Hydlide 2 - Shine of Darkness

Hydlide 2 - Shine of Darkness

released on Feb 01, 1986

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Hydlide 2 - Shine of Darkness

released on Feb 01, 1986


Released on

Genres

RPG


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Well, I finished it... this feels even more ridiculous than Hydlide 1 did to me. Thanks to the GameFAQs guide!

First off, it's much much longer - maybe 3-4x as long as Hydlide 1? The game achieves this by dividing the game roughly into 3 acts - training in the overworld, exploring the dungeons, then diving into the final dungeon. It's an interesting structure - you basically will die in even the easiest dungeons without some MP and a few levels and equipment, which feels different than the usual RPG flow today, weaving between dungeon and overworld.

Enemies barely drop money at first, so the most feasible way to get this game to a playable state without hours of time grinding is to just use an infinite sell glitch. (Get a black crystal, then sell your whole inventory - you'll be able to sell the last item you sold over and over). Although, on reflection, it is possible to grind 'legit', but it will just take a while and it's easy to do it in a lot of wrong ways that will add hours of time.

The dungeon solutions were a lot more obscure than Hydlide 2. All switches and staircases are hidden, as well as various traps. You do get a heal spell, though, which makes going a bit easier, but you'll still be saving every screen because a bad enemy spawn could mean your death as most of the dungeons are narrow and twisty.

The overworld 'solutions' are just as bizarre: break a tombstone to allow a village to spawn, break a random rock to open a dungeon, attack a tree to find a key.

However, by the time the final dungeon rolled around it felt a bit like Hydlide 1 in the sense that I was able to actually grind in a reasonable manner, albeit slowly. Still, certain enemy behaviors and patterns (final dungeon enemies might shoot you through walls, track you very fast, block your way, put you to sleep, etc) actually felt like they were evolving with each level. I was pretty impressed in this respect. If this wasn't purely a tile-based game and had better motion actually it could be fun, maybe.

As for the dungeons.. well, most of them have the same blue brick tileset and music. The puzzles are almost all impossible to figure out without a guide, but following a guide was strangely satisfying. The movement is just unreliable enough that even following a walkthrough wasn't totally easy. Sometimes you're too low level and have to carefully maneuver around the enemies. There's all sorts of strange D&D traps that JRPGs would continue to use - poison trap rooms, trap doors, trap warps, trapped chests, hidden walls... Weird, unexpected design to the dungeons - such as one where a random spawning enemy drops the key - while impossible to clear on one's own, are memorable. Or, the mirrored dungeon where two devil twins spawn fast-moving fire elementals. Having an "action rpg" in this simple 2D perspective means that setpieces get expressed in this remarkably minimal but evocative way. (Even if it's hard to control...)

Lastly I did love (the idea) of the final dungeon. After speaking a password to a tree (lol) you can step into a puddle to be swept to a massive, underground ocean of sorts, with Kraken and Harpy-like monsters flying around. From there you dive into a massive labyrinth, its shape kind of reminiscent of a ruined castle or ruined town. There seem to be "alternate universe" versions of each floor, and you need to navigate through these to find crystals that will summon the help of a fairy, who can open a staircase to the deepest layer. It's a bit of an eerie feel, as monsters get stronger on each layer, and the rooms can feel weirdly sparse. The second-deepest layer has dragons arranged weirdly, like a triptych drawing of 'action rpg tropes'. A river of lava, some sandy ritual site, next to twisty mazes.

You progress through the game so slowly (and with such tedium) that it becomes memorable.

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There's more of a texture to Hydlide 2's world in terms of characters. You can talk to some 'enemies' - the humanoid ones - although they'll just say some stock phrase, and you'll probably accidentally attack them while trying to get close. There's a mostly pointless morality meter, which stops you from talking to shopkeepers if it's below 30%. Nothing much is done with this, but it is funny as some nonintuitive enemies lower it (Sand Worms, Thieves). It lowers a lot faster than it goes up, and it was a real pain point for me in my first hours of the game where I thought I had to grind on zombies in the overworld until I could raise my strength and buy armor. (And I did do this, sadly...)

All over the overworld, humanoid characters run around randomly. You can kill all of them, but you shouldn't, because of the morality system... It's strange how lively and chaotic Hydlide 2's world feels compared to the first. Sure, there's no story within the game, but the game is so short that I'm happy to just imagine one and it honestly doesn't need one, too.

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Lastly, equipment and magic. I didn't really use the spells, mostly because my emulator made it hard to press the function keys. And spells usually did like zero damage or it was hard to safely cast or aim them given how fast enemies move.

Equipment is bizarre - maxing your attack doesn't let you one-shot enemies. They'll still take a few hits at 0 HP before dying. Although you can get max gear by level 6-8 with the money glitch. Your inventory has a max capacity of 10 items, too, which is strange.. this game is strange..

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I was kind of stuck between rating a 3 or 4. But I'm going to say 4 just because I found the game inspiring even if it's sort of bad (worse than the first, too). This game has just as much absurd stuff as Hydlide 1, but maybe its length and tedium and grinding make it more memorable? Hard to say. I guess it's got me interested in Hydlide 3, and Rune Worth (the unofficial continuation), so we'll see. The way the Hydlide series embodies so much of the 'spirit' of D&D Fantasy Action RPGs is really interesting to me, even if they're unplayable without guides and kind of awful to control lol...

For me the game froze right before I triggered the final cutscene (lol). Which feels fitting to end this game.