![]() Like a concert pianist, 20-25 years later I can picture the entire sequence of the game from start to finish, if I close my eyes. I played it during that critical developmental period a young child has where they are learning the tasks they need to memorize to survive in their hunter-gatherer setting… as a result, I can recall the entire world map in my head from memory. Over the next 6 years or so, I think I must have beaten the LoZ over 40 times. Then there was the combat… rooms full enemies that dominated the screen, and together with scene geometry, restricted the movement choices of the player to the scenario the designers intended each time. There were places where clearly you were meant to go, but somehow you didn’t have the means to get there (people often forget that LoZ is one of the very first Metroidvanias). The character got gradually stronger over time. To be fair, I had already seen a handful of games, but this was different. I look on as my family begins to explore Miyamoto’s cryptic garden of mysteries. Not a few hours go by before it is staring back at me from the big screen. In middle of the floor, next to an upholstered cat tree, sits an NES with The Legend of Zelda already in the console. My parents and I are living for a few months with a family friend of my mother, because our home burned down while we were all away one day due to a wiring error in the stove range. What made you interested in crafting your own top-down dungeon crawler? What did you want to bring to this genre?ĭennis Vavaro, Artist/Writer for Hazelnut Bastille – So, let’s do a bit of scene building. Siliconera spoke with the developers of Hazelnut Bastille to learn more about what the developers have drawn from gaming’s past, and the developers were more than happy to share many details of what classic games have shown them, what they have taken from these lessons, and how they are building upon them and making them their own. Offering adventure trough top-down action and puzzle solving, a crafting and trading system, and a series of weapons and unique tools, the game looks to have players enjoy a game that builds upon many of the design lessons of classic titles. Even better, you can download a playable demo with 2-3 hours of content, including a dungeon that is not present in the final game.Hazelnut Bastille places a lone heroine on an island of dungeons, danger, and potential allies. Many screenshots, video, audio samples and additional details are available on Kickstarter and the official website. Notably, the developers are working with acclaimed composer Hiroki Kikuta, who is best known for his work on Secret of Mana. ![]() ![]() At the time of this writing, they are already about one-third of the way to reaching their initial goal. Reaching a stretch goal of $110,000 will add Nintendo Switch to the list of supported platforms. They are looking to raise $65,000 to bring the game to PC, Mac, and Linux. We’ve had our eyes on it since it was first revealed, and the developer, Aloft Studio, has finally launched their Kickstarter this week. So, here we go again! Hazelnut Bastille is a brand new 16-bit-style adventure game played in the same style as classic top-down Legend of Zelda games. ![]() Even so, I am very excited that we are seeing so many games like the series I love for a long time I felt there were very few games that I would enjoy. It can be a little bit overwhelming to hear about so many new Zelda-like games after so many years of there being few games to scratch that Zelda itch between releases. There is a resurgence of adventure games in the same style as The Legend of Zelda.
0 Comments
Leave a Reply. |