Hob
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From the team that brought you Torchlight and Torchlight II comes Hob: a vibrant, suspenseful action-adventure game set on a stunning and brutal world in disarray. As players delve into the mysteries around them, they discover a planet in peril. Can it be mended, or will the world fall further into chaos?
Steam User 17
One of the most beautiful and memorable games you've never heard of. The original creators of Diablo made an isometric Zelda-like and it's every bit as good as that sounds.
Steam User 11
This is a pretty game but dont mistake this to be like a zelda game. Yes, people call it zelda-LIKE and it kinda is but if zelda was more about the puzzles and less about the fighting. there's also a bit of backtracking but the game does marks things on the map so you have an idea where to find stuff later. During gameplay you can find sword bits, life parts, mp parts, and currency (for abilities and outfits you find). The story is told without intelligible dialog (some things make noises) so it's mainly told though character actions, wall pictographs, and a bit of interpretation.
my thoughts about the story (not a spoiler): I feel the game is saying technology can't coexist with nature or they are just naturally at war. I feel this is fundamentally wrong. Yes, most of OUR tech is anti-nature but we also have some that isn't. I also feel using to much anti-nature tech leads to a dead end for that species (like a skill check). If that's what the devs are saying that is fine (it's their game) and anything that gets people thinking/talking about this subject is good.
Steam User 12
In the end, yes I liked it, though I did bother not to 100% it. Combat is very simplistic, so don't bother playing on higher difficulties, it's just not worth it and does not add anything, since you just respawn and carry on where you left off.
The camera _always_ shows you what you need to know to proceed. If you don't find a path _you_ did no pay attention. Though there is some backtracking, esp. until you get the only ability that matters - the grappling hook.
The game marvels with visual storytelling and ambient, so if you don't appreciate curious exploration, this game is not for you. The game also lacks some enemy variety but natural environmental puzzles makes up for it. Luckily the number of jumping puzzles is very low, too. It never really overburdens you with anything and has a rather relaxing pace, so don"t worry, except for some (optional) sword upgrades you cannot miss anything important.
It took me 1 or 2 hours to get into the mood but then I was hooked to exploring this world.
Steam User 12
Runic Games’s incredible swan song, Hob, is nothing short of a masterpiece. You can feel the love and craft poured into every detail of this passion project. Hob has some of the absolute best world design I’ve ever seen in any game.. impressive and awe-inspiring at every turn. It’s the kind of experience that has to be played to be believed. I’ve truly never seen anything quite like it.
The world is breathtaking, with its clockwork moving pieces constantly shifting and revealing new paths. The atmosphere is pure mystery and discovery, no dialogue, just mood, tone, and exploration. It’s a world you see and feel. The art direction is second to none. Every frame dazzles the eyes, flowing seamlessly from biome to dungeon to newly unearthed landscapes. The size of the world as well is impressive, this game must have cost Runic a small fortune to develop. All that Torchlight 2 money is right there in the screen.
Traversal is one of Hob’s strongest aspects. Unlike most top-down Zelda-likes, it plays like a 3D platformer. The level design is chefs kiss everywhere, half the time it feels like the designers are just flexing. Incredible verticality and Metroidvania-style movement unlocks like the grapple. It’s clear they really took their time weaving together all the interconnected pieces.
It’s not just about unlocking new areas. The world itself reshapes as you progress.. water levels shifting in the overworld, blight dissolving, entire regions transforming like a bunch of clockwork puzzle pieces. Each time, it completely recontextualizes the paths you’ve already taken. From a developer’s perspective, it’s truly awe-inspiring design... intricate, expansive, and brilliantly executed. I'm constantly left wondering what will reshape the world next, and how it will once again change my perspective on the environment.
Combat is the weakest aspect... it's certainly not bad though, it just feels like it got the least polish. Attack windup animations are a tad too long, it makes slashing your sword feel less responsive than other entries in the genre. Still, I thoroughly enjoyed it, it's just not as tight as something like Hyperlight or Link Between Worlds.
In the end, Hob is a game about atmosphere, art, and exploration, and in those regards, it’s absolutely brilliant. It’s evocative, endlessly intriguing, and unforgettable... Runic may be gone, but they left behind something timeless.
Steam User 9
Absolutely love this game!
I wanted to replay it on Steam Deck, but unfortunately, it lags even on the lowest graphics settings (especially sad that the studio has closed, so I don’t think we’ll ever see a patch for Steam Deck support) I ended up playing HOB on Switch. They released the Definitive Edition there, which includes collectible concept art, that I adore!
The game is still beautiful and fun to play! For everyone who likes search on the every corner for all the secrets - it's a great little open world game, with no hard puzzles or battles at all, but with beautiful mysterious, transforming world, where you'll find no dialogues, but yet, there're a whole story!
Steam User 7
Underrated game. A relic that actually reminds you of what a game is supposed to be like. Sort of lacks a modern game's polish tho.
Steam User 4
Hob is one of my favourite games of all time. It is a cute and beautiful world with a purely visually told story. The combat is simple as the focus is on solving puzzles. There is a linear path you can follow, or you can explore and find secrets along the way. There is very little handholding as to where to go most times, and you need to pay attention to the subtle hvisual hints on what to do and where to go next.