![]() ![]() Every new world that’s generated can present dynamic, global components that can affect your whole run or playthrough. “Once you die or once you complete a run, you’ll never see the same world again – you'll instead find a completely different world to explore. “With Hyper Light Breaker, you’ll come to find you’re exploring an open world that you’ll only see once,” said Alx Preston, Hyper Light Breaker and Heart Machine creative director. Gearbox Publishing and Heart Machine are excited to share a new World Overview that lets you explore the vast, ever-changing open world in Hyper Light Breaker. You’ll be able to play alone or with friends online cooperatively! There will be more hidden truths about the world to uncover, an ever-shifting landscape, and tremendous rewards for exploration. This time, you won’t be traveling alone through our range of lush though deadly landscapes. It will share threads, aesthetics, lore and other recognizable elements, but is a new game driven by new designs. It is set in the universe of Hyper Light and is its own story. ![]() ![]() Hyper Light Breaker is neither a sequel nor a prequel to Hyper Light Drifter. By wall-dashing, hoverboarding, and gliding, Breakers will have the freedom to choose their own path across the Overgrowth. Players can look forward to examining those themes (while killing monsters with their friends) when Hyper Light Breaker hits Steam Early Access in Spring 2023.In this brand new Hyper Light adventure, you are a Breaker, a mercenary tasked with entering the Overgrowth, a world in disarray within the Hyper Light universe.Įither solo or with up to two fellow Breakers, you will explore large open biomes, with global day, night and weather cycles, along with a blended mix of handcrafted and procedurally generated elements that change with every playthrough. We still have a world that we've built, and we still have themes to tap into.” Sure, Breaker is online multiplayer, but we still have a story to tell there. But I think our stories are still going to be dark and about subjects that are really tough to deal with, regardless of the format of the game. We started to do that with Solar Ash a bit. “There's humour that I think we want to tap into a little bit more. For me personally, it's my own health struggles that I've tried to put out there in some fashion or another, and with Solar Ash being a bigger team of people feeding into the story, it became a broader context for those vicious circles that you can go into.” “I think we tend towards these elements of past experiences that have really shaped or formed us in some ways. It’s too soon to discuss the story or themes, we’re told, but Preston suggests that Breaker will likely follow in Drifter’s footsteps, while reflecting ongoing changes within the team as a whole. Because I think on Drifter, after the Kickstarter, we ended up doing something similar on a smaller scale, where we can engage on a regular basis with that particular community.” We want to start talking openly about development, about the process, doing live streams and all sorts of fun stuff like that. The plan to announce Breaker roughly a year before its intended launch on Steam Early Access is a big part of this desire for transparency, and marks a natural progression from Drifter’s early success on Kickstarter. It's important for us to make sure that we're releasing content on a more regular basis, and we aren't locked into a very focused mentality without being super public about it for multiple years on end.” I mean, that is definitely part of it, now that we've made that transition into Unreal and built up the technology. We asked Preston if having already made this transition might result in a smoother development cycle for its new 3D game. ![]()
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