For HeartMachine's second ever game, it hits that nice sweet spot of blaring ambition and drive to create something special and impactful, and ever just barely mitigated lack of experience from early and/or unrestrained game devs that mostly remains out of the way enough to appreciate what their vision can create. Realistically my review can be summated by this (unnecessarily long) sentence, however ignoring the specifics of why this game slaps is doing an injustice to both the ingenuity of the developers and your, the reader's, understanding of the game from an outside perspective.

So, just to keep my praise contained, I will follow the game's example and start with the negatives. Learning to control your character in this game is a requirement to experiencing the killer back 2/3rds of the game, and is both improperly communicated and surprisingly complex to master. This is at it's core a platformer, a very strange movement focused version of a platformer, but the focus is still on overcoming challenges relating to traversing platforms and so you need somewhat of an ability to perform that task, plus mastering the movement always unlocks more enjoyment in performing that task (also I've heard this is very similar to Jet Set Radio, but I haven't played that yet so idk). The worst moments of the game are when it forces the camera into a scripted sequence, or the game removes all of your abilities beyond walking for story segments. These scripted experiential moments would be great if either the game developed it's story beyond what it already is, or this was not a movement focused game where an inability to move shunts your enjoyment. Next I've got a pet peeve with hidden collectibles requiring exploration in games designed to blitz past segments of the world, however the game is designed to feel like you are exploring the Ultravoid despite the very linear platforming level design so whatever.

Very few things feel better than running around the Ultravoid at full speeds, chaining dashes following jumps and grapples, pathing along the plasma laid out between and through the environment. The major limitation on your character at any given moment is your inability to easily turn, however it's rarely an issue given proper pathfinding and proper uses of mechanics. The game's first and foremost goal is to make you feel like a voidrunner (hey it's the thing on the last line) as it assumes you must do, and I almost always felt like a dexterous warrior too fast to be hit and too fast to ever stop. The game makes this assumption as it does not ever enforce a time limit on your experience, and so it expects your interactivity to feel fast to reinforce your character's mad dash to save their planet against inevitability.

But on that note, the level design is surpringly well integrated into the absolute dexterity of your capabilities in surprisingly subtle ways. Paths are always wide enough to allow variance in progression, but narrow enough so you gotta bonk your head a few times. Environmental mechanics such as railgrinding or grappling were a bit finicky but served to throw mix-ups into the monotony of running around constantly, and worked particularly well to introduce more linear segments following open exploration. The open segments felt simultaneously expansive for mechanical freedom and limiting in mechanical intrigue, I like myself some boundless clouds but not all the time. The shadow of the colossus style bosses mixed up the progression platform puzzles into further time-trial-esque tests of ability. The highlight for me is world/chapter/location 5, as the large flat plateau introduces a simple radiation hazard testing your dexterity in traversal between points of safety as a timer slowly ticks towards instant death. Which the death is just the right balance of punishing and a non-issue, the only change brought by death is requiring to hit a box and moving back to an earlier checkpoint in your path.

Speaking of, the path looks weirdly delightful in an simplistic off-cartoon sort of way you only really get out of generative rendering. This game somehow has a very similar combined style to both Risk of Rain 2 (if it was cohesive and realised (for lack of my own vocabulary)) and Hyper Light Drifter. Switching between the flat and typically rounded open vistas or twisting levels into moments of high-contrast 2D animation elevates the visual identity of this game from Hyper Light Drifter, whilst becoming something uniquely characterised of it's own. My only complaint was that the game was so visual pleasing, the markers or points of interest were difficult to differentiate amongst the painting.

The music does not follow in the art style however, as it prefers to directly iterate on Hyper Light Drifter's soundtrack. I personally prefer this soundtrack, however I'm comparing Windows 10 to Windows 11 here, it's basically more of the same with minor tweaks (which is downplaying the effort spent on it's creation, however this is the result I experienced). Also, mainly cause I don't know where else to mention this, the voice acting is surprisingly good and well edited into the voice logs scattered about the Ultravoid.

And finally, for the first time in HeartMachine's history, this game has a narrative. At first I felt as if the studio's strength in telling stories lay in not telling them directly, as the narrative in the first 2 chapters wasn't very interesting, however those parts they weren't saying yet were told later and damn they can execute. Unfortunately though, the main character remains as boring to listen to as possible the entire way through, however that boredom is skewed by the story presented. HeartMachine understands the unique method of storytelling you can perform through interactivity, and so I must apologise for underestimating the intentionally obvious optional lore collectibles as they are as integral to the story as the actual events of the narrative. There was not a single time where my actions did not contribute towards the story being told, as the themes relating to the indifference of existence, possible meanings of consciousness in existence, and grief in these larger contexts pervey every fiber of this game's creation (yes, I'd argue even just being afk at a checkpoint counts in this context). I don't know if you can tell this story in a different medium, or even under a different storyteller, and so I struggle to say if anyone else may have the same experience I did.

This is an amazing second go around for HeartMachine, though it took me a fair chunk of the run time to realise exactly what I was in for. This felt like a lesser version of walking into Everything Everywhere All At Once for the first time and expecting a fun time with an alright narrative, then being very sorely mistaken. The start of the game will probably turn people away, and despite my praise I have to recommend that you let it turn you away, I don't think this game will work with everyone. Some iteration on the mechanics, pacing, soundtrack, moments of gameplay, and dialogue would definitely improve this game from it's creators' lack of experience, however these negative elements never ruined or even showed up often in my experience. I love movement games so my opinion is skewed for this particular matter, but this may be one of my top 5 games of the decade.

Really makes you feel like the endless matter compounding ash into clouds under the weight of a star's berth

Reviewed on Mar 19, 2024


2 Comments


1 month ago

Really makes you feel like I gotta play this dude's games
Start with Hyper Light Drifter, more likely, you'll end up liking it