
The enclosed non-linearity of the game’s quest is liberating: you know what your ultimate goal is, but before you get there you are free to wander, explore, do some side-quests to build up the drifter’s powers, and tackle the challenge in any order you’d like. Sound familiar? It should there is a lot of classic Zelda here, particularly A Link to the Past, and it’s a template that holds up very well – it’s surprising how few games utilize it. Though you are left to fend for yourself from the get go, the game still sets the scene very nicely indeed From there that’s about it you can go North, East, South, or West, and you will have to complete the dungeons in each direction in order to progress. At start you are thrown into a world of savage beauty, shown a cataclysmic event, and visions of your drifter as he clutches his chest in pain, outruns an inky tormentor, and arrives coughing and spluttering into the relative tranquility of the game’s first town. The pieces that came together to create that satisfying scene are more often than not in perfect harmony, but Hyper Light Drifter’s merit is obfuscated, sometimes, by things that contradict its visual clarity. The ambient soundtrack whirred and whispered in my ear I stood on a peaceful platform in a beautiful, watery temple, the peace of the scene betrayed by the blood-stains and bodies.
#Hyper light drifter east guide full#
I had just nimbly dashed my way through a shuriken-wielding enemy, slicing him clean in two this had charged a full notch on my shotgun, and as I evaded the incoming swing of a katana with another dash – this one giving me the drop on my enemy – I unloaded a point blank shotgun blast into his back. What you are told is told with gory architecture and fleeting, beautiful cut-scenes. The opening act of Hyper Light Drifter is perhaps the most difficult: you aren’t told much. It was a little way into my second attempt at the East dungeon when everything clicked into place for me.
