These decisions stand proudly among 75 Kickstarter updates in total, most of which contain hefty amounts of gorgeous gifs mixed with honest, detailed reasoning behind most decisions that had happened around Hyper Light Drifter’s development. #Hyper light drifter online coop macBack then, the estimated plan was to release at the end of 2014, but after a bit over a year the team dedicated their focus to shipping Windows and Mac versions in Spring of 2016. #Hyper light drifter online coop updateInstead, an update from February 1 st in the same year announced Heart Machine’s unwillingness to rush the project, with the team instead opting for take their time in creating a “polished, beautiful experience”. Driven mainly by the team’s realization that they can deliver something truly special and partially due to Alex Preson’s unfortunately continuing heart-related issues, Hyper Light Drifter ceased to exist as a game that would release in mid-2014. It is then without a surprise that the game met numerous delays and re-scopes throughout its three year-long creation. As such, Hyper Light Drifter grew into a multi-platform project developed by a reasonably bigger team – that growth also being enabled by the realizations of additional funding goals. Originally intended only as a PC/Mac/Linux release, a sudden appearance of a new $220,000 stretch goal bringing the game to PS4/Vita had to be made to accommodate the immensely positive response to the campaign, in addition to versions for Wii U and, subsequently, Xbox One also becoming possible. The initial pitch for the project, although requiring a mere $27,000, has grown to receive $640,158, remaining to be a solid representation of the final product while also evolving into something much, much bigger. This overall focused direction can be apparent from the way the game’s Kickstarter has developed over time, too. Every now and then you’ll stumble on serene places like this. If not for anything else, Hyper Light Drifter possesses an oddly intriguing sense of carefully thought-out atmosphere. Walking through beautiful 16-bit inspired sceneries riddled with a grand sense of scale and annoyingly fun, yet deadly encounters with corrupted denizens and tricky bosses is often interrupted by brief moments of visual static supplemented by a main character coughing up blood. The concept itself has lingered in Alex Preston’s mind for many years, partially inspired by the studio head’s long-term health problems which have found a manifestation within the game’s core gameplay. Summarized by developers Heart Machine as a 2D Action RPG, Hyper Light Drifter surfaced on Kickstarter in September 2013 by promising a fast-paced, modern take on classics such as The Legend of Zelda: A Link to the Past and Diablo, mixing challenging combat with a carefully designed, detailed world of technological decay and eerie charm. As it turns out, I also think it perfectly describes how I felt during my first few hours with Hyper Light Drifter. It basically describes the moment when someone enters a highly focused mental state, forgetting about reality and getting submersed into whatever experience is taking place. The concept of flow, although originally nestled exclusively within the field of psychology, is a term used by many game designers when looking at achieving “immersiveness” and atmosphere in interactive form.
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