As it stands, the gameplay is decently fun, and there is just enough diversity in your expandable movepool, gun variations, and enemy types to keep things interesting. You maneuver around enemies, foretell their simple attack patterns, get a few hits in, dash, and then possibly hit them from afar with a shoddily aimed gunshot, as you often lack the time for precision. Thankfully, the core gameplay, that of a simplified overhead, character action game with an emphasis on mobility and exploration, is enough to hold a game on its own. Yet it is so cryptic and vague that I simply lost interest in whatever story Hyper Light Drifter had to tell as time went on. It clearly has a deeper story hidden inside it, one made from very subtle hints, its own alphabet, and plenty of inferences for the player to make. What’s there does paint a desolate image of a cruel and unforgiving world, one filled with magic, mysticism, and splendor to some degree, but one I honestly didn’t care about. There is no dialog, no exposition, and everything is explained to you using visuals, including occasional snapshots of characters’ lives. I think save the world or some such thing. You play as a swordsman with a nifty cape who has some sort of premonition about his own death and an apocalypse before he is sent on a journey to recover sixteen triangles scattered around the outskirts of a small town in order to do… something. Normally I begin these things with a general plot and concept summary, but I barely have a clue what Hyper Light Drifter is actually about. Yeah, after going through this game, trying to find everything without a guide, I never want to play it again. While I would love to do the same, I genuinely cannot say I like Hyper Light Drifter. Then, with a week’s notice, the game came out, and everybody proceeded to announce their adoration of it. I’m one of those few thousand people who threw a few bucks at Hyper Light Drifter during its Kickstarter, as the project looked interesting, and I would surely check it out after release.
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