

The eagle is not just some pet it is essential to every part of the game, from cleansing spirits to scaling cliffs. Doing so nets you some crystals which improve your eagle's ability to fly, and that leads us to our feathered friend. To reach that tower, you have to jump and shoot all of the idols in a continuous chain to launch yourself higher and higher. In another section, the huntress steps on a plate, and a line of idols appear in the air, forming a path to a distant tower. The most advanced move of all may be running alongside a deer long enough that it starts to sparkle and run alongside you, which is a killer app if I've ever seen one. I see some of those "advanced moves" later in the demo. It was all based on that: let's make it so you can move fast through this space." A lot of the design fell out from that all the puzzles that incorporate it and all the more advanced moves like chaining them and jumping. The timing mechanic there was really invented to enable fluid motion through the space. We realized in early prototypes that we had to make the shooting not based on lining up a reticle. How can we solve that so you can keep going fast and shoot at the same time? Which is so rare. A lot of games will put you in slow-mo when you have to do a sniper shot or something, literally stop you from moving. You can't focus on moving and shooting at the same time. "What we realized early on is that, in a lot of games, when you have to aim you have to slow down. "The focus was to have this sense of fluid motion," Nava says of the huntress. This is also something Giant Squid always prioritized in development.

As a fan of games like Mirror's Edge, Gravity Rush, Aer, and others with unconventional movement systems, this is the reason I was first attracted to the game. The huntress moves like a river through a canyon, snaking over and around anything in her path with breathtaking flourish. It's a game built on moving as quickly and flashily as possible. This rhythm of sprinting, sliding, jumping, shooting, and constantly propelling yourself forward is the backbone of The Pathless. Things are almost never that simple, of course, and The Pathless thrives on the discoveries and accidents between these main beats. This sets up the fundamental flow of the game: collect light stones by solving puzzles and clearing challenges, bring them to obelisks to weaken spirits, and then hunt the spirits down to purify them.

Our huntress, having just bonded with her eagle companion, sets out to return light to the world by collecting light stones and cleansing cursed spirits. It picks up about 20 minutes into the game, right as you enter the first of the biome-like plateaus that make up the game's island. The demo I saw was essentially a much longer version of the gameplay trailer shown at PlayStation's August State of Play. It's had a few trailers and event appearances this year, but I only recently had the opportunity to watch an extensive gameplay demo played by creative director Matt Nava, who stuck around for a chat afterward. The Pathless is coming to PS4, PS5, PC, and Apple Arcade on November 12, the same day that Sony's new console launches.
