![]() You can send the Drifter in any direction that suits - North, South, East and West. How you progress from the central hub area is your choice. On the whole, the style is basically artwork and makes the world a joy to explore and experience. ![]() One area of rising and falling blocks was particularly tough to comprehend, making me unsure why I had died. One minor downside of the isometric angle is the occasional difficulty in distinguishing exactly whether environmental objects are touching the ground or not. And the bold neon colour palette provides a surreal, otherworldly glow. The severe isometric viewpoint makes everything appear slanted like long shadows. Every screen is like a pixel work of art. For me, the world itself was enough of a motivating force. ![]() Those looking for a backstory for the Drifter and his world will probably get it with the upcoming TV series. The player is given impressions and moods rather than narratives HLD does world-building rather than storytelling. Uniquely, interactions with characters aren’t just voiceless, they’re entirely wordless, with all ‘conversations’ taking place via a very small number of picture cards that appear above the NPCs - usually depicting events or monsters. What there is of a story is ambiguous, enigmatic, and downright vague. Why the Drifter is coughing up blood in a world full of irradiated monsters is a question it’s difficult to answer (but then do we know how Bowser got tortoises to fight for him?). If the world ever goes through a nuclear holocaust and there’s a few of us left staggering around, coughing up blood, pursued by irradiated monsters, I doubt it’ll be as fun or as good looking as Hyper Light Drifter ( HLD from now on), an action adventure game from Heart Machine.
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