A HyperLight Beam

What do you need to do in the larger square room next to the vendor that has the counter on the bottom of the screen? If you do 101 of something you unlock a door and then another after 6-800. Was watching the Giant Bomb quick look and they showed him dashing around but I dont think it was just the regular dash, anyone know?

First upgrade that vendor sells lets you take on that challenge.
 
Is there any drawback to just warping out of a difficult area with your loot instead of trying to make it back through? It seems many reviewers complaining about check-pointing and losing the stuff they've earned, but in a few areas I just warped out and then walked back.

Only the West boss and South area to go! Love this game.
 
Is there any drawback to just warping out of a difficult area with your loot instead of trying to make it back through? It seems many reviewers complaining about check-pointing and losing the stuff they've earned, but in a few areas I just warped out and then walked back.

Only the West boss and South area to go! Love this game.

Only reason I didn't warp sometimes was when I wanted to explore the area and not have to re-clear all of the enemies.
 
Only reason I didn't warp sometimes was when I wanted to explore the area and not have to re-clear all of the enemies.

Yeah, it's not super-useful, but there are occasions (crush blocks) I can think of where using it saved me from complete madness. But I really haven't had much of a hard time so far.
 
Is there any drawback to just warping out of a difficult area with your loot instead of trying to make it back through? It seems many reviewers complaining about check-pointing and losing the stuff they've earned, but in a few areas I just warped out and then walked back.

Only the West boss and South area to go! Love this game.

You just need to understand the saving system. Not only you can homeward back to the bonfire, you can also trigger a save by going back through a door or elevator. It'll save once again, with the current progress.
 
First upgrade that vendor sells lets you take on that challenge.

Thank you!

Edit: What do the Monoliths do? I just unlocked one on the right side that was accessible from a invisible path over the water after finished an area? Also can you go back to collect heath packs after clearing out a room without having to clear out the room again when you return?
 
Thank you!

Edit: What do the Monoliths do? I just unlocked one on the right side that was accessible from a invisible path over the water after finished an area? Also can you go back to collect heath packs after clearing out a room without having to clear out the room again when you return?

Maybe you get something for activating all of them or something like that, but so far they just seem to be lore related to me. I've activated 3 of them so far.

With the amount of secrets this game has, though, I'm pretty confident they unlock something.

About the second question, depends on what you have in mind. If you didn't collect the health pack because you didn't need it and want to go back now, yes, you can. But if you already got the health items, they'll only respawn when the enemies respawn as well.

Wow this fictional language is not a one-to-one match to the English alphabet is it? How do you begin to decipher it?

No idea, I just use a codex and match the letters. I'm very glad someone took the time to do it. I would just miss on all this information otherwise.
 
I finished the game yesterday without discovering many of the secrets. I really, really loved it, and I'll probably play through again when the console version comes out.

I didn't have too much of an issue with any of the bosses - I think the hardest one was the North area boss for me, which did without the big dash upgrade. Still, all of the fights were a lot of fun - I think this game has some of my favorite combat that I can remember in a 2D game.
 
22 hours in and I've finally collected all of the triangle pieces and discovered all of the weapons. Still 5 keys to find though, and probably a handful of Obelisks and Gearbits.

In other news, RPS has returned to the game for another look.

Something that occurred to me while reading the new article is that the being able to discuss the game and ask for help here on Gaf probably saved me from a lot of the frustration that the writer of the article found. I think if I'd been on my own I'd have appreciated the game's vagueness a lot less.

So, thanks Gaf!
 
In other news, RPS has returned to the game for another look.

Something that occurred to me while reading the new article is that the being able to discuss the game and ask for help here on Gaf probably saved me from a lot of the frustration that the writer of the article found. I think if I'd been on my own I'd have appreciated the game's vagueness a lot less.

So, thanks Gaf!

Full disclosure: I love this game. I just finished a 100% newgame+ run earlier this evening, and while I wasn't even aware of its existence until it popped up on steam, I fully plan to buy those kickstarter rewards should they be offered to non-backers. This game has made me a total fanboy. With that all admitted, some of whats written here is totally baffling to me.

Guards blocking the way? Did he not try to just walk by them? Its not like they're even in the path.

Locked doors that wont open? You collect triangles, the door lights up the with number of triangles you have, how is that complicated? Does he mean the shield doors? With literally one exception there is always a button or switch, and getting past that one exception is as simple as walking down to the other end of the hall and coming in from the other side.

Blocks that wont go down? The arrow blocks? The ones with the same symbol as the pillars that are triggered in town when you beat a boss?

Obviously difficulty is subjective, and there are more than a couple legitimate issues with the game (pacing, hug the wall secrets, unlocks that should be standard, and that god awful map for sure) but being too obtuse? What? The average Zelda game has more complex dungeon layout than Hyper light, and Dark Souls doesn't even explain some of its core features, that is such a bizarre complaint to me.
 
Really my only complaint is that New Game + is only two health bars. I don't really have much interest in a one hit to live mode and would have just enjoyed stacking up all the upgrades on a normal playthrough.
 
Full disclosure: I love this game. I just finished a 100% newgame+ run earlier this evening, and while I wasn't even aware of its existence until it popped up on steam, I fully plan to buy those kickstarter rewards should they be offered to non-backers. This game has made me a total fanboy. With that all admitted, some of whats written here is totally baffling to me.

Guards blocking the way? Did he not try to just walk by them? Its not like they're even in the path.

Locked doors that wont open? You collect triangles, the door lights up the with number of triangles you have, how is that complicated? Does he mean the shield doors? With literally one exception there is always a button or switch, and getting past that one exception is as simple as walking down to the other end of the hall and coming in from the other side.

Blocks that wont go down? The arrow blocks? The ones with the same symbol as the pillars that are triggered in town when you beat a boss?

Obviously difficulty is subjective, and there are more than a couple legitimate issues with the game (pacing, hug the wall secrets, unlocks that should be standard, and that god awful map for sure) but being too obtuse? What? The average Zelda game has more complex dungeon layout than Hyper light, and Dark Souls doesn't even explain some of its core features, that is such a bizarre complaint to me.

Yeah, a lot of those criticisms show a real lack of enthusiasm from the player. Stuff like the "blocked" East and West passages or the various door types are only confusing if you've made absolutely no effort to explore and experiment.
 
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Beat the Western boss, lots of fun!

On a side note there are way too many fucking healing items now, I encountered three in three minutes........ Why?
 
How are people playing this? Blown-up fullscreen with chunky pixels, or windowed at native resolution?

I've actually reverted to playing low-res games windowed at native res (or something close to it) recently. I've found that for a lot of games, especially actual old games, blowing things up really does little more than highlight flaws you weren't supposed to see in the first place. A weird thing with modern pixel games is that their graphics are designed to look blocky, whereas actual old games weren't designed to look bocky, and don't look as blocky at original res on CRTs. I wish there was a way I could play modern indie games like Hyper Light Drifter on my CRT. I wonder what the result would be if when the PS4 version came out someone just connected a PS4 to a CRT (can you even buy AV cables for it?).
 
22 hours in and I've finally collected all of the triangle pieces and discovered all of the weapons. Still 5 keys to find though, and probably a handful of Obelisks and Gearbits.

In other news, RPS has returned to the game for another look.

Something that occurred to me while reading the new article is that the being able to discuss the game and ask for help here on Gaf probably saved me from a lot of the frustration that the writer of the article found. I think if I'd been on my own I'd have appreciated the game's vagueness a lot less.

So, thanks Gaf!

Spoil it to me, does that article have any condescending cringe like the previous one?
 
This rock paper guys is very stupid.

But so are many, many gamers. They want everything feed handed to them. I appreciate that the developer didn't make the game an easy walk and only use subtle hints to tell you what you need to do. A dog barking and running somewhere after you follow him should be fucking enough to tell you that you should go east first.

I went North instead because I was trying to see if there was something different in trying a non-obvious area. Glad I did.

And really, this game isn't really that difficult AT ALL. It's very fair in it's challenges. There are so many bad gamers out there...

Almost all the secrets in walls have some graphic hinting about them. Snow on the floor, some rocks next to it or are just intuitive enough to make you go trying the wall after finding some of them. Super Metroid did this all the fucking time, and it's considered a masterpiece.

I don't understand what people don't get about the map too... it's pretty easy to understand. Your character icon is on the area you are playing, always. It shows very easily where's the next area you're going too, even the underground map. Just follow the red dots with the cursor and you'll see where you'll emerge. If the elevator is on the left side of the area, you'll follow the red dots on the left side of the are towards the ground (press R2 to go up after the cursor is on the end of the red dots).
 
So did anyone here back the game when it was on kickstarter? Do you have the alt drifter? What are the gameplay differences?
Spoil it to me, does that article have any condescending cringe like the previous one?
Hyperbole may be the currency of the internet, but crap like this is the reason for hour long tutorials and excessive hand holding in games these days. At the risk of sounding overly snarky and cynical, the only way I'd be able to understand some of his criticisms is if he'd been playing the game while wearing a blindfold.
I don't understand what people don't get about the map too... it's pretty easy to understand. Your character icon is on the area you are playing, always. It shows very easily where's the next area you're going too, even the underground map. Just follow the red dots with the cursor and you'll see where you'll emerge. If the elevator is on the left side of the area, you'll follow the red dots on the left side of the are towards the ground (press R2 to go up after the cursor is on the end of the red dots).
'God awful' is admittedly much too harsh. The map is perfectly serviceable as is, but I found that showing only what room you where in as opposed to where in the room you were made it hard for me to discern how the above ground sections connected to one another and their boundaries. The underground areas are pretty clearly defined so maybe it was intentional, who knows. Updating your position on the map in real time would have really helped with secret hunting though.
 
Aw SHIT

That moment when you realise
there are eight triangles in every cardinal direction instead of four.

damn
 
Just finished the game!

To comment on difficulty, the game is challenging but never extraordinarily hard. The levels themselves are actually rather straight-forward (surprisingly so, considering how hard they could have made it), and accessing new skills / weapons as you go begins to trivialize the climb to the boss in each area.

The game really heats up
near the end, when you're faced with boss fights more frequently, though these bosses are actually a bit easier to fight than the 4 "core" ones
.

The game is short-ish at like 9 hours for the price (edit: this is going to vary a *lot* depending on the player, so I wouldn't use my time as an indicator), but I don't feel like I'd have welcomed a longer game of this variety. It knew when to end, and I felt satisfied by the great end boss.

If I have anything bad to say about the game (other than the 30 fps limit), it would be that the narrative is a "miss" for me. I see what they tried to do, and it's unique and interesting, but it never felt involving, and considering how great the game looks it's a bit sad that the story -- or what is there -- always felt at arms length to me.

Also, I just recently finished Salt & Sanctuary, so in the world of "tough games with tough bosses" it felt like an unfair thing to have to follow-up (S&S is *really* good on basically all fronts). I much prefer the look of this game to S&S, though.

Overall I recommend this for people who want a really pretty and mechanically simple hack and slash (but are willing to deal with more than average difficulty boss fights, and a point or two of questionable design). Really glad I caught the thread on this; would have never played it otherwise.
 
Just finished the game after savouring it slowly for so long. Pleased to find that the alt drifter plays differently enough to warrant at least another play through straight away, not to mention continuing to hunt for secrets on my main.

This is one of the very few games that just works on every level for me. The design sensibility and aesthetics, the tone and mood, the compelling combat, the enigmatic secrets and sense of mystery. Easily one of my favourite games of all time.
 
How d'you guys play as the alt drifter again ? I backed on kickstarter some time ago but only had the code for golden weapon and cloak. Was it another extra reward for the alt ?
 
How d'you guys play as the alt drifter again ? I backed on kickstarter some time ago but only had the code for golden weapon and cloak. Was it another extra reward for the alt ?

I purchased the alt drifter for $10 during the Backerkit survey that was sent out before launch.
 
I think the level design is really good, so I didn't miss a more accurate map at all, as I said earlier, I actually love the map just to use it to see the important parts I've been to. Being able to see some of the memorable parts of the Eastern Area on the map after you've been there adds some nice flavor.

The level design isn't super complex but it's well connected enough for me to easily form a mental map while exploring.

How are people playing this? Blown-up fullscreen with chunky pixels, or windowed at native resolution?

I've actually reverted to playing low-res games windowed at native res (or something close to it) recently. I've found that for a lot of games, especially actual old games, blowing things up really does little more than highlight flaws you weren't supposed to see in the first place. A weird thing with modern pixel games is that their graphics are designed to look blocky, whereas actual old games weren't designed to look bocky, and don't look as blocky at original res on CRTs. I wish there was a way I could play modern indie games like Hyper Light Drifter on my CRT. I wonder what the result would be if when the PS4 version came out someone just connected a PS4 to a CRT (can you even buy AV cables for it?).

I'm playing fullscreen. It probably looks nicer on windowed mode, but I find it distracting.
 
I feel like I'm one of the few who loves the map.

The map reminded me of stuff like this:


Where as a kid you'd get a new game and an artist's rendition of the world as a printed insert along with it. There's some information to be gleaned from it if you inspect it, but it's certainly not a one to one recreation of every area in the game. Was fun back then to try and inspect every element of maps like these and see what you could figure out in-game.

HLD isn't quite the same thing, but I like that it gives me a similar feeling.
 
i just wish falling into the depths didn't eat a health bar. Sometimes you stop at the edge when dashing, sometimes you don't.

Also my x+a sword dash sometimes doesn't come out when I want it to even with full meter

is there an upgrade to give my dash actual i-frames?
 
The map reminded me of stuff like this:



Where as a kid you'd get a new game and an artist's rendition of the world as a printed insert along with it. There's some information to be gleaned from it if you inspect it, but it's certainly not a one to one recreation of every area in the game. Was fun back then to try and inspect every element of maps like these and see what you could figure out in-game.

HLD isn't quite the same thing, but I like that it gives me a similar feeling.

Exactly! Like it's a map in that world, not just an in-game tool to guide the player.

I love it.
 
The map reminded me of stuff like this:



Where as a kid you'd get a new game and an artist's rendition of the world as a printed insert along with it. There's some information to be gleaned from it if you inspect it, but it's certainly not a one to one recreation of every area in the game. Was fun back then to try and inspect every element of maps like these and see what you could figure out in-game.

HLD isn't quite the same thing, but I like that it gives me a similar feeling.

Agreed. The map is intentful design in line with the rest of the game's systems. Having a one to one map of everything in the game with all POI marked would detract from the sense of discovery and mystery that the world evokes - it would just feel like an Ubisoft game with a checklist of things to do.
 
Well obviously the last four posters are just really cool people.

Beat the North this morning, heading South for the first time! Twelve hours in... GOTY? I won't play Dark Souls III til next year so it might be.
 
Played for an hour or so trying to tackle the West, and all I can say is this fucking GAAAAAME!

I am so glad I backed this, I'm struggling a little trying to use the mouse and keyboard but I wanted to get to grips with it before playing it on the PS4.
 
The map reminded me of stuff like this:



Where as a kid you'd get a new game and an artist's rendition of the world as a printed insert along with it. There's some information to be gleaned from it if you inspect it, but it's certainly not a one to one recreation of every area in the game. Was fun back then to try and inspect every element of maps like these and see what you could figure out in-game.

HLD isn't quite the same thing, but I like that it gives me a similar feeling.

Well that's been the most enticing thing I've seen about this game so far...
 
okay, after finding the north to be pretty hard and people telling me to go east first I did that and it is as hard. xD

those Bulbasaur kinda enimies are giving me a hard time..
 
This rock paper guys is very stupid.

It's his opinion, he specifically states that in the article to downplay "scathing" critiques in his personal feelings like yours. Saying that he (or his article, your wording isn't clear) is stupid makes you look really bad. There are many different types of games out there.

For what it's worth, I really like Hyper Light Drifter, but I agree with a lot of the points made in the RPS article. Often times the game is too obtuse for its own good, despite the high highs it offers.
 
About the ending
wait, i only had 24/32 pink keys, is the ending different if I have them all? I expected I wouldn't be able to finish without them and was surprised to see the credits.
 
About the ending
wait, i only had 24/32 pink keys, is the ending different if I have them all? I expected I wouldn't be able to finish without them and was surprised to see the credits.

Just beat it with all the Modules.
I'd need a description to know if what we saw was different, but I kinda doubt it.
 
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