Hyper Light Breaker: Meet Dro

Hyper Light Breaker: Meet Dro

Who was Dro?

Whoever she was, she is now transformed. What does she want?

Hyper Light Breaker: Meet Dro
Hyper Light Breaker: Meet Dro
Hyper Light Breaker: Meet Dro

And what is the pain behind her howl?

A glimpse into our wordless storytelling.

Hyper Light Drifter was a game well-known for its wordless storytelling. A quick Google search will yield dozens of videos and articles discussing the art of worldbuilding without words.

As Jake Theriault artfully describes in his analysis of the opening sequence of Drifter:

“We discover all we need to know about the world in one wordless sequence. And from there on out, all the discovery made by the player is done visually.”

While Hyper Light Breaker will not be entirely devoid of text (there will be UI and some loadout descriptions), we have made the decision to lean back into our strengths and reveal our world and mysteries therein through illustrated vignettes.

Hyper Light Breaker: Meet Dro

There is so much about the Hyper Light universe to discover. With Breaker, we’re excited to share more about the history of the world that led to the events of Drifter.

Hyper Light Breaker: Meet Dro

Our Character Artist, Isaak Ramos, has established a house style for our studio, inspired by the works of Katsuhiro Otomo.

Some key aspects include:

Clearly defined straights and minimal curves

Shading using a halftone pattern (and/or halftone+flat value)

And reasoning includes:

Effectively receives color blend modes

Meaningfully calls back to our influences and to our past without resorting to pixels

Adds gravity/seriousness

Quickly creates a more finished aesthetic that will support looser lines and different drawing styles

Let us hear from you!

What do you think about this return to wordless storytelling? And our panel art style?

And what’s going on with Dro?

More Posts from Mintyfreshka and Others

3 months ago

girl unhinge ur jaw

4 months ago

Guy freezes his hair and it stands tall.

1 year ago
Hello!

hello!

1 year ago

Another worldbuilding application of the "two layer rule": To create a culture while avoiding The Planet Of Hats (the thing where a people only have one thing going for them, like "everyone wears a silly hat"): You only need two hats.

Try picking two random flat culture ideas and combine them, see how they interact. Let's say taking the Proud Warrior Race - people who are all about glory in battle and feats of strength, whose songs and ballads are about heroes in battle and whose education consists of combat and military tactics. Throw in another element: Living in diaspora. Suddenly you've got a whole more interesting dynamic going on - how did a people like this end up cast out of their old native land? How do they feel about it? How do they make a living now - as guards, mercenaries? How do their non-combatants live? Were they always warrior people, or did they become fighters out of necessity to fend for themselves in the lands of strangers? How do the peoples of these lands regard them?

Like I'm not shitting, it's literally that easy. You can avoid writing an one-dimensional culture just by adding another equally flat element, and the third dimension appears on its own just like that. And while one of the features can be location/climate, you can also combine two of those with each other.

Let's take a pretty standard Fantasy Race Biome: The forest people. Their job is the forest. They live there, hunt there, forage there, they have an obnoxious amount of sayings that somehow refer to trees, woods, or forests. Very high chance of being elves. And then a second common stock Fantasy Biome People: The Grim Cold North. Everything is bleak and grim up there. People are hardy and harsh, "frostbite because the climate hates you" and "stabbed because your neighbour hates you" are the most common causes of death. People are either completely humourless or have a horrifyingly dark, morbid sense of humour. They might find it funny that you genuinely can't tell which one.

Now combine them: Grim Cold Bleak Forest People. The summer lasts about 15 minutes and these people know every single type of berry, mushroom and herb that's edible in any fathomable way. You're not sure if they're joking about occasionally resorting to eating tree bark to survive the long dark winter. Not a warrior people, but very skilled in disappearing into the forest and picking off would-be invaders one by one. Once they fuck off into the woods you won't find them unless they want to be found.

You know, Finland.

1 year ago

Reblog if you 100% okay with a transgender person correcting you if you accidentally misgender them or use their dead name.

please do

1 month ago

Tags
2 months ago
Soda Pop: A Highly Carbonated Soda Drink. It Can Be Used To Restore 50 HP To A Single Pokémon.

Soda Pop: A highly carbonated soda drink. It can be used to restore 50 HP to a single Pokémon.

5 months ago

Have you seen the new show? It's on Tubu. It's literally on Heebee. It's on Poodee with ads. It's literally on Dippy. You can probably find it on Weeno. Dude it's on Gumpy. It's a Pheebo original. It's on Poob. You can watch it on Poob. You can go to Poob and watch it. Log onto Poob right now. Go to Poob. Dive into Poob. You can Poob it. It's on Poob. Poob has it for you. Poob has it for you.

4 months ago

Gaming Backlog: The Murder of Sonic the Hedgehog

I've decided that I want to post more about my experiences playing through my gaming backlog and share my thoughts on stuff that I've been holding off on:

Gaming Backlog: The Murder Of Sonic The Hedgehog

This one was a nice break from the 3rd person action games and 1st person online shooters that I've been spending a lot of time with lately. I don't play a lot of visual-novels or interactive comics, so the presentation of the story through some really charming visuals and quippy writing was really cool to me! Each segment getting broken up by the running minigame was refreshing; and I think the designers did a great job introducing a new mechanic to the hazards that could show up that fit the aesthetic of the section you were playing.

Writing was really fun and didn't take itself very seriously, and the way things wrapped up was cute, which was pretty clearly the aim: to have a fun romp with lots of humor and fanservice, and do a story that wouldn't have worked in another format as well.

I think the ending felt pretty fast-paced compared to everything else with all the information it was throwing at you, and for me that was a little jarring compared to the relatively relaxed leadup.

I still really enjoyed it, and if anyone who has a passing interest in either Sonic or Visual Novels and wants to play a good, free, game; pick it up and bang it out after work one day.


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mintyfreshka - Aeonic Scribbles
Aeonic Scribbles

(He/They) Clown, Concept Artist, Average Art Enjoyer

138 posts

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