As a gamer, I’d say many side-scrolling action games have this unique feeling of being all alone in a big world. Even if there’s a home base or headquarters, when I’m out there, adventuring, it’s just me and the wilderness. There’s hardly anyone to chat with or engage, and the story unfolds mainly through the surroundings or those peculiar instances where the main character seems to be having a one-sided conversation.
Heart Machine’s Possessor(s) uses demon possession to give the protagonist someone to talk to
During my practical demonstration of Possessor(s) at Summer Game Fest’s Play Days event, I had the opportunity to converse with Myriame Lachapelle, the game’s producer, who you may recall from the Day of the Devs showcase, and Tyler Hutchison, the narrative director from Heart Machine. They both generously provided fascinating insights into the creation process behind this captivating indie title.
In the game titled Possessor(s), you assume the role of Luca, a resilient teenager navigating a world ravaged by a demonic apocalypse. With her existence hanging by a thread, she reluctantly strikes a bargain with Rehm, a dying demon. Based on my observations of the game so far, it seems that these two characters don’t see eye to eye. Rehm is blunt and reckless, overly honest but dismissive towards Luca as a human. However, even in her teenage years, Luca manages to annoy Rehm, demonstrating in certain instances that the demon might not be as invincible as he boasts.
In the game, this uneasy alliance occasionally surfaces, with the two main characters frequently engaging in disagreements and friendly banter. Although they depend on each other, it doesn’t necessitate friendship. The dialogue isn’t excessive, though. If a player attempts to converse with Rehm, he might respond with something like “I’m not in the mood for talking right now.” In Possessor(s), the dialogue is tastefully used and sometimes even metaphorically sparse.
In my chat with Tyler Hutchison, the game’s narrative director, he shared an intriguing insight: he and another writer would frequently engage in lively banter during scriptwriting. Inspired by this dynamic, they decided to incorporate it into the game itself. This playful interaction offers the player much-needed respite amidst a harsh, violent, and brutal world.
At the game’s start, we are confronted with the grim reality of a demonic invasion, and our character, Luca, is shown crawling on the floor because she has lost her legs. In those intense moments, the chance to engage in conversation provides a welcome opportunity for relaxation.
In the realm of side-scroller action games, the narrative often takes center stage, guiding me from one place to another, introducing new abilities to progress, and filling the journey with battles against monsters, escapes, and the occasional defeat of evil. But what truly sets a game apart is when it delves into intricate character development and relationship-building. It’s through these elements that I come to understand Luca, a determined young woman who can outsmart demons by calling their bluff.
If storytelling isn’t your preference, be aware that this game isn’t misleading. The gameplay, reminiscent of Super Smash Bros., boasts a smart action system. Ordinary objects such as kitchen knives and computer mice are imbued with demonic energy to send opponents flying, launch them into the air, and even keep them suspended for multiple hit combos. The game also incorporates aspects similar to souls-like games. Upon death, you’ll have to retrace your steps back to where you died to recover lost items. In the free demo currently offered during Steam Next Fest, a variety of formidable enemies await your challenge.
During my demonstration, Producer Myriame Lachapelle pointed out an intriguing detail: if you look closely at the game’s background and trailers, you might spot a peculiar text that doesn’t correspond to any known language. The game, Possessor(s), is set in the fictional Sanzu City, a blend of Tokyo and Los Angeles characteristics. This enigmatic text is actually a code devised by Heart Machine’s team, and it bears resemblance to one found in their earlier game, Hyper Light Drifter. Lachapelle informed me that even before the demo was publicly released, fans had already started deciphering the language using only the trailers as clues.
Among its intricately crafted characters and innovative battle mechanics, Possessor(s) undoubtedly made it to my list of favorite discoveries during Summer Game Fest. The distinctive art styles used in the game are another captivating aspect; while the backdrop is a grimy, gray-black apocalyptic cityscape, Luca stands out with vibrant hues of neon green and purple, his stark white hair adding to the contrast. As for the release date of Possessor(s), it has yet to be announced, but you can already experience a taste of the game through a free demo available on Steam. The developers at Heart Machine are aiming for a launch later this year, and I’m eagerly looking forward to joining them on day one as I delve deeper into this remarkable indie title.
Read More
2025-06-12 02:02