

Hyper Light Drifter was a blisteringly difficult Zelda-like which presented its glitching neon overworld from a top-down 2D perspective.
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Solar Ash is out on PS4, PS5, and PC (via the Epic Games Store) October 26.The second game from Heart Machine, the developer of 2016 indie gem Hyper Light Drifter, retains that game’s color palette-expect plenty of pastel blues, pinks, and purples, with the occasional threatening red-but changes just about everything else. Just as importantly, it reinforces the roots of Solar Ash. You can replenish your health by spending collected plasma at the kind guide who follows you around, and this provides constant motivation to explore and collect. I followed up with Preston to make sure I wasn't mistaken, and he confirmed that, yep, the bosses do take a piece of you with them. My preview ends shortly after this boss is taken down, and to my surprise, defeating this titan knocks a chunk off our maximum health.
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Hit windows are tight and bosses do everything they can to knock you off a single mistake can put you back on the ground and in easy reach of these giants. Now we're getting to the Shadow of the Colossus influence: climbing these monstrosities and darting around their exoskeletons stabbing weak points. Bafflingly, Preston says this towering bug-thing is at least 10 times smaller than the other bosses. The boss in my preview is a big mass of black fuzziness and bone, skittering around a distinctly Mario Galaxy planetoid and moving not unlike an insect. And then there are the bosses, which crank things up significantly.
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Then you have the simpler things: nab all this red plasma, an essential upgrade material, as you descend this hill. Press this, grapple that, climb this, and grind that to clear a gap. Reveal a weak point and clamber over to it before it's closed off.

Grab some color-coded spores and bring them to an urn before they fizzle out. The experience can be further modified by difficulty modes ranging from forgiving to speedrun-grade, as well as unlockable suits which tweak Rei's abilities. My preview showcased a medley of time trials which force you to move in exciting ways and under different conditions. Solar Ash has stretched its movement as far as it can go. Then it becomes more obvious the way we can plus-one that or formulate ideas around that." Eventually you start to lock in how it feels to move around in this world, and the scale and general composition that work for the character control. There's dozens of different avenues to go down. "How do you do that? It's good ideas and bad ideas and mediocre ideas, and you try a lot of things and throw out the ones you don't like or don't fit, and you keep the stuff that works. "You just keep layering," he adds, explaining how movement can become the central pillar for a game. They're cool, sure, and fitting thematically, but what are they really giving us that other stuff isn't giving us? What is it costing us?" "We had wall dashes and things like that. "When you're focused on a character's movement and traversal as your primary means for gameplay, you'll try a lot of different stuff for it," Preston says.
