Hyper Light Breaker’s Early Access Launch Has a Decent Foundation, But A Long Way To Go
Coming off the otherwordly Hyper Light Drifter and Solar Ash’s speedy platforming, the initial details around Heart Machine’s newest project, Hyper Light Breaker, came as a surprise to many. While their latest is set in the same universe as their previous two games and shares a similar color palette, instead of being another hand-tailored single player experience, it’s a roguelike designed around online co-op. Considering the growing number of roguelikes and multiplayer games trying to be the next big thing, there was understandable skepticism about the studio pivoting from its bread-and-butter to an already oversaturated space. After playing the first few hours of the game’s Early Access release, it’s clear that these concerns were somewhat well-founded because while this initial version has some promising ideas and sharp central combat, it’s held back by difficulty spikes, uneven roguelike elements, and frustrating encounter design.
Before we get into all that, though, let’s explain the core pitch. As specified on its Steam page, Hyper Light Breaker is an “open-world rogue-lite,” and this emphasis on exploration is what sets it apart from most other games in this style. During each run, you have four lives to defeat three bosses spread out across a procedurally generated island that changes each time you reset. If you beat all of them, you unlock your final foe, the Abyss King. However, the catch is that to challenge these bosses, you first have to collect prisms spread throughout the world. There are eight total, and it’s usually not as easy as just walking up and grabbing them; they’ll either be held by powerful enemies or locked away in a hiding place that needs a key. Each boss requires a certain number of prisms to challenge: two for the first, four for the second, and six for the third. I would give an overview of each of these foes, but after a few hours, I’ve only managed to beat the first of these archvillains, a snarling wolfman with a giant sword who looks straight out of Dark Souls. And this resemblance is fitting because these foes will grind you into dust.
To stand a chance, you’ll need to build up your arsenal, unlocking melee weapons, guns, modifiers called Holobytes, and special attacks called Amps. The tricky part is that when you inevitably die, which will happen a lot, the penalty is that your precious loot takes damage. If an item accumulates enough damage, it will break forever and become unusable. While you can store your equipment in the Hub World and retreat to your home base mid-run by reaching an extraction point, you will inevitably die and lose your favorite weapon. If that sounds like a dealbreaker for you, then it probably is. Put simply, Hyper Light Breaker is a medley of game genres that delight in kicking players in the teeth as it combines elements of extraction shooters, survival games, roguelikes, and FromSoftware’s output.
On the bright side, you’re at least sort of given the tools to meet these challenges because the controls already feel crisp and snappy. The dodge comes out fast, has lots of invincibility, travels far, and, as a bonus, looks quite cool with its glowing after-image. On top of this, there’s a rewarding parry move that you’ll have to rely on because certain attacks can’t be dodged and parrying is one of the few ways to restore health. And that’s not to mention the most gratifying move at your disposal, Flash Step, which lets you dart across the battlefield in an iridescent blur, closing the gap in an instant. While the gunplay generally felt underwhelming due to a lack of firepower and general scarcity of ammo, overall, this experience at least partially justifies its tough-as-nails difficulty with a twitchy toolset that gives you a fighting chance.

However, when it comes to these battles, there’s one massive problem that proves a near-constant source of frustration: they almost always throw way too many foes at you at once. Unlike the goons in the Arkham games who politely line up one at a time to get decked by the Caped Crusader, the fiends here are more than happy to jump you in a group. I can’t count the number of times I got blown up by a random rocket that flew in from across the map or got hit in the back of the head by some schmuck because my attention was focused on a deadlier opponent.
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