Hack 'n Slash
When I first heard about Hack 'n Slash the concept sounded great - a Zelda style adventure game but you have the ability to "hack" the world and manipulate it. Brilliant! Right?
Unfortunately not.
Or at least not all the way through. Hack 'n Slash feels like half of a game, like a first draft - unrefined but a good base to work from - but they didn't fill it up. I don't mean the game is incomplete or broken - what is there has all the polish of a studio funded commercial project - but it's not enough. I don't know if they ran out of time or money or this was really their final vision but it just doesn't come together.



Now I will say up front that I am not a programmer, and only have rudimentary knowledge of how coding works beyond the surface. So that may have impacted my ability to understand what was presented, but most people would fall into that category and even just sprucing up the way the code language was presented into more layman terms could have gone a long way to remove a lot of the random guess I had to make. Most of the puzzles have a single solution and miles of red herrings or useless information to sift through.

Speaking of tedious the dialog and attempts at humor in Hack 'n Slash are rough. Character conversations go on far to long and are usually not engaging or contain interesting information. Also they are mostly unskippable - which is AWESOME when you have to repeat them due to accidentally crashing the game through one of the puzzles. Weeee! Bleah. The jokes are not good. They even went for more corny humor, of which I am often a fan, but they fall flat. Combined with the thinnest of plot and story for an adventure game that I've ever seen, there was next to nothing to keep me engaged.
I did like the art style. It's minimalist and pretty, making me think of a 2D Zelda Windwaker. Somewhere between sketched and hand painted the world and characters are clear and defined. Great variety of color make the locations (while often content bare) pop visually.
The best ideas in Hack 'n Slash went into the various item you pickup throughout the game. Each of these objects allows you to further affect the world in a really great way, giving you the ability to tackle puzzles by working "outside the box" the initially restrict you to. They give you the ability to slow down or speed up world time, or see the object names and code around you or even make wishes (allowing you to remotely change a variable in the overall game). Really brilliant stuff with massive potential! Very similar to (again) how new items let you make progress in Zelda games. Unfortunately it's wasted potential.
Other than 3-4 items the remainder of the 20 or so they give you have no purpose outside of the single puzzle they lead up to. They are one-and-done. Rather than being a new tool in your inventory to deal with the obstacles ahead they are forgotten brilliance. It's a real shame. Many of the items could have had an entire game based around them, instead they are throwaway.
I finished Hack 'n Slash but towards the later game I generously used walkthroughs for anything overly obtuse as many of the end game puzzles just do not respect your time as as player.
Double Fine has produced a number of great games over the years, but this is not one of them. It's not bad game, just one full of discarded potential.
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