Reflecting on the gaming scene back in 2016, it seems Hyper Light Drifter arrived at an ideal moment. Indie games were starting to make a significant mark on the industry, contributing to what could arguably be called the golden year of indie titles. Think about it: that year gave us gems like Firewatch, The Witness, Inside, Cuphead, Enter the Gungeon, Darkest Dungeon, and Stardew Valley. It was a year when these smaller projects made a big splash, establishing 2016 as perhaps the indie year. And looking back a few years earlier, we had wonderful experiences in games like Her Story, Undertale, Downwell, Soma, Octodad, and Shovel Knight.
What’s striking about these games is their focus on singular, personal experiences, distinct from many of today’s indie offerings. While Stardew Valley included co-op, the rest were primarily solo adventures. This stands in stark contrast to the abundance of smaller live-service models, roguelikes, and other genres focused on perpetual play that dominate today.
Thinking about Hyper Light Drifter and its unexpected sequel, Hyper Light Breaker, it’s interesting to see how much transformation a decade brings. Drifter drew in backers during its Kickstarter phase with modern pixel art, a captivating synth soundtrack, and a mysterious narrative ripe for player interpretation. It delivered on all fronts, presenting a game rich in combat and world-building, untouched by today’s norms.
Nowadays, you can jump onto Steam and witness countless developers aiming for the next hit. However, self-contained stories seem rarer. Instead, multiplayer features and live-service elements rule the roost, even when they don’t always succeed. And roguelikes? They’re everywhere! It’s understandable, though; in economically challenging times, producing content that players return to repeatedly is crucial to maintaining sales. Only well-established indie teams (perhaps “indie” in name only now) seem capable of focusing strictly on single-player stories inspired by JRPGs or Zelda.
This shift may explain why Heart Machine moved towards a roguelike format with Hyper Light Breaker, likely incorporating some live-service elements to keep players engaged beyond early access. Right now, it’s hard to say if that decision was right. With the game in early access, only its core mechanics are truly visible. Still, Drifter’s hard-hitting combat does seem to translate well into 3D, signaling hope for future updates.
Interestingly, similarities can be drawn with FromSoftware’s upcoming title, Elden Ring: Nightreign, another roguelike with its own distinct take on challenging, boss-filled worlds. But, ironically, Nightreign also showcases just how much the gaming scene has evolved over the years.
Do I feel a bit of nostalgia over this evolution? Yeah, maybe a little. Developers are still making games reminiscent of the classic indie experiences I mentioned earlier. But the issue now is the sheer volume of games, overshadowing these unique titles in a landscape geared towards replayability – making them harder to find and even harder to stand out.
It’s no shock the industry has evolved so drastically in recent years, but it’s only when considering Breaker that this change really hits home. I’m not casting judgment; mostly, I wish for Heart Machine’s success. Sorting through the early access hurdles could reveal something truly special, and I’m rooting for that possibility.