They didn’t reach me the same way they have other people. I am not doubting the 8-16 bit era influences on Hyper Light Drifter, but I also have trouble being excited for them. It also is around 300 times the file size as what the SNES would be allowed. The problem is Hyper Light Drifter appears to limit itself to a style from the 16-bit era and does so impressively, but at the same time, it’s easy to forget that it uses a more powerful machine and techniques that are far more advanced than anything the SNES could pull off. However if Picasso tied both of his hands behind his back and used the same style, while it would be an interesting feat, I don’t know if I’d be as impressed. If there was a guy with no hands who could paint a picture as good as a graduate of an Art School, we’d call that great.
However I hesitate to call the graphics truly great because it’s the aesthetic choices that enhance the game, but those choices feel like limitations that the developer self-imposed. There’s a feeling of almost an 8-bit to 16 bit aesthetic to the world and as you play it, it’s clear a lot of thought and work has gone into the visual style. This game is rather impressive for the graphical style it’s chosen. I think the easiest place to begin with Hyper Light Drifter is the graphics. I actually might prefer beating Dark Souls Solo instead of tackling this challenge. So my task over the next couple of pages is to explain this strange game to you. The fact is, I feel all of these have a value in comparison, but none are correct. I call it Furi meets Zelda and then make the dreaded comparison to Dark Souls near the end. You can hear it in my First Look, I try to figure out what the game feels like. You know, I’m not sure what to make of Hyper Light Drifter. Here's more info.Also Available on PlayStation 4, Xbox One, Nintendo Switch, Microsoft Windows, Linux, and macOS The blue outfit (10 keys door): ends the animation of your 3rd sword attack sooner.Įdit 3: The green+blue outfit effect might be wrong. The green+blue outfit (crystal traps dashing challenge) increases the multi-dashing's input window. The yellow outfit (12 keys door) increases your movement speed. The fuchsia outfit (16 keys door) boosts the ammunition gained from monsters' kills, hits (about every 4th hit) and charged attacks. The pink outfit (the other drifter's) makes you recover stamina sooner. Here's a picture of the outfits I mentioned.Įdit: I'm dumb and didn't realize outfits' order on the list changes depending on which ones you unlock first.Įdit 2: thanks to this steam post and this guide we got the remaining effects! The black outfit (5 arenas) adds a visual "overkill" effect (beheading) to your attacks when you kill monsters. The ocher outfit (all stone monoliths/monuments) gives an obvious +1HP. The purple outfit (+800 dashes) lowers the amount of stamina required by those skills that use it. We just have to figure out the rest of them! The white outfit (8 keys door) pieces lower the required time to interact with items (doors, switches, first-aid kits).Īdding up the ones I do have seen mentioned around here (listed below), I think it's pretty straightforward that every single outfit actually changes something (apart from the default one, obviously). The orange outfit (1 key door) pieces lower the bomb's recharge cooldown time. Guys, instead of just thinking that most outfits are only decorative, as I've seen some of you doing, why don't we make an actual effort to notice if there's something different when we swap outfits? I tried myself with the few ones I had unlocked and after 10 minutes I already discovered 2 effects I've never seen mentioned anywhere: