


The idea of a ruined civilization struggling in an equally-ruined world is an experience Preston feels is worth exploring. Preston noted that Studio Ghibli's Nausicaa is a major driving inspiration behind the studio's game. Heart Machine head and Hyper Light Drifter director Alex Preston told Polygon these weapons are familiar conventions "dressed up in a different way," a set of weapons as unique as the world they exist in. But in many ways they are not the run-of-the-mill arsenal players will expect. These weapons are familiar in that they fit in more classic categories of RPG weapons: a gun, a physical sword attack, a quick-run, a method to take down a larger group of enemies. Players can also dash across short gaps and up step-like structures in the cliff sides to grab items in hard-to-reach places. The Drifter can also summon large gold blocks that will crash down from the sky, a useful tactic against flying enemies that rarely touch the ground. The "hyper light" comes in with the Drifter's weapons, the most prominent being an energy sword that can cut enemies down with a few hits. In Hyper Light Drifter, you are the titular Drifter, not-quite-drifting through your journey. Hyper Light Drifter is somewhere between thatgamecompany's Journey, Studio Ghibli film Nausicaa of the Valley of the Wind and a game pulled straight out of the 90s. The game is a love letter to retro SNES games, all the way down to the comforting old-school soundtrack with its minimalistic tones. I'm playing Hyper Light Drifter, the upcoming action role-playing game from indie developer Heart Machine. So that at least gives us an idea of when it won't be on the Xbox One.I'm drifting up a mountain made of pixels, climbing an ascending maze of brightly-colored craggy cliffs against a melancholy chiptune soundtrack. We also know that even though Hyper Light Drifter is signed up for the program and is part of what will be the first-wave of indie games launching for Microsoft's console, Heart Machine makes it known that the game won't be complete before the upcoming PAX East in April. We also learn that it's not as costly anymore to port to other platforms as it was during seventh gen, which – as the duo on the hipster couch admit – could cost up to $100,000 due to registration, certification, royalty and porting fees.īeyond that, it's just good to know that the game is coming along quite well, and I can't wait to see how the game turns out on the Wii U. What's more is that they're aiming to put the game on as many platforms as possible, and we finally learn how it became possible, mostly because of Game Maker. Replay sounds like it's going to be well intact.Įven though the interview took place in what looks like the ultimate hipster's tree-hugging pad, there was a lot of useful information about the game that came spilling out of those two developers from Heart Machine. They also mention the item hunting and loot grinding, which is also a fairly appealing option to throw into a game like this. You can basically level up certain items and skills by increasing their core functionality. Diefenbach and Preston also talk up the game's “Prestige” feature as well, which is bound to appeal greatly to those who like grinding in RPGs.
