Recently, Tiny Build opened up the Alpha for anyone to download and play the Phantom Trigger Demo. It goes without saying, this is just the alpha so it is full of bugs and hopefully will be better when it releases later this year. Team Bread, creator of Divide by Sheep, is the developer of Phantom Trigger, while Tiny Build Games are publishing it.
I thought I should clarify since I made the mistake assuming Tiny Build and Team Bread are co developing. Team Bread is less known than Tiny Build, but shows promise with this top down, retro, slasher, action RPG of a game. Here’s a link to the Alpha if you want to check it out: Let’s just go right into it! At first glance, this game looks like Hyper Light Drifter with the slashing and dashing gameplay. The top down perspective is similar, but the aesthetic is completely different. When I saw a trailer for the game, I thought it looked like a Hyper Light Drifter clone, so to answer the question above, it is something a whole lot different. The similarities stop at the ability to dash through obstacles without getting hurt.
Both games have retro looking bit graphics, but they look pretty different on closer inspection. Point is, the games look different from each other.
So this game is a lot more interesting than I was expecting, so to start off with some positives, the story. The story is told a lot differently than Hyper Light Drifter, where there is actual text and dialogue along with flashbacks. If you have never played Hyper Light Drifter, I highly recommend it, it is one of my favorite games from last year. The story telling in Hyper Light used pictures and there was no text at all, which is just an interesting and different way of telling a story. Anyway, Phantom Trigger tells a story with dialogue with other characters, as well as some flashbacks at certain parts. The flashbacks did pique my interest, and I’m pretty excited to see where the story actually leads in the actual game. It’s just unexpected, I won’t mention specifics in case, people want to check out the Alpha which I recommend, but with a controller.
Definitely a controller. Don’t play with Keyboard and mouse it’s awful! With that said, the gameplay is pretty sweet and the controls seem alright, but again, on a controller, I cannot stress that enough. I saw it mentioned somewhere xbox gamepad recommended. I’m here to enforce that because I couldn’t find a controller and now my hands hurt, I died a lot, and there was a lot of anger. I will never get the happy moments, before I played this game on keyboard and mouse, back. Unless, you just want the challenge of beating the game on difficult controls which by all means, but I recommend a controller.
Alright, my mini tangent is over. So moving onto gameplay in specifics. The only con I really have is that there were a lot of times I could not hit enemies with my sword when I was clearly hitting them. I died pretty fast, as well, by things I couldn’t see.
So yeah, this game is pretty hard, but I’m betting money on that it’s easier with a controller. The gameplay is interesting and has a lot of differences from Hyper Light besides the dashing ability. So you dash through whipping, slashing, and smashing enemies. The character has three weapons which I assume the arsenal only grows more in the actual game. The sword is quicker, but has less damage, and includes the ability to freeze enemies making them slower and not completely frozen. The other big weapon includes these giant levitating fists that you can smash through enemies with.
It reminds me of Psychonauts with hands appearing from thin air to punch enemies. The whip isn’t necessarily a weapon but can pull enemies towards you as well as throw objects at enemies. Each time these weapons are used, they gain exp and level up when filled up. It’s not a new mechanic but it does work in this game, encouraging the play to use all weapons to gain more exp and gain more combos.
By the way, the elements are pretty cool here, no pun intended. The fists have the ability to burn enemies overtime inflicting damage over time.
The previously mentioned ice ability is used the same way as the fire ability with dashing after the second attack in the combo. It’s only after the weapon is leveled up, does it gain an element such as fire or ice.
One last comparison to Hyper Light Drifter. Here’s another con which I’m thinking won’t be fixed in the actual game but I don’t know. Basically, in Hyper Light, the ability to dash through enemies without getting hurt (almost teleporting) is limited. There’s a meter where you have to strategically use it to avoid being trapped somewhere waiting for it to reload while enemies butcher you. It adds some strategy and challenge. Phantom Trigger does not have this meter so you can continually dash through everything.
I did find this game more challenging than Hyper Light so it’s probably good the dashing meter isn’t there. I mean the health meter goes down fast and there aren’t as many health packs around, sometimes you gain health from killing enemies (only sometimes though). Hyper Light also included carrying around health packs to heal when close to death. I still like Phantom Trigger and I’m looking forward to it when it comes out officially later this year. The only thing I actually want fixed is attacks actually landing on targets.
![Hyper Light Drifter Alpha Hyper Light Drifter Alpha](/uploads/1/2/3/8/123828521/270030888.jpg)
I wish the weapons had a little more range to them but oh well they’ll hopefully fix that. So overall, interesting story so far with interesting characters here and there. The gameplay with a leveling up system works and sets the game apart from Hyper Light.
The graphics look like an old Super Nintendo Game which is always a plus. A lot of Indie Developers go the retro route which I’m completely okay with. The game is also set to release on Nintendo Switch as well as PC later this year.
About This Game Echoes of a dark and violent past resonate throughout a savage land, steeped in treasure and blood. Hyper Light Drifter is an action adventure RPG in the vein of the best 16bit classics, with modernized mechanics and designs on a much grander scale. Drifters of this world are the collectors of forgotten knowledge, lost technologies and broken histories. Our Drifter is haunted by an insatiable illness, traveling further into the lands of Buried Time, hoping to discover a way to quiet the vicious disease. From each character to subtle background elements, everything is lovingly hand-animated. Easy to pick up, difficult to master; enemies are vicious and numerous, hazards will easily crush your frail body, and friendly faces remain rare.
Upgrade weapons, learn new skills, discover equipment and traverse a dark, detailed world with branching paths and secrets abound.
. WW: 2016 Mode(s), Hyper Light Drifter is a 2D developed by Heart Machine. The game pays homage to and games, and is considered by its lead developer Alex Preston as a combination of and. Preston originally launched funding for the title for approximately 27,000 to develop the title for, and computers, but ended up with more than US$600,000, allowing him to hire more programmers and artists, and expanding the title for console and portable platforms through stretch goals. Though originally scoped for release in 2014, various improvements in the game and issues with Preston's health set the release back.
The Microsoft Windows, Linux and OS X versions were released in March 2016, and the and versions in July 2016. Contents. Gameplay and story Hyper Light Drifter is a 2D fashioned after The Legend of Zelda: A Link to the Past, rendered in a pixelated style comparable to. The player controls the Drifter, a character that has access to technology that has long been forgotten by the inhabitants of the game's world and is suffering from an unspecified illness.
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The story concept was inspired by lead developer Alex Preston's, and has been likened by others to 's, while Preston cites the studio's as inspiration for the game's world. The Drifter is equipped with an, but can gain access to other modules that expand their weapon and ability arsenal. These often require power from rare batteries scattered around the world.
Weaponry includes traditional console role-playing game archetypes, including long-range guns and area attacks. Rather than scavenging ammunition from the game world to load the player's guns, the player's ammunition instead charges when hitting enemies and objects with the energy sword. The player faces increasingly difficult monsters, both in number and ability, requiring the player to hone their tactics to succeed in the game.
Preston's goal was to replicate the experience of playing on the, noting that the unit had 'amazing, almost perfect games designed for limited environments' which he challenged himself to simulate in Hyper Light Drifter. One feature of SNES games that Preston captured is that there is no spoken dialog, placing more emphasis on the game's music and visuals to tell a story. Development. The Heart Machine team winning the Independent Games Festival award for Excellence in Visual Art. Alex Preston is third from left.
Hyper Light Drifter is primarily based on the vision of its key developer, Alex Preston. Preston had been born with, and throughout his life has been hospitalized with digestive and immune-system issues relating to this condition.
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While in college, Preston had used the mediums of painting and film to illustrate his experiences with frail health and near-death conditions. Preston envisioned Hyper Light Drifter as a video game as a means 'to tell a story he can identify with, expressing something personal to a larger audience, so he feels more connected and have an outlet for the many emotions that crop up around life-altering issues'. Further, he had yearned to develop a game that combined the best elements of The Legend of Zelda: A Link to the Past and Diablo for many years, which would feature world exploration and combat that required some strategy by the player, depending on foes they faced.
After several years of being an animator, he felt he could do so in 2013. The theme and story for the game, featuring a protagonist suffering from a terminal disease, is meant as a metaphor for his own health. Preston originally set out to make the game for Windows, OS X, and Linux computers, and started a Kickstarter campaign in September 2013 to secure US$27,000 in funding to complete the title. Prior to starting the campaign, Preston had secured the help of programmer Beau Blyth who created titles like, and musician, who worked on the music for. He opted to develop the game under the studio name Heart Machine as an allegory for the various medical devices he often needs to track his own health, and to use for future projects following Hyper Light Drifter. The project funding was exceeded in a day, and quickly grew over US$100,000 within a few days of its launch.
To encourage additional funding, Preston created new stretch goals, including additional game play modes, more bosses and characters, and expanding the release to include the PlayStation 4 and Vita, the, and the Wii U consoles. These goals were all met by the completion of the campaign, with more than US$640,000 raised. Preston stated that he had had these additional platforms in mind when first launching the Kickstarter, but did not want to overpromise what he felt he could deliver. The additional funds have helped Preston hire additional developers to aid in porting the game to these additional consoles.
The game was originally set for release in mid-2014, but was delayed until the second quarter of 2016, due to the expanded scope of the game, the need to perfect the game before its first release, and the lead developer's health issues. Preston found help from several developer friends around the Los Angeles area. He and a number worked together to build out Glitch Space, a small open office space for small developers to work from and share ideas with others. Besides his own team, Preston got frequent help from developers Ben Esposito ( ), Brandon Chung , and Ben Vance. Preston was also encouraged by letters of support he got from people across the globe after reporting on some of his health conditions.
The letters influenced Preston to alter the story in Hyper Light Drifter as to not make it about a problem facing a single character but something shared by many. With the most recent delay announced in August 2015, Heart Machine said that they will plan to release the Windows and OS X version first with the console versions shortly thereafter once they clear the console certification processes.
The Windows and OS X versions were released on March 31, 2016. The PlayStation 4 and Xbox One versions were released on July 26, 2016. In February 2016, Heart Machine revealed that there are currently contractual issues between and, the developer of the engine, beyond their control that may prevent the game from being ported to the Wii U, and while they hope they can offer this platform at the end, they have considered the Wii U version 'in limbo.'
Several have been applied to the game since its initial release. One of these patches made the game slightly easier, in response to feedback about the game's difficulty. This patch made a number of minor changes to the game, most notable of which was the addition of a brief period of invincibility when the player uses the Dash mechanic. The reduction in difficulty led to debate amongst the game's fan community, split between those who liked the new patch, and those who preferred the old, more challenging version. Three days after this patch, the developers re-balanced the game to add back some of the difficulty.
A mode featuring two-player was planned during the initial development of the game, and was intended to be a feature at launch, but it was cut due to time constraints. On April 27, a version of the co-op mode was released. An update that went live on May 5 fully implemented the co-op multiplayer feature in the game. In September 2016, Preston announced that they had to cancel the planned Wii U and Vita versions, offering those backers the ability to redeem the game on another system or be refunded if desired. Preston cited issues with rebuilding the game from the ground up on these systems due to issues with GameMaker Studio on these platforms, noting that it took six months to get the game ported to PlayStation and Xbox.
The ongoing issues between Nintendo and YoYo Games were yet resolved at this point. Preston also had further concerns on his own health, putting his well-being as a priority. Reception Reception Aggregate score Aggregator Score (PC) 84/100 Review scores Publication Score 9/10 9.5/10 9/10 7.6/10 78/100 8.5/10 Hyper Light Drifter received generally favorable reviews, holding a score of 84/100 at the. Common praise has been given to the game's visuals, sound design and combat mechanics.
Kyle Hilliard of awarded the game a 9.5/10, claiming that the game 'has already positioned itself as one of the best experiences of the year.' Brandin Tyrrel of called the game a 'gorgeous, trendy hunk of stylish old-school sensibilities mated with the iconic hues of pixelated indie charm.' Christian Donian of praised the game's 'intoxicating' atmosphere, as well as Disasterpeace's 'typical delight' of a soundtrack. Kevin VanOrd of cites the game's art direction as 'rich and thoughtful,' and comments on its 'fluid, demanding, and fair' combat system. Mixed criticism commonly falls upon the minimalism of the game's storytelling method.
Tyrrel alleges its 'abstract storytelling' is a con, while Griffin McElroy of claims that the game's story is replaced with 'moods,' and 'quiet moments with constant scenes of breakneck, pitch-perfect action.' The Drifter is a playable character in the games and, as well as in the upcoming game. The Drifter will also be added as an expansion character in the board game. Nakamura, Darren (2016-03-22). Retrieved 2016-03-22. Grayson, Nathan (2013-11-07).
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![Hyper Light Drifter Alpha Hyper Light Drifter Alpha](/uploads/1/2/3/8/123828521/644779321.jpg)
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