The accretion of history over the ages is written all over the land like a book to be read.”Ĭreated in the Unity environment, the game uses the same 16×16-grid style for level design of the era, while removing some of the limitations, such as clearly defined level boarders which required loading the next block of the map before allowing you to move. The world is subdivided into a number of regions which have their own local traits and stories as well. They will gradually find new ways to traverse this world, however, so while the world gets ever bigger, they will acquire abilities and shortcuts which get them to where they want to go at a rate which offsets the expanding map. Sometimes they may be inhibited by hard barriers, and other times only by the barrier of their own resolve. The player will have to find ways to expand their range to new regions in an ever-widening expanse. At times seemingly inviting, it is also offers ample resistance to exploration into new domains. The world itself is like a character in the story in its own sense, and the first one you will meet. Her story will become entangled with theirs, as they each lean on one another for their own needs, and slowly she will get to know exactly who each of these strange bedfellows are, and what they have themselves run from in their old lives. Along the way, she meets the other inhabitants of this undiscovered country: a band of castouts and pariahs from the old world, all seeking to make a new life in a place far away from their old troubles. She casts a haunted figure, and has come to seek the fabled knowledge of a race of long-dead ancients on the edge of the world, in hopes of finding a way to reclaim something which was lost to her. “Hazelnut Bastille is the story of a young woman who has just arrived on the shores of a savage, foreign land for the first time. The character artwork feels very in the vein of Dragon Quest, and the games soundtrack was assisted by Hiroki Kikuta, the lead composer for The Secret of Mana. Elements of other classics can be felt throughout the game too. Movement, interaction with objects, boss battles, all feel very familiar if you’ve played that iteration of the Zelda series. In particular, the game’s world design borrows heavily from some of the best elements in The Legend of Zelda: A Link to the Past and turning them into wholly original areas to explore. Visually gorgeous and packed with thoughtfully designed mechanics, puzzles, and items the game is currently in development by Aloft Studio and available for support on Kickstarter here: Hazelnut Bastilleįor readers who grew up in the era of Gameboy, Sega Genesis, and Super NES the 16-bit art styling will trigger instant nostalgia. Hazelnut Bastille is a game with an odd name and a seemingly bright future ahead of it.
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