
HAAK is a Metroidvania-Platformer. As the mysterious wanderer Haak, you embarked on an epic expedition across the vast cyber-wasteland to find your lost brother. Explore deserted cities and metro, refine your weapons and hack skills, and uncover the secrets behind metal and dust.
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Languages: English, Russian, Japanese, Simplified Chinese, Traditional Chinese, Korean, French, Spanish - Spain, Portuguese - Portugal, Italian, German, Indonesian +9 more
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
跳跳乐和解密太多了,一多半时间都花这上面了
国产类银之光
HAAK is a polished action-platformer that successfully blends the exploration-driven design of classic Metroidvanias with a memorable post-apocalyptic science fiction setting. Developed by Blingame and published by OKJOY, the game places players in the role of Haak, a lone traveler searching for answers and a missing family member while navigating a civilization left in ruins after a devastating catastrophe. Throughout the journey, players explore sprawling interconnected environments filled with abandoned cities, underground facilities, dangerous creatures, hidden technology, and survivors struggling to rebuild their lives. The narrative slowly unfolds through exploration, conversations, and environmental storytelling, allowing the mysteries of the world to emerge naturally instead of relying on lengthy exposition. Exploration serves as the heart of the experience, rewarding players who take the time to investigate every corner of the game's expansive map. Each region features its own visual identity, hazards, and gameplay mechanics, encouraging continuous curiosity. Progression follows the familiar Metroidvania formula, where newly acquired abilities unlock shortcuts, secret passages, and previously unreachable locations. Rather than making backtracking feel repetitive, HAAK gives players meaningful incentives through hidden upgrades, collectibles, optional challenges, and lore that deepen the understanding of its world. The interconnected level design is intelligently constructed, making every newly unlocked pathway feel like a satisfying discovery. Movement is one of the game's standout features. Haak gradually gains an impressive collection of traversal abilities that transform how players interact with the environment. His multifunctional energy hook becomes an essential tool for swinging across gaps, activating distant switches, solving environmental puzzles, and even participating in combat. As additional movement upgrades become available, platforming evolves into an increasingly fluid experience where chaining together dashes, wall climbs, grapples, and aerial maneuvers becomes second nature. The controls remain highly responsive throughout, creating a strong sense of precision that benefits both exploration and combat. Combat offers an enjoyable balance between accessibility and challenge. Encounters require more than simply attacking enemies head-on, encouraging players to dodge, reposition, and fully utilize their growing arsenal of movement abilities. Boss battles are especially memorable, introducing creative attack patterns that test reflexes and adaptability without becoming unfair. While standard enemy encounters can occasionally become familiar during the later portions of the game, the steady introduction of new mechanics, environmental hazards, and ability upgrades helps maintain a satisfying gameplay loop from beginning to end. The puzzle design complements the action rather than interrupting it. Environmental obstacles frequently require observation, experimentation, and clever use of Haak's mobility tools. Whether activating machinery, rerouting power systems, or navigating hazardous terrain, the puzzles feel naturally integrated into the world instead of existing as isolated challenges. This seamless combination of platforming, exploration, combat, and problem-solving keeps the adventure consistently engaging while preventing any single gameplay element from overstaying its welcome. Visually, HAAK delivers an attractive pixel art presentation that successfully captures the atmosphere of a technologically advanced civilization reduced to ruins. Every location is packed with environmental detail, from deserted streets and underground laboratories to industrial complexes and forgotten transportation systems. Carefully crafted lighting effects and expressive animations give each environment a distinctive personality, while the soundtrack reinforces both moments of quiet exploration and high-intensity action. Together, the audiovisual presentation creates an immersive world that feels mysterious, melancholic, and occasionally hopeful despite its bleak setting. The story also benefits from allowing players to shape parts of the experience through their decisions. Multiple endings encourage replayability by giving choices meaningful consequences, while optional conversations and hidden discoveries provide additional context about the world's collapse and its surviving inhabitants. The narrative remains personal through Haak's search for his missing brother, yet gradually expands into a broader tale involving humanity's struggle for survival and the secrets buried beneath the devastated landscape. Accessibility options further strengthen the experience by allowing players to adjust the overall difficulty to match their preferences. This flexibility makes HAAK approachable for newcomers without diminishing the rewarding challenge expected by experienced fans of the genre. Combined with its generous amount of optional content, hidden collectibles, and extensive exploration opportunities, the game offers excellent value for players seeking a lengthy adventure filled with meaningful progression and satisfying discoveries. Although navigation may occasionally require careful map study and certain stretches of backtracking can briefly slow the pacing, these are relatively minor concerns within an otherwise exceptionally well-crafted experience. HAAK consistently demonstrates thoughtful level design, polished gameplay mechanics, and a rewarding sense of exploration that captures the spirit of the best Metroidvania titles while establishing its own unique identity. Rating: 8/10
One of the best metroidvanias I’ve played. It’s rare to find such a well-crafted map, extremely fluid gameplay, AND a unique and engaging story all in one game. I only wish there were a few more boss fights, but this is still a must-play for fans of the genre.
想了半天,还是没法给好评,战斗方面:手感很差,小怪几乎没有任何难度,boss却又肉又难打,给我强烈的玩闪避刺客dlc的同款感觉。 探索方面,地图的确四通八达靠能力锁互相连通,问题是能力锁实在是太多了,前期仿佛无头苍蝇一样,走两步就是一个能力锁,探图能力的获取又没有提示与规律,剑气这么重要的通关必备能力,居然是我无意间发现的而不是顺路就能获得,不看攻略的话甚至连到底有多少能力都不知道,路上又满是跳跳乐和解密,传送又不能跨地图,必须传到出口边上再进大世界,然后从大世界再去想去的地图,即使内置了全收集地图也依然玩得并不轻松,与我玩过的其他几部同类型作品相比,勇敢的哈克玩的真是又累又疲惫。 如果有人是第一次玩类银游戏,这一定不是最优选,慎重考虑吧
不管怎么设置,画面总感觉卡顿。玩其他游戏都正常的,很不习惯
如果主角没有人脸一直是覆面就好了
Artdesign is good, but level design, gameplay, progression... well pretty much everything else is very mediocre
正常打完本体,感觉中规中矩,不过总体上觉得还不错,想给个好评支持一下。 为什么最后给了差评?不好意思,打黑白弈梦白的变黑的了。 我可能不算多资深的跳跳乐玩家,但是我觉得其实也不需要多资深就能看出来最后黑色跳跳乐设计里各种各样巨大的问题。开始就有秒表计时和带有密集鼓点的背景音乐给足了紧张感,几乎已经告诉你这是类似于追逐战的快节奏跳跳乐。但是: 第一,作为一个快节奏跳跳乐,中途居然需要让玩家长时间地等待地图节奏。中间有几段都是必须要等水池上涨才能通过,如果跳的太快没注意就要掉进坑里掉血。并且在做了可以直接前进道路的情况下没有做任何关于后续需要水池上涨才能通过的提示。有一段我初见时看到钩锁能走就直接抓住飞走了,一直跑到尽头才发现必须要等水位上涨才能通过导致掉进坑中掉血,且那个坑在水位未上涨之前是出不去的,会原地一直扣血直到死掉。 第二,太多初见掉血了。不要求像蔚蓝甚至空洞那样做到跳跳乐关卡精细连贯,但至少你不能随便路上放几个炸弹就当陷阱吧。没有任何东西是比快节奏跑酷中间给你塞几个碰撞掉血减速带恶心的了。本身一直在猛跑突然被炸一下断节奏不说,会直接导致后面跑的时候畏畏缩缩拖泥带水,想冲怕跳脸炸弹,不冲又怕错过设计好的地图时机。 第三,很多地方的失误惩罚太重了,或者就根本没想着怎么给玩家预留调整空间。本身对节奏要求就很高,被初见或者失误断节奏之后甚至不会给玩家足够的时间找回节奏,就让玩家原地调整,结果大概率是原地蹦跶继续掉血到死。 第四,哈克本身的手感不算差也绝对说不上好,但是在加入水池这个东西之后我可以说哈克的手感就是屎。本身在水中的手感就黏黏腻腻的感觉很不舒服,碰到上涨的水位有时候甚至都判断不出来有没有出水导致空按位移。另外在围绕水池做了这么多内容的前提下作者甚至都不愿意做一个上浮的新动作,在水池里只能通过一直跳来向上位移手感实在是太差了。 第五,也是我打差评最主要的原因,为什么进了dlc退不出去?根本没有任何一句提示说进入之后就只能打这个结局了,100%探索度就差444地堡这最后一点打不了了。纯粹的恶心。 第六,捎带着说一句,什么叫告诉我只能选一个让我自己备份存档?什么叫备份存档就不用我教你了吧?作者是不是以为这么说显得自己很人性化?有没有可能更好的方法就是在分叉路口放一个存档点打完结局回档打白呢?也完全可以做一个随时离开dlc的选项,就说自己太累了被强制唤醒,发现已经和巴克一起被转移到了安全的地方,失忆是进入巴克大脑的副作用所以后面再进还会有,这样既方便了玩家剧情上也能规避不合理的部分。这些完全都是可以想到可以解决的问题,不明白作者为什么加不了。 最终评价一下,地图设计确实很惊艳,战斗手感太拉跨了,boss几乎没有任何设计很平庸且很少,解密跑酷的部分本体和dlc前半部分很不错。整个差评就是给dlc最终的那一段跑图打的。
国产类银佳作,很适合作为入门作,就是搞不懂为啥明明男主脸模做得不错,却只能一直用这个面罩罩着
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