audio storytelling, blackbird interactive, design, early access, focus interactive, game design, hardspace, hardspace shipbreaker, narrative, single player, steam early access, story, storytelling, visual storytelling
I’ve got a new gaming obsession. It’s Hardspace: Shipbreaker, a game where you play the role of a Cutter that chops up derelict spaceship and repurposes the various components, either by refinement or straight-up salvage. It’s already a brilliant and unique bit of gaming and is only just in early access, meaning that its already impressive gameplay can only grow from here on out.
I could write up plenty of effusive praise on this game as it is, but I’m not really here to write a review on the title as a whole. Instead, I want to focus on one aspect of this one that it absolutely nails: telling a story without outright writing one out.