Compara los precios de Hiiro en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Jon Tiburzi. Publicado por Sometimes You. Lanzado el 12/7/2016. Disponible en PC. Géneros: Adventure, Casual, Indie.

Quiet, wordless, and surprisingly hard to put down: Hiiro is the sub-three-dollar ambient platformer that understands a walk through ruins beats a boss fight any day.

I did not expect to lose an afternoon to a game where you play a small red figure who cannot die, has no weapons, and says nothing. That is Hiiro in a sentence, and the fact it still pulls you forward for hours is the whole point. Jon Tiburzi and a tiny collaborator group spent roughly six years building this thing, and the patience that went into it shows in every screen. The structure is deceptively open. You get one vast, seamlessly connected world split across eight distinct environments, from what reviewers have described as deep-sea depths to snowy mountain peaks, all accessible from the start with zero gating and zero loading screens. Your only verbs are run, double-jump, and observe. The "hard" goals are collecting scattered yellow cubes and solving the environmental puzzles that guard the larger ones. The actual draw, though, is the soft pull of exploration: false walls that shimmer just slightly differently from the real ones, arrow-shaped environmental nudges tucked into floors and ceilings by Tiburzi as gentle hints, and secret biomes that open whole new corridors of the map. Fall from the highest point in the game and your little red figure just lands and keeps going. No death state, no punishment, no anxiety. The soundtrack deserves its own paragraph because this is one of those rare cases where the music is genuinely doing structural work. Composed by collaborator Bevibel Harvey during college composition classes, the score runs to thirteen ambient tracks totalling around 45 minutes, and it transitions dynamically as you move between zones so you never feel a hard cut. You register the shift in mood before you consciously notice you have entered a new area. I have seen multiple reviewers mention running the game in the background just to listen while they do other things. That is not a criticism, that is the highest compliment a soundtrack can receive. Where Hiiro earns honest caveats: the story is told entirely without language, spoken or written, and it is genuinely cryptic. The ending you see depends on how many collectibles and secrets you find, with three possible outcomes, but the connective tissue between exploration and meaning is thin enough that some players will reach a conclusion and still feel unclear on what actually happened. Backtracking is real, especially for completionists chasing every hidden item across a map that, while compact, offers few fast-travel shortcuts. The visuals use a pastel, minimalist aesthetic that some will find charming and others will find too sparse to sustain attention. None of these are dealbreakers at this price point, but if you need narrative clarity or mechanical progression to stay motivated, Hiiro will test your patience before it rewards it. The comparison points that keep surfacing in coverage are Seiklus, Knytt, and An Untitled Story. That lineage is accurate and useful: if those names mean something to you, Hiiro fits right alongside them as a quiet, handcrafted entry in a tradition that the mainstream almost entirely ignores. It is not a long game, it is not a loud game, and it is not trying to be either. Kai, Scout Team

Hiiro

Hiiro

12 jul 2016Jon TiburziSometimes You
GamerScout opina

Quiet, wordless, and surprisingly hard to put down: Hiiro is the sub-three-dollar ambient platformer that understands a walk through ruins beats a boss fight any day.

PC
ProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.57

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I did not expect to lose an afternoon to a game where you play a small red figure who cannot die, has no weapons, and says nothing. That is Hiiro in a sentence, and the fact it still pulls you forward for hours is the whole point. Jon Tiburzi and a tiny collaborator group spent roughly six years building this thing, and the patience that went into it shows in every screen. The structure is deceptively open. You get one vast, seamlessly connected world split across eight distinct environments, from what reviewers have described as deep-sea depths to snowy mountain peaks, all accessible from the start with zero gating and zero loading screens. Your only verbs are run, double-jump, and observe. The "hard" goals are collecting scattered yellow cubes and solving the environmental puzzles that guard the larger ones. The actual draw, though, is the soft pull of exploration: false walls that shimmer just slightly differently from the real ones, arrow-shaped environmental nudges tucked into floors and ceilings by Tiburzi as gentle hints, and secret biomes that open whole new corridors of the map. Fall from the highest point in the game and your little red figure just lands and keeps going. No death state, no punishment, no anxiety. The soundtrack deserves its own paragraph because this is one of those rare cases where the music is genuinely doing structural work. Composed by collaborator Bevibel Harvey during college composition classes, the score runs to thirteen ambient tracks totalling around 45 minutes, and it transitions dynamically as you move between zones so you never feel a hard cut. You register the shift in mood before you consciously notice you have entered a new area. I have seen multiple reviewers mention running the game in the background just to listen while they do other things. That is not a criticism, that is the highest compliment a soundtrack can receive. Where Hiiro earns honest caveats: the story is told entirely without language, spoken or written, and it is genuinely cryptic. The ending you see depends on how many collectibles and secrets you find, with three possible outcomes, but the connective tissue between exploration and meaning is thin enough that some players will reach a conclusion and still feel unclear on what actually happened. Backtracking is real, especially for completionists chasing every hidden item across a map that, while compact, offers few fast-travel shortcuts. The visuals use a pastel, minimalist aesthetic that some will find charming and others will find too sparse to sustain attention. None of these are dealbreakers at this price point, but if you need narrative clarity or mechanical progression to stay motivated, Hiiro will test your patience before it rewards it. The comparison points that keep surfacing in coverage are Seiklus, Knytt, and An Untitled Story. That lineage is accurate and useful: if those names mean something to you, Hiiro fits right alongside them as a quiet, handcrafted entry in a tradition that the mainstream almost entirely ignores. It is not a long game, it is not a loud game, and it is not trying to be either.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Ambient ExplorationNo-Death MechanicWordless NarrativeMultiple EndingsCompletionist SecretsDynamic SoundtrackOpen-From-Start WorldKnytt-like

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
512 MB RAM
DirectX
Version 9.0
Storage
100 MB available space
Graphics
DirectX 9 compatible video card
Processor
1 Ghz

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Información del juego

Desarrolladora
Jon Tiburzi
Distribuidora
Sometimes You
Fecha de lanzamiento
12 jul 2016

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¿En qué plataformas está disponible Hiiro?

Hiiro está disponible en PC.

¿Cuándo se lanzó Hiiro?

Hiiro se lanzó el 12 de julio de 2016.

¿Quién desarrolló Hiiro?

Hiiro fue desarrollado por Jon Tiburzi y publicado por Sometimes You.