Overview
In a medium saturated with sequels and safe bets, Daniel Mullins Games has carved out a niche as a purveyor of the unexpected. The Hex is a post-mortem on gaming itself, conducted live from a grimy tavern at the forgotten end of the digital universe. The premise is immediate and compelling: a mysterious caller, a planned murder, and six suspects who are not people, but archetypes. There’s the grizzled platforming hero, the stoic walking-simulator protagonist, the brutish brawler, and others, all plucked from their respective genres and dropped into a whodunnit. As the bartender, the player’s job is to clean up spills and probe their digital souls.
This isn’t a simple procedural. Probing a memory in The Hex means playing it. Each character’s backstory unfolds as a fully interactive, genre-specific vignette. One moment it’s a rudimentary post-apocalyptic RPG, the next a deliberately frustrating platformer or a top-down shooter. The game is a Trojan Horse, smuggling a sharp, often melancholic critique of game design and player expectation inside the shell of a murder mystery. It aggressively asks what it means to be a character trapped in a programmatic loop, defined only by a handful of verbs—jump, shoot, fight. It presumes a deep literacy in the history of games, rewarding veterans with countless homages and parodies of classic titles from the 8-bit era to the modern day. This is its greatest strength and its most significant barrier to entry. The Hex is a game for gamers, but more specifically, it’s a game for students of the form.
Key features
- Genre-as-Narrative: The core mechanic involves playing through the memories of the six suspects, with each memory presented as a different video game genre, from classic JRPGs to top-down shooters and fighting games.
- Meta-Mystery Plot: The central investigation goes beyond finding a killer. It’s a deconstruction of game development, exploring themes of developer crunch, player entitlement, and the disposable nature of digital characters.
- Interwoven Puzzles: Beyond the individual game segments, the tavern itself acts as a hub filled with environmental puzzles that bleed into the game’s code and even its files on the player’s computer, breaking the fourth wall with surprising regularity.
Analysis
The fundamental loop of The Hex is one of investigation and participation. The player, as the bartender, is the catalyst, pulling on the narrative threads of the six patrons. Accessing a character’s memory means entering their world and playing by their rules. The game’s real strength lies in how it uses the limitations of each genre as a storytelling device. The platformer hero is haunted by the repetitive nature of his existence; the combat specialist from a fighting game struggles to express himself outside of violence.
The Whole and Its Parts
This is where the game’s central tension lies. As a collection of disparate mechanics, The Hex is a master of none. The platforming is serviceable but lacks the precision of a dedicated title like Celeste. The RPG systems are intentionally simplistic, and the shooter segments are rudimentary. A player seeking polished mechanics above all else will likely walk away frustrated. That, however, would be missing the point entirely. The gameplay isn’t there to challenge reflexes; it’s there to build empathy and provide context for the characters’ motives. The intentional jank of an early 3D platformer or the button-mashing mindlessness of a brawler aren’t design flaws; they are narrative texture.
The experience is less about the quality of these individual slices and more about their cumulative effect. Daniel Mullins uses this structure to comment on the very act of playing games. The player begins to see the systems behind the facade—the invisible walls, the scripted events, the limited choices. The characters themselves seem to be gaining a grim awareness of their own digital confinement, and their desperation becomes the driving force behind the murder plot. It’s a slow-burn horror story about gaining sentience in a world where you are not in control, a digital puppet that is beginning to see its strings.
Breaking the Fourth Wall
The Hex sets itself apart from its peers in its audacious willingness to shatter the fourth wall. The game doesn’t just reference other games; it references itself, its developer, and the player. Puzzles require manipulating game files outside of the application, and the narrative directly addresses the voyeuristic relationship between players and the characters they control. It’s a bold and, on paper, well-constructed gamble that implicates the player in the events unfolding. The player is a participant in the systems that have driven these characters to their breaking point. This culminates in a final act that is audacious, unexpected, and built to linger long after the credits roll.
Visuals & performance
Visually, The Hex is a chameleon. The framing narrative in the tavern is rendered in a moody, pixelated style that feels appropriately grimy and forgotten. But once a memory begins, the aesthetic shifts dramatically to match the genre being represented. This results in a tour of video game history, from the stark palettes of 8-bit gaming to the clunky polygons of the 32-bit era. This constant stylistic shifting is not jarring; it’s central to the game’s thesis. The art direction’s strength is its versatility and its ability to capture the look and feel of bygone eras. On a technical level, it’s a lightweight game. The 2D-focused presentation is light on hardware demands, as one would expect from a game of this scope.
Platform nuances
On Steam, the game is controlled primarily with a mouse and keyboard. This suits the point-and-click investigation within the tavern, as well as the RPG and top-down shooter segments. However, genres that are traditionally controller-first, like platformers and fighting games, are built around inputs that translate less naturally to a keyboard. The controls are remappable and functional, but there’s an inherent layer of friction when executing precise jumps or combos without a gamepad. It’s a minor issue, as none of these segments require professional-level execution, but players accustomed to a controller for these genres may feel the disconnect.
Final verdict
The Hex is not for everyone, and it never pretends to be. It is a dense, challenging, and deeply introspective work that demands patience and a specific set of cultural knowledge. It wagers that its narrative payoff is worth the investment in its sometimes-rudimentary gameplay, and for the right player, that wager pays off. It is a piece of criticism delivered in the very language it seeks to critique, and it further establishes Daniel Mullins as one of the more interesting voices in independent game development. It’s a game that doesn’t just tell a story; it tells the story of what it means to be a story.
Reviewed by the Rankeno Puzzle & Casual Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review