![]() ![]() On that same note, the mystery is what gave HLD a ton of draw. I really hope that in practice it will be an intriguing and mysterious would that I truly want to explore, not a bland generic map filled with fetch quests. About half of the Breaker screenshots released on Steam capture some of that magic, but the rest could be from any game and I wouldn't know it was the Hyper Light universe. HLD was so dark, moody, gritty, and mysterious. As a result, Solar Ash and now Breaker come across as cartoony, bland, and generic. Countless indie games have used a very similar style for years. The design concepts for structures/creatures and the color palette are still awesome, but too many smooth surfaces make it look simplified or low-budget. Masterful use of pixels and shading left your brain to connect the dots on smaller details. The pixel art style is what gave it so much of it's character and depth. The original Kickstarter trailer for Hyper Light drew everyone in with it's haunting music, awesome color palette, and sense of mystery. That being said, I'm a bit torn on the move to 3D. ![]() I really enjoyed HLD's coop combat and think that fast paced timing will work well in large coop engagements. I'm very cautiously optimistic! If it can capture the same quality of HLD's combat I'll be content. Regardless, they started off strong with solar ash and if they learned anything at all from it and did some amount of improvement hyper light breaker could easily be one of my favorite 3d games of all time.Īlso I didn't realize this is 5 months old, I just sorted by top in the subreddit to see if any discussion around breaker was happening. It would have been a nice detail to add to solar ash, and I hope they implement it in hyper light breaker. even just this small addition would have improved the game substantially. I also wish there was just a few more npcs and people leaving notes to make the world feel more lived-in.Īnother thing only came to my mind after I finished it and saw discussion around it, but apparently in an early trailer there were some animals roaming around and there was a bit more wildlife. I can understand the thematic difference but you can still put more detail in some places without taking away from the isolating feeling. many parts of the game still have this though, but unlike hyper light drifter, there aren't as many random rooms filled with carpets and banners and pots and stuff everywhere, which was one thing that made me feel like hyper light drifter was a bit more lived-in. I can understand that a small team making such a massive game for their first 3d project would run into some restraints. I love what they did but the one thing it was missing was a bit of detail. ![]() they managed to create a unique, well-designed style that wowed me many times throughout the game (not just with pretty visuals and good use of color palettes, but also with visual effects and some 3d effects you can only do in 3d) in 3d, even though it's their first 3d game. as much as I loved the hld artstyle, being one of my favourite pixel art games of all time, they really knew what they were doing when they made solar ash-its become one of the prettiest 3d games I've ever played (up there with journey, abzû, and many others) and it's shown they can pull off a gorgeous style in more than one genre. I understand where everyone is coming from, being cautious of the change and being disappointed there's not going to be more pixel art, and I felt similarly at first. Art-direction-wise, since I've played solar ash, I'm actually ectatic to see another game in the style of solar ash. ![]()
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