Back in 2016, when Hyper Light Drifter hit the scene, it seemed to land at a perfect moment. Indie games were beginning to carve out a significant niche in the gaming world, and that year witnessed the rise of some truly standout titles like Firewatch, The Witness, Inside, Cuphead, Enter the Gungeon, Darkest Dungeon, and Stardew Valley. Thinking about it now, 2016 arguably marked a flourishing period for indie games! A few years prior, we saw other beloved indie hits such as Her Story, Undertale, Downwell, Soma, Octodad, and Shovel Knight make their mark.
What stands out about these games is their dedication to offering unique, often solo experiences—quite different from the current wave of indie games, many of which lean towards live-service models and endless replayability. Sure, Stardew Valley introduced co-op, but most of these titles are crafted for a solitary journey, starkly contrasting today’s trend of multiplayer and live-service games, which don’t always hit the mark. And my goodness, the number of roguelikes now is staggering! Given the challenging economic climate, it’s no wonder designers aim for games that can be played over and over; it’s a sensible strategy to avoid losing sales. Single-player experiences are mostly pursued by well-established indie devs who might not even be “indie” by strict definitions anymore.
Reflecting on Hyper Light Drifter, now nearly a decade old, it’s fascinating how its follow-up, Hyper Light Breaker, underscores the shifts in the gaming landscape. When Drifter was just a Kickstarter project, its allure lay in its striking pixel art, haunting synth soundtrack, and a captivating world that gradually disclosed its story. The final product didn’t disappoint, achieving a delicate balance of storytelling, intense combat, and an immersive environment, untouched by today’s industry trends.
Nowadays, Steam showcases an overflow of games daily, many vying for the next big hit title, yet few capture the magic of those self-contained stories. Multiplayer has taken the forefront, live-services attempt to maintain engagement (often unsuccessfully), and roguelikes abound. Yet, I understand why Heart Machine might pivot towards this trend by transforming Drifter’s world into a roguelike framework, likely with some live-service elements to ensure player retention post-early access. Whether this was the right choice remains to be seen, given that only the foundational gameplay is currently in place. The 3D adaptation of Drifter’s robust combat is solid, though no doubt it will evolve with subsequent updates.
Interestingly, Hyper Light Breaker draws comparisons to the upcoming FromSoftware game, Elden Ring: Nightreign, which also sports procedurally generated maps and formidable bosses. This reflects both the companionship and the stark industry evolution since Drifter’s debut.
Does this change sadden me? Definitely, to some extent. Despite developers continuing to create gems akin to Drifter and the other indie gems I initially mentioned, the sheer volume of games today makes it hard for these titles to thrive in a market dominated by those prioritizing replayability. Discoverability has become a real challenge.
The gaming industry’s transformation over the past decade is undeniable, and perhaps it took Breaker to highlight the extent of these changes for me. I’m not passing any specific judgment here, but I do hope Heart Machine finds a sweet spot in its new venture, as there’s potential for something extraordinary, provided they refine the early-stage rough edges.