Video summary
The reviewer begins by acknowledging the inherent difficulties of reviewing games in Early Access, noting that while many titles improve significantly with updates, some possess fundamental flaws that prevent them from succeeding in their current form. Heart Machine Games, a respected indie studio known for *Hyperlight Drifter* and *Solar Ash*, recently unveiled *Hyperlight Breaker*, a 3D multiplayer roguelike sequel set in the same universe as their first hit. Although the concept of a procedural open world was met with initial enthusiasm, the reviewer argues that combining the dark, lonely atmosphere of the original game with a co-op roguelike structure creates a fundamental tonal conflict. The studio appears to have prioritized an engineering challenge involving procedural map generation over cohesive game design, resulting in a product that feels more like a technology demo than a polished experience ready for release at its current $30 price point.
The core of the reviewer's criticism focuses on the game's poor "game feel," specifically citing movement and combat as deeply flawed. Unlike *Solar Ash*, where movement was tight and responsive, *Hyperlight Breaker* suffers from sluggish physics, bad collision detection that stops players abruptly against walls or curves, and a hoverboard mechanic that often fails to deploy when needed. The reviewer contrasts this unfavorably with the original *Drifter*, noting that the sequel abandons the brilliant design choice of recharging guns by hitting enemies in favor of a random drop system that lacks depth. Furthermore, the combat loop is broken by a faulty lock-on system that spins the camera around to target enemies behind the player and a weak parry system that offers little feedback, making the action feel clunky and frustrating rather than engaging.
Beyond mechanical issues, the reviewer highlights a significant misunderstanding of the roguelike genre's core appeal regarding itemization and build diversity. In successful roguelikes like *Hades* or *Dead Cells*, items create synergistic chains that fundamentally change how the game is played, allowing players to discover broken builds that trivialize enemy balance. However, *Hyperlight Breaker* offers only incremental damage increases and health boosts through its vendors, failing to provide the creative chaos and variety that define the genre. The reviewer suggests that the studio has designed the game backwards by letting procedural generation drive development rather than designing gameplay first, leading to a lack of content depth where the best items are purchased rather than found. Ultimately, despite the studio's goodwill from the original franchise, *Hyperlight Breaker* currently feels like an unfinished alpha with more broken core systems than functional ones, leaving the reviewer uncertain about the final vision and whether the game can ever be salvaged without a complete overhaul of its design philosophy.
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[Music]
part of me thinks it's unfair to try and
review An Early Access game games change
tremendously with even small tweaks and
polish and the addition of more content
so many of the things I would praise or
criticize in a finished game aren't
fully implemented yet and so it's not
really worth talking about them but then
I think about how many great Early
Access games I've played that would have
been perfectly reasonable to review
gloomwood is so good I stopped playing
it after the second major update because
I want to play it all at once when it
comes out but if if I had reviewed it I
would have praised it to high heaven and
sometimes An Early Access game has such
fundamental flaws I think it's fair to
review it to take note of the fact that
a game will not succeed in its current
form heart machine games is a
well-regarded Indie Studio that has made
two critically acclaimed games their
first hyperlight Drifter is almost
universally loved and still stands up as
one of the best and most inspired indie
games of the last 10 years the second
game was a bit more divisive critical
reception was mixed with some Outlets
giving it very high scores and others
rating it as kind of mediocre I
personally didn't really care all that
much for solar Ash but many people
really seemed to like it and I
ultimately decided that even though it
wasn't for me I could see that there was
an audience for the game that would love
it heart machine revealed their new game
2 and 1/2 years ago and it was met with
overwhelming positivity a 3D sequel to
Hyperlite Drifter was what almost
everyone actually wanted the studio to
be working on and then a little more
than one year ago the Gameplay trailer
revealed that hyperlight breaker was a
multiplayer Rogue light with a
procedural open world people still
seemed to like it and the game certainly
looked good but for me at least this was
a bit of a disappointing reveal how is
the Grim and lonely tone of hyperlight
Drifter going to be maintained in a
rogue light how is the mystery and
atmosphere going to survive a co-op game
I didn't understand how har machine plan
to marry these two very different genres
of game still the gameplay in the
trailer did looked pretty interesting
and the procedural open world at least
sounded like a new idea for the genre
well I've put about 18 hours into
Hyperlite breaker and it honestly pains
me to say this but the game in its
current state is fundamentally flawed to
its core it does not play well as an
action game it doesn't seem to
understand what makes the Rogue light
genre work and worst of all it's not
very good at being a hyperlight game to
show you this we're going to start with
the most important thing in any video
game the game
play how an action game
feels I'll just restate this game is in
Early Access so there are major problems
that can be fixed but this game is for
sale for $30 and I think it's more than
fair to point out huge problems that
need to be addressed before it's good
one of the things that defines an action
game is how it feels in your hands I
didn't love solar rash but many people I
respect did love it and ultimately I
decided the game just wasn't really
built for me but hyperlight breaker is a
game built for me I love action games I
love Rog lights and Rog lights and I
adore hyperlight Drifter with solar Ash
I still think it's a very well-made game
I found the story was a bit trite and I
don't think the voice acting was good
enough for such a story heavy title and
while the movement did feel good I just
UL didn't think that the game did enough
with it still the movement was good the
speed and physics felt great and jumps
felt responsive and tight and the game
was built around using that movement in
interesting ways so when I saw the
sequel to Drifter was going to use a
hoverboard in the trailers I assumed
that har machine had iterated on the
skates from solar Ash and would have the
movement feeling great in fact combining
the things that Drifter did really well
with the things that solar Ash did
really well is a recipe for a great game
but in fact breaker does not improve on
the movement system and solar as in fact
movement feels significantly worse in
hyperlight breaker than it does in heart
machines last game to start with the
character turns
Strangely I play melee action games with
the controller which is what heart
machine recommends and one of the first
things I do when starting a new action
game is run my character around in
little circles to see how it feels deals
turning and Hyperlite breaker has the
Dark Souls 2 thing where you do not get
a smooth turning radius instead the
character seems to snap to different
turning points this is hard to describe
but when you play it you feel it in the
very best action games you won't find
yourself unable to climb a spiral
staircase or getting frustrated climbing
up a hill in the best action games you
forget that you're using a controller at
all but in breaker's current state
moving simply doesn't feel good this is
particularly an issue in combat where
your character will constantly fail to
do what you want them to do this is
compounded by The Game's very bad
collision and geometry your character
will get stuck on curves slightly
bumping a wall brings you to a dead stop
all this sounds like peddling stuff but
it adds up to a deeply unpleasant
experience it does not feel good to move
your character in the game and that is a
death nail for an action game especially
one built upon an open
world movement is way too slow at
default speed and the Collision physics
and speed are even worse than the
hoverboard you slow down to an absurd
degree going up tiny Hills there's
nowhere at all to actually use the
movement system in a way that is fun
this game could desperately use the
rails that are a core aspect of solar
Ash the landscape you walk across simply
doesn't feel as if it has taken the
hoverboard into account the hoverboard
is not a gameplay mechanic in any
significant sense it's a source of
frustration rather than a source of joy
and again everything is at least 10% too
slow probably more I went back to play
solar Ash for this video and the
movement speed and game feel is just
miles beyond what is currently in
hyperlight
breaker now in this game there's an item
that increases movement speed by a bit
but you'd be crazy to choose that item
over combat focused items and it's
always a terrible idea to create an item
to fix a problem that should not be in
the game to begin with there's just
constant friction in the movement in
this game the hoverboard often won't
deploy when you want and instead you'll
just sink into the water this is one of
the things again you'll have to
experience yourself but at the moment
Hyperlite breaker feels bad in your hand
it's floaty and slow the physics are all
out of whack gravity is all out of whack
Collision is bad no action game should
stop you dead walking into a 4-in curb
this is one of the most basic core
aspects of an action game and the fact
that it's not nailed down even as the
game is being sold for $30 is troubling
I guess I should note however that they
pack in hyperlight Drifter for that 30
bucks but that didn't matter for me
because I already own that game on two
different platforms for me Hyperlite
breaker was $30 and it feels to me like
it's somewhere in between a procedural
terrain generation Tech demo and an
alpha when it comes to character
movement in game field either way
movement needs to be at least 10% faster
the player should not stop when hitting
a curve or bumping a wall the Board
needs to have actual gameplay involved
there needs to be a way to master it to
get faster the game needs to have rails
like solar Ash as it stands there's no
gamep playay to movement if faster
movement means that maps are too small
then increase the size in the map right
now it feels bad to move and just
getting it to decent is not enough for
this game to succeed it needs to feel
good and heart machine is painfully far
away from that goal at the
[Music]
moment
combat combat was a big part of
Hyperlite Drifter but it's almost
certainly not what people remember that
game for Drifter is amazing because of
its exploration its World building its
tone and its setting but combat is a big
part of the game and while it's very
simple it is also very thoughtfully
designed and Drifter could afford to
have simp simple but thoughtfully
designed combat because that is not the
game's most important feature Hyperlite
breaker on the other hand is a co-op Rog
light action game as such combat is the
most important feature in the game it's
what you will spend most of your time
doing it's how you progress it's the
ultimate goal of the game combat can be
a bit of an afterthought if you're
making a brooding artsy Indie Zelda like
but it has to be nailed down and rock
solid and fun as hell if if you're
making a co-op Rog light in a world that
features a dozen other ridiculously
great Rogue light games but sadly in its
current state Breakers combat isn't even
close to good enough to carry the game
it's got decent enough bones I suppose
and it's not actively terrible or
anything but not actively bad simply
isn't good enough for a game in this
genre not actively bad isn't going to
cut it when you're releasing at the same
time as Hades 2 the combat has many many
flaws that can be fixed but it also has
a bunch of design choices that leave me
wondering if heart machine really
understands the genre of game they are
trying to make let's start with one of
the craziest things about this game to
me in Hyperlite Drifter you have a sword
and you have a gun just like in this
game in the first game you recharge your
gun by hitting enemies it's literally
the core of that game's combat Loop and
it's the one genius design choice that
makes the whole thing work in fact it's
such a great idea that tons of other
games took note and started using the
same system in their games hyperlight
Drifter might not have been the first
game to do it but after Drifter a ton of
games started using that exact same
system whether to recharge Shields or
ammo or Mana or magic it just became
very common after hyperlight Drifter it
was probably the most influential
gameplay design choice to come out of
the first game now Hyperlite breaker is
literally set in the same universe it
also has a melee and gun system breaker
takes a ton of visual design cues from
the first game it uses the same gear
bits currency for upgrades one would
assume a game in the same universe with
so many similar Design Elements would
use the most influential and important
one when it comes to gameplay design but
for some incomprehensible reason no you
do not recharge your gun by hitting
enemies and break
instead you get ammo as random drops
from some enemies and occasionally out
of chests and this change has cascading
negative effects on everything from game
feel to how bosses are designed now
again this might seem like another small
thing but is actually huge and
emblematic of a muddled design that
lacks the cohesive Vision required to
make a great Rog light this same studio
in their first game had a brilliant game
design for how to balance melee and
range attacks they did it in a game that
is set in the same universe as this one
this game would be significantly
improved by simply using the same system
as Drifter and the fact that it doesn't
says something troubling about the
studio making the game if this was a
balanc choice it's a terrible one
balance should never be the enemy of A
game feeling good this game could
desperately use the dance of Drifter
that game's combat is all about
alternating between melee and ranged
attacks it creates a high stakes Rhythm
gameplay Loop and this game really
really needs that balance it by lowering
how much energy you get from melee hits
or balance it with damage or enemy
Health but The Drifter system would add
a ton of options for increased depth
whether that's in items builds or gam
playay and this game desperately needs
more depth Beyond even that sloppy
design is all over the Gameplay at the
moment breaker is loaded with flying
enemies that are just horrific to fight
you have to jump in the air to kill them
but you can only Swing Your Weapon once
which feels so bad and clunky it's
almost impossible to hit flying enemies
without locking on to them but the
game's lock on is broken at its very
core it will lock on to enemies behind
you and spin the camera around it will
suddenly turn the lock on off for
seemingly no reason it's almost
impossible to switch the lock on from
one enemy to another every boss fight
has respawning dog and this lock on
means that you'll constantly get spun
around to lock on to a dog behind you
instead of the huge boss in front of you
I find it hard to believe this did not
come up in player testing my suspicion
is the game locks on to the nearest
enemy regardless of position but that's
probably the worst possible way to
implement a Target lock I need to lock
onto ranged enemies or a flying enemy
what I don't need to do is lock onto a
slow melee enemy who has spawned behind
me what I don't need is for the lock on
to spin me away from a boss when
parrying is super important better
action games tend to prioritize whatever
is in the center of your screen but not
breaker the game has a Parry system but
I do not know why it is so weakly
implemented parrying gives almost no
visual or audio cue that you have pulled
it off the only way to really know is
that you get a few health back
[Applause]
but in chaotic fights with a ton of
particle effects parrying needs to
matter if you want this to be a core
system of the game a successful Parry
needs to have a loud audio queue it
needs to give you real benefits
otherwise it's just another finicky
thing to take care of the game is full
of ground effects but there's no
interesting system for dealing with it
movement again doesn't feel good you
can't do multiple attacks in the air
nothing in the combat system feels
cohesive at all all of these little
things and they are little things but
all of them add up along with the
movement to make the game simply feel
bad to play almost every small Choice
the devs have made here is not the right
one there needs to be way more skill
expression the player needs to be able
to do multiple attacks in the air the
player should be able to dash to extend
combos the lock on needs to not be
broken the ammo system is a disaster the
Parry system is underbaked for something
that seems to be core to the design it's
a very bad sign when a game launches
with more things wrong in its core
systems than are right and none of this
stuff is even the most important problem
the game has at the
moment
itemization I'm obviously not a game
designer I'm a manual labor but I like
games and over the years I've come to
believe that the best ones come out of a
cohesive vision born of a question I
like to imagine that something like
Hades began with the question what if we
took our unique approach to storytelling
and married it to an action game and
from there they probably arrived at the
Rog light genre through Natural
Evolution and iteration the best version
of hyperlight breaker probably would
have begun with the question what if we
made hyperlight Drifter but as a 3D
action game but after having watched a
ton of stuff about the development of
this game and including the noclip
documentary I have come to think that
Hyperlite breaker was not born out of a
desire to make a Hyperlite game but
rather it seems to have been born out of
an interesting engineering challenge
these different biomes together and
procedurally generate one level the
entire open world what we're going to do
instead is the Pangia method uh and what
that means is other biomes will be
combined in a single map for a true open
World experience and a Rog likee
structure for the the first time ever we
get to retain our large individual biome
sizes with plenty of exploration here
plenty of things to fight plenty of
things to collect but now everything is
more unique now everything is more clear
now everything is more navigable the
size and scale finally feels right but
it's starting to click it's a very big
aha moment for us almost everything you
read about this game focuses heavily on
the procedural generation of the open
world maps I am sure that that was an
interesting nut to crack for all the
very smart people in the studio but it's
not a particularly interesting thing for
the player of a video game and designing
a game around procedural map generation
creates way more problems than it does
Solutions if procedural map generation
is the technology that drove the
creation of the game well then a Rog
light is probably the only genre that's
even possible but this is getting game
designed backwards a Rog light may be
the only genre that works with
procedural open worlds but procedural
open worlds don't necessarily make for a
great Rogue light my hunch is at heart
machine has spent years getting this map
technology to work and has only recently
begun designing a game to work with it
in fact the gameplay reveal was over a
year ago and the two bosses shown are
the only two bosses in the game and the
enemies in that trailer are the only
enemies in the game and the weapons
shown seem to be the only weapons in the
game there's almost nothing in this game
that wasn't shown in that reveal over a
year ago and frankly there isn't nearly
enough in the game to sustain more than
about 5 hours of gameplay more
importantly if a studio is going to make
a rogue light they need to have a real
handle on what makes the genre tick
nobody should make a rogue light unless
they really love playing games in that
genre and the current version of breaker
doesn't seem to understand what people
love about Rog lights
every successful one from Isaac Nuclear
Throne and gungeon to risk of rain 2
Hades and dead cells have both excellent
game feel and a laser focus on crazy
item Synergy and the creation of broken
builds the entire reason to play these
games is because you know sooner or
later you will end up with a build that
trivializes the balance of the game you
know that every so often the entire way
the game plays Will Change it's it's a
genre that exists literally exists to
break balance the reason Isaac became
the first massive Blockbuster is because
that game allows for ridiculous variance
in builds sooner or later you will end
up with the guppy transformation or a
brimstone in Tammy's head build or any
one of hundreds of ridiculous and insane
synergies that fundamentally change the
game at its core dead cells and risk of
rain 2 offer the same massive gameplay
changes depending upon what items you
find you can use pure skill to get very
far in Isaac or dead cells with terrible
item luck but you will keep playing
because you know at some point a crazy
set of items will come together this is
the very bottom basic core of the genre
it is the key it's what makes the entire
experience and breaker has precisely
none of that literally none every single
thing about the item weapon economy
fundamentally misunderstands the appeal
of the genre of game har machine is
trying to make first of all the best
items and weapons are bought at your
base from vendors and not found in the
world or taken off bosses which is
insane the core of the experience is the
rush of finding the perfect item and
having a synergistic build come together
through luck checking a vendor between
runs isn't fun if they're going to be
vendors at all they need to be only bad
luck protection but definitely not the
core of the item
experience but more importantly you
cannot make a successful Rogue light if
the best items are all about increasing
the damage of your sword or gun
massively increasing health and damage
does not change the game at all it just
makes things die quicker in order to
make this game successful items need to
change how you play the game that would
mean items that you don't know make a
laser beam fire around you after two
swings and then an item that makes laser
beams poison things and then an item
that makes enemies that are poisoned
explode that's what a rogue light has to
feel like Rog likee itemization needs to
be creative and crazy there are none
literally no successful games in the
genre that do not have this even the
earliest games in the genre like
Spelunky understand this you cannot make
a game that I have to play over and over
where the goal is to increase my weapon
damage you cannot make a rogue like
where every r is basically exactly the
same aside from map locations obviously
more items will be released through
Early Access but the fact that in 16
hours I quite literally did not find
even one item that made the game feel
any different from hour one implies that
the devs either don't understand the
genre or perhaps are hamstrung by the
extremely insane decision to make this a
Hyperlite Drifter sequel which leads us
to the last section why is this a
sequel now there's an obvious answer to
that question of course a sequel to
Hyperlite Drifter was certain to get
press attention and likely to generate
far more fan attention than har machine
announcing yet another Indie Rogue light
except this time with a procedural open
world map generation technology that
doesn't really affect gameplay but is a
super cool problem the engineers in the
studio had been working on heart machine
has an IP that is popular Hyperlite
Drifter has over 13 ,000 reviews on
Steam while solar RH has about a
thousand I follow a developer on
substack who writes about the industry
and he has a formula for estimating game
sales based upon Steam Reviews the ratio
has changed over time but according to
his formula Hyperlite Drifter probably
sold around 650,000 copies on Steam
alone while solar Ash probably sold
closer to 30,000 units on
Steam now solar Ash was on Game Pass and
I'm sure it had revenue generated
elsewhere but it's a simple fact that
Drifter was a significant hit and solar
Ash was not so it was a natural choice
to make their next game a sequel to
Drifter to try and put the studio back
on firmer Financial footing in fact I'd
argue that was the objectively correct
choice for a business to make but there
are problems with trying to marry the
hyperlight IP to a co-op Rog light game
and none of them seem to have been
solved yet Hyperlite Drifter is beloved
because of its tone and atmosphere it
feels dark and grounded it's depressing
and mysterious it's violent and creepy
in many places it feels like you're
exploring a world that is ending where
civilization has broken down and cute
little animals are fleeing enemies who
are skinning them alive after enslaving
them it is pretty dark is what I'm
saying here and it's also very grounded
it feels real there are no crazy
abilities
Everything feels real and possible but a
Rog light cannot be grounded and a co-op
game can't be lonely and mysterious I
don't think it's crazy to say you
literally could not pick a worse fit
genre-wise for hyperlight Drifter than a
co-op Rog light this presents a problem
that only has two answers either you
have to throw away the tone and
atmosphere and lean into what makes a
co-op Rogue light work or you have to
keep the tone and atmosphere and design
the Rogue light in a way that stays true
to the first game and the latter of
those is much much harder I'm a guy
who's constantly full of suggestions but
I can't even imagine a way to both stay
true to the first game but also make a
fun Rogue light I actually don't think
it can be done frankly so my suggestion
to Heart machine is forget about the
name it is a sunk cost at this point you
made the initial bad choice to not just
make a 3D Drifter sequel which would
have been a massive Titanic hit by the
way and now you are too far along to
change that now you need to forget the
name and make a great Rogue light that
means Rock Solid game feel faster
movement crazy abilities and items it
means letting players break the balance
every 10 runs it means being able to
finish a combo in the air and then Dash
and combo three more times everything
has to be around game feel and game game
play that's the basic goal you must hit
for this to not be a sales and critical
disaster you still have a bunch of
Goodwill with this name and it's keeping
people from fully unloading on the game
in its current form but that's not going
to last after getting the game to feel
great and making items and progression
feel interesting enough to be worth
playing you still haven't solved the
core problem you've created with the
open world procedural
generation where does it go from here is
the final Vision that you clear two or
three open worlds in a row meaning nine
bosses and 6 hours for each completion
runs are going to be very very long if
that's the case if each success requires
more than one map and it must be cuz
there's just not enough here to have
each run only include one map how does
that work with
multiplayer this is being sold for 30
bucks and that's fine I totally
understand raising money through the
Early Access system but it feels like
the studio hasn't even figured out what
the final game is here this feels like
in a pre-alpha game design State again
I've played for over 16 hours and found
only a few things I like and wrote
thousands of words and I can't figure
out what the final gameplay Loop is
going to be is it that you clear one map
and move on and then like you know
you'll do it all again on a second map
and do it all again on a third map or
you're going to run through all three
Maps each time I don't know Co-op and a
relatively large open world don't
necessarily mix well with a rogue light
which is supposed to be built around
short runs and drop in drop out play I'm
not confident that heart machine has
fully answered any of these questions
internally yet and the fact that I don't
know the answer to some of these
questions is pretty troubling I think
now I'm rooting for this game because I
like the studio and I love the first
game and even though I didn't love solar
Ash I respected it quite a bit but after
playing through everything that's here
I'm left in what I imagine is the same
place the developers are staring at more
questions than answers all right I'm
like really have been for 2 weeks which
is very annoying that's probably why my
voice sounds like this all right thanks
for coming I'll see you next time bye