Hack 'n' Slash
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''Hack 'n' Slash'' is a video game developed by Double Fine Productions. Prototyped during Double Fine's open
Amnesia Fortnight 2012 ''Amnesia Fortnight 2012'' is a bundle of prototypes made during a two-week public prototyping session in 2012 by Double Fine Productions, which was held in conjunction with the Humble Bundle group in 2012. Everyone that paid a minimum of $1 had ...
, ''Hack 'n' Slash'' is a
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action-adventure game similar to ''
The Legend of Zelda ''The Legend of Zelda'' is an action-adventure game franchise created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments and re-rele ...
'', though with in-game weapons and objects that allow the player to
hack Hack may refer to: Arts, entertainment, and media Games * ''Hack'' (Unix video game), a 1984 roguelike video game * ''.hack'' (video game series), a series of video games by the multimedia franchise ''.hack'' Music * ''Hack'' (album), a 199 ...
the game's world to achieve victory. The game was released to Steam's
Early Access Early access, also known as alpha access, alpha founding, paid alpha, or game preview, is a funding model in the video game industry by which consumers can purchase and play a game in the various pre-release development cycles, such as pre-alph ...
on May 6, 2014 for Microsoft Windows, OS X, and
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computers. It left early access status and became a full release on September 9, 2014.


Gameplay

The player controls the game's primary character, Alice (a reference to the common
Alice and Bob Alice and Bob are fictional characters commonly used as placeholders in discussions about cryptographic systems and protocols, and in other science and engineering literature where there are several participants in a thought experiment. The Al ...
placeholder names), armed with a "
USB Universal Serial Bus (USB) is an industry standard that establishes specifications for cables, connectors and protocols for connection, communication and power supply (interfacing) between computers, peripherals and other computers. A broad ...
Sword" from a top-down view. While the player can use the sword and other weapons and tools to explore dungeons and fight enemies in a traditional manner, the sword itself can also interact in special ways with any game object, including enemies and obstacles, that has a USB port. At this point, the player can alter the basic parameters of the object to alter their behavior. Examples include adjusting the movement speed of an enemy, or setting a container's
hit point Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the f ...
s to zero causing it to collapse and release its contents. The player can also hack Alice's variables, such as her name or health points. For game objects that lack these USB ports, the player can use limited bombs that pause the execution of code from objects caught in the explosion, allowing them to temporarily hack the object's code, such as setting a flag that gives these objects a USB port to be hacked further. Another tool Alice has is the Third Eye Hat that opens a debugging interface, the same that Double Fine has used to create and test the game. Through this, the player can see elements of the code behind the objects, such as the contents of a container or invisible blocks. Although the player cannot hack the code while in debug mode, they can use this knowledge to achieve goals. In one case, with a series of invisible blocks floating very slowly over a chasm, the player is able to hack the game's internal clock that would, to the player, speed up the movement of the blocks. Completing quests earns the player in-game books that represent the actual code files used by the game, which the player can read to understand game mechanics and hack to alter how some process the game uses are done. For example, one book gives code for how bridges in the game are built, and the player can hack the book to cause the bridges to become longer as needed. All these changes are directly affecting the base code that the main adventure game runs with, and with improper changes, it is possible for the player to corrupt their saved game or break the mechanics of the adventure game, but the game's program will allow the player to go back to restored versions of the game's code to fix these.


Development

''Hack 'n' Slash'' was one of several ideas presented for voting for Double Fine's
Amnesia Fortnight 2012 ''Amnesia Fortnight 2012'' is a bundle of prototypes made during a two-week public prototyping session in 2012 by Double Fine Productions, which was held in conjunction with the Humble Bundle group in 2012. Everyone that paid a minimum of $1 had ...
project, where users would be able to vote for the game concepts they felt they would want to play the most. ''Hack 'n' Slash'' was an idea presented by senior programmer Brandon Dillon, presented as a ''Zelda''-like game with the ability to hack the game's features. The title received the most votes and was one of five other titles that Double Fine stated they would develop into full games. A full commercial version of the game was announced in December 2013, with expected released on Windows, Mac, and Linux in the first half of 2014. The announcement also revealed that part of the game's funding will come from the
Indie Fund The Indie Fund is an organization created by several independent game developers to help fund budding indie video game development. The Indie Fund was created in early 2010, its purpose aimed "to encourage the next generation of game developers" b ...
. The announcement also contained a single image that linked to a large compressed computer file that users have decoded to find out information about the game's world. Dillon explained that the full version is less an adventure game and "really this puzzle game that teaches you about hacking", proving a
learning curve A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the ...
to help players learn each of the tools provided in the game.


Release

The game released as an
early access Early access, also known as alpha access, alpha founding, paid alpha, or game preview, is a funding model in the video game industry by which consumers can purchase and play a game in the various pre-release development cycles, such as pre-alph ...
title on Steam on May 6, 2014. The early access model is intended to facilitate fine-tuning the game's puzzles given its unusual mechanics, as well as allowing for integration of Steam Workshop features. With the 1.0 release on September 9, 2014 also the
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the w ...
of the game was released by Double Fine.Hack ‘n’ Slash Leaves Early Access, Brings Source Code
on Rock, Paper, Shotgun by Ben Barrett (September 10th, 2014)


Reception

Hack 'N' Slash received "mixed or average" reviews, according to review aggregator
Metacritic Metacritic is a website that aggregates reviews of films, TV shows, music albums, video games and formerly, books. For each product, the scores from each review are averaged (a weighted average). Metacritic was created by Jason Dietz, Marc ...
. ''
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'' gave the game a 7.7 out of 10, writing, "for all the very smart, ambitious, and never-before-tried stuff that Hack N’Slash does so well, it has a tendency to drop the ball on the easy stuff. Its maps are a nuisance to get around, with slippery controls...
t has T, or t, is the twentieth letter in the Latin alphabet, used in the modern English alphabet, the alphabets of other western European languages and others worldwide. Its name in English is ''tee'' (pronounced ), plural ''tees''. It is deri ...
a tendency to get so wrapped up in being clever that the gameplay suffers for it...", and ultimately concluded that programmers would have a good time with the game. ''
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 and owned by alongside formed company Gamer Network. Its editor-in-chief is Martin Robinson. Since 2008, it is known for the formerly eponymous games trade fair EG ...
'' praised the game's graphics and the manner in which the game demanded the player's attention, calling the title "something of a perfect storm of indie game design", while criticizing its unfair obstacles, obtuse visual cues, and lack of polish. ''
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
'' and ''
PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
'' found the game's humor to be both unique and clever and took issue with how only game developers would truly be able to appreciate the ingenuity of the game's design.


References


External links

* {{Double Fine Productions 2014 video games Action-adventure games Double Fine games Game jam video games Hacking video games Linux games MacOS games Single-player video games Video games with Steam Workshop support Top-down video games Video games developed in the United States Games financed by Indie Fund Video games featuring female protagonists Windows games Commercial video games with freely available source code Early access video games Video games using procedural generation Lua (programming language)-scripted video games