Sometimes there are games that you hear about and just from the couple of sources you trust you know that you are going to want to try it. That was kind of where is was at with this one. I heard the game mentioned a couple of times and I heard some pretty positive reviews about it without reading too much into it.
So naturally when the steam summer comes around I have games like this one locked, loaded, and ready for purchase. It dropped a bit so I jumped on this one. It sat in the backlog for a bit, but while looking for something new to play on my Thursday stream and this seemed like a good change of pace. So with that, we donned our best cap and dove into.....
So naturally when the steam summer comes around I have games like this one locked, loaded, and ready for purchase. It dropped a bit so I jumped on this one. It sat in the backlog for a bit, but while looking for something new to play on my Thursday stream and this seemed like a good change of pace. So with that, we donned our best cap and dove into.....
A HAT IN TIME:(STEAM)
So contrary to what I had assumed, this is not about time traveling girl in a dashing top hat. That's only part of it. Hat Girl, as she is known, is an alien simply flying home in her spaceship. But as she passes over a specific world, a member of their local mafia bangs on her front screen demanding a toll. Hat Girl refuses and the Mafia smashes her window, causing her vault to fly open and suck out these glowing hour glass "time pieces" as well as herself out into space to the planet below.
There, Hat girl meets a local trouble maker in a red hood and a dashing mustache, hilariously called Mustache Girl. Initially, after Hat Girl helps her get free from the Mafia, Mustache Girl agrees to help find the missing time pieces if Hat Girl helps her run the Mafia out of town. Things go well until Mustache girl learns the time pieces can be used to actually alter time, and has the idea to use these to be time traveling heroes and ride the world, and other worlds of their bad guys.
Unfortunately, Hat Girl needs to them to power her ship and get home so she declines. Mustache girl claims this is a selfish use of them, and after stealing from Hat girl and dissolving their friendship, it then becomes a race to see who can collect the time pieces first.
Spoiled a little of the story there to give context, but that is more or less the framework of the story and its as good a motivation as I needed. As I eluded to in the intro to this one, I basically went into the game pretty much not knowing a thing about. But now that I have played through the game from start to finish, there is only one way I can describe it: A Hat in Time is a love letter to the 3D Super Mario platfomer. So expect a good number of comparisons to it.
At the onset of the game, Hat Girl has pretty limited bag of tricks. She can run around, and jump, and has a umbrella that she can swing at enemies. When she is airborne and someone comes into range, you can hit the attack button to do kind of a homing flying dive at a baddie. Its a generally invulnerable move but its not fluid or fast. So you will more than likely bash things with your umbrella until you are prompted to use the aerial attack, usually by bosses or specific enemy types.
You have 3 primary objectives every time you drop into a new level. You need to A: collect pons which are gems that will let you unlock new buttons for you hats which give you new passive abilities. B: collect balls of yarn which allow you to unlock new hats, which give you new active abilities like dash, bombs, etc. and C: collect that level's time piece, which allow you to progress to the next chapter of the game. 40 time pieces in total.
As I sort of mentioned before, it draws a great deal from the formula that made Super Mario 64 work so well. Each chapter of the game is broken up into 4 to 8 acts which drop you into that world to go after a new time piece. And like much like its inspiration, each change of act might produce some subtle changes to the level on top of your ultimate goal. For example, in the first world of Mafia town, the entire place is somewhat of a tropical beach island city.
But in one of the acts, Mustache Girl turns on all these giant faucets that basically make them spout out lava instead of water, so now any of the water you could previously swim in now causes damage and require more precise platforming. The goal to unlock the time piece is to navigate around the new terrain to reach said faucets and turn them off. Worlds are generally open so you can explore around and see what changes and learn where you can go now or what ability you might need to come back later.
After completing a certain number of acts (you don't need every time piece) you can move to the finale of the act which usually results with a fun, interesting boss fight and the closing of the story for that set of worlds. All of them individual to each other so while it does lead to a big final story arc, each chapter feels contained and different so they feel different, fresh, and unique.
You can always replay levels to go back to reload on pons or try to get more yarn to get new hats for more abilities. It is entirely possible to beat the game without having all of them because I was able to do so and do so without much difficulty. As you play, you can also find time shifts. Again, much like in the 3D Mario games and would say Mario Sunshine in particular, time shifts are these kinda surreal floating in space pocket levels that usually involves some trickier platforming to complete in basically a wide infinite undersea/spacescape. Most chapters have 2 or 3 of these.
So I'm not gonna lie, There is a lot to love about this game. First off this game bills itself as "A Cute as HECK platformer" and I'm hard pressed to disagree. Everything about the art style gives me a nostalgic Saturday morning cartoon feeling about it. Cartoony style caricature with big eyes and character proportions. A lot of absurdist scenery. Each world has its own differing theme with characters to go with it be it a train car of birds, a forest of ghosts, or a mountain of shamanic goat people. In the recent DLC update, they also added a "retro" mode to make the graphics looks like they are on the N64, and somehow that feels like it fits just as well.
Hat girl, who never actually has a full speaking line I think, has a lot of little character building animations that will happen when she idles or during the course of the story or level. She is a bit of a fun loving prankster and when approaching enemies she stick her tongue out and make a "bleeeeeeeaahh" sound at them. She'll make faces at people and tease. But she is also a sweetheart and if she befriends someone she'll blow kisses that have little hearts. This game is adorable.
In more than one level, she'll have to sneak around silently. During these levels of the game you will notice that if you aren't using your dash, you will see that she is walking around holding up her hand in a finger gun pose like she's playing that she's a spy. It's a lot of these little animations that end up giving Hat Girl so much character to her personality without having to deliver a single line of dialog.
There are some pretty great supporting characters too. My hands down favorite is the antagonist from the 3rd or 4th act, a ghost called the Snatcher. He basically traps you at the start of the level and yanks your soul out, and then forces you into a contract to be his fixer. Everything about this character makes me laugh. His voice, the 4th wall breaking cynicism of his boss fight, he even has brief Undertale reference if you are looking for it.
One character I was expecting more from is the shopkeeper you use to buy new button abilities for your hats. He is a ghostly, spectral character with a floating mask and broken speech. Just from his overall design I expected there to be more story, or content relating to him. He ended up just being a shopkeeper like he said he was, which actually kind of impressed me because that is an awful lot of attention to detail for a character that essentially has no bearing on the story.
They throw in a lot of little game mechanics in this one to change the feel of it too. I mentioned the stealth levels that borrow mechanics you might see in a Metal Gear game. In one level you are just racing forward as the stage falls apart around you, using your gear to navigate the jumps properly to keep moving forward, like you might see in Uncharted, Tomb Raider, or even Crash Bandicoot really. At one stage a character wanted me to doctor up my picture for a movie, and so I am basically doing an MS Paint job over my picture as part of an actual story mission. It's hilarious.
Hat In Time also does some camera tricks like Nier: Automata did change the feel of a segment. The game for the most part is generally 3D in all its segments, but one boss encounter with the Mafia Boss, the game sticks a 2D plane for the entirety of the encounter. It limits the range of movement which requires you to have more precise jumping and timing of your aerial attacks to complete. Some of these changes also completely change the tone and feel of the game from level to level.
The game has some very funny writing. It's incredibly cheeky and plays with a lot of the tropes you expect in video games. A lot of segments are very sarcastically written. And while I have called this game a love letter to 3D Mario titles, there is a lot of love to go around as there are references upon references in this game, such as the C.A.W. agents from the Murder Mystery level, which are clearly drawing inspiration from the G-Men from Psychonauts. There is even a text adventure on the ship that you can play that has some rather hilarious outcomes if you continue to play it. It even turns a trope I generally hate on its head and made it feel hilarious and new, while also providing me a much more difficult moral choice than I was expecting.
This soundtrack completely nails it. This is an OST that sort of does a lot with a little, and ends up giving us a ton. Each stage has their own unique theme, so naturally they all have a complimenting song that go along with them. But as you complete each of the acts in each stage, The song remixes to adjust to the changes of level, thus giving it the song a different feel while still being the same theme for said level.
But then, the game blindsided me with the exceptional rock-as-fuck boss fight themes. I first noticed it with the fight with the Snatcher and its highly covered theme "Your contract has expired". So it caused to me to go back and listen to some of the other encounter themes and almost every one of them is fantastic. I am really loving Contract and "The Battle of Award 42". Pascal Michael Stiefel absolutely knocked it out of the park with this OST. Some of you might be hearing some of these songs in my upcoming Extra Life highlight reel.
The game has a decent length to it as well and what I like about it is that it does not require 100% competition to get through. It tells you right at the onset that there are 40 time pieces to gather, but you don't actually need all 40 to play through all the main chapters of the game. You DO need most of the hats to navigate through all the levels, but you don't need all of them. This allows for some additional replay value after you have completed the main story. If you wish to do the DLC chapter, it does require a bit more completion than required to finish the game, but I consider that post game content and don't hold it against it.
In addition to all of this, for the first day of its release they gave away the first DLC chapter away for free. While I can never be rid of the bane that is DLC, I appreciate gestures like this. The devs also released an update that provides modding support for fans to customize the game, and a multi player split screen mode that looks to provide some fun cooperative play/teammate trolling as you can hit the other player. I personally haven't had the chance to try the multiplayer, but for collector missions or finding time riffs, this seems like it could be useful.
There are some minor complaints at best. There is a looseness to the controls that 90 percent of the time feels generally feels pretty great when you are playing, but it becomes a massive annoyance when trying to time a jump right at the edge of a ledge. More than once I would be trying to time my jump and go over the edge because I wasn't hitting it as soon as I felt I needed to.
There is an air dash kinda move that you use to extend the length of your jump, which I hate. Not that mechanic doesn't work, but it also functions as your slide move when going down a hill. Again, also fine. The problem comes in is because this animation doesn't cancel itself, or with any of the main actions such as jumping again or swinging your umbrella. So in the occasional tight situation I would be trying to navigate tight platforms, land my extended jump, then die because I was scrambling to swing my umbrella or jump out of the way. It's annoying and seems like an easily fixable issue, and may be with upcoming patches.
As with most 3D games of this nature, there is some camera fuckery that can be a mild aggravation. When having to do some wall jumping, climbing, or worse yet when you have to land on narrow platforms, you also need to sort of guide your camera while you jump to make sure you stick the landing. It's not exactly fluid and not comfortable to do, so chances are you will be making more than one attempt to hit a jump. This is incredibly frustrating when trying to jump on a clothesline because of the narrow target to hit. The level "The Big Parade" was probably the most frustrating example of this.
This is more of a personal complaint, but I would have liked health to be a little more forgiving. I wouldn't say this game is exceptionally hard, but hearts aren't as common as pons are. Unlike 3D Mario games where you get 8 health and coins restore it, Hat In Time only gives you 4 and only specific heart pickups restore your health. This makes the latter stages, and specifically the DLC update on a WAY higher difficulty curve than the rest of the game, which can lead to some frustration.
But ultimately, these are minor complaints on an all around solidly built game. The fact that this was done by an incredibly small team and basically shared in bits in pieces instead of working together at one office makes it even more impressive to me. A Hat in Time hits all the right points for me for a new property: fun characters, good soundtrack, great replayability, adorable art direction, the right amount of skill to be challenging without being frustrating, and so on.
Sometimes when there is a buzz around a title and you take a cursory glance at it you know that it's going to be right for you, and that is exactly where I put A Hat in Time. This game is appropriate for everyone and has a little something to offer everyone's gaming tastes a bit. I very much enjoyed this game and give it a wholehearted recommendation to anyone who is looking at it. I just wish that I started it sooner.
Sorry Mustache Girl. But every British sounding
woman just sounds like Tracer to me now.
There, Hat girl meets a local trouble maker in a red hood and a dashing mustache, hilariously called Mustache Girl. Initially, after Hat Girl helps her get free from the Mafia, Mustache Girl agrees to help find the missing time pieces if Hat Girl helps her run the Mafia out of town. Things go well until Mustache girl learns the time pieces can be used to actually alter time, and has the idea to use these to be time traveling heroes and ride the world, and other worlds of their bad guys.
Unfortunately, Hat Girl needs to them to power her ship and get home so she declines. Mustache girl claims this is a selfish use of them, and after stealing from Hat girl and dissolving their friendship, it then becomes a race to see who can collect the time pieces first.
Spoiled a little of the story there to give context, but that is more or less the framework of the story and its as good a motivation as I needed. As I eluded to in the intro to this one, I basically went into the game pretty much not knowing a thing about. But now that I have played through the game from start to finish, there is only one way I can describe it: A Hat in Time is a love letter to the 3D Super Mario platfomer. So expect a good number of comparisons to it.
At the onset of the game, Hat Girl has pretty limited bag of tricks. She can run around, and jump, and has a umbrella that she can swing at enemies. When she is airborne and someone comes into range, you can hit the attack button to do kind of a homing flying dive at a baddie. Its a generally invulnerable move but its not fluid or fast. So you will more than likely bash things with your umbrella until you are prompted to use the aerial attack, usually by bosses or specific enemy types.
You have 3 primary objectives every time you drop into a new level. You need to A: collect pons which are gems that will let you unlock new buttons for you hats which give you new passive abilities. B: collect balls of yarn which allow you to unlock new hats, which give you new active abilities like dash, bombs, etc. and C: collect that level's time piece, which allow you to progress to the next chapter of the game. 40 time pieces in total.
As I sort of mentioned before, it draws a great deal from the formula that made Super Mario 64 work so well. Each chapter of the game is broken up into 4 to 8 acts which drop you into that world to go after a new time piece. And like much like its inspiration, each change of act might produce some subtle changes to the level on top of your ultimate goal. For example, in the first world of Mafia town, the entire place is somewhat of a tropical beach island city.
Man, the Mafia are friggen jerks.
But in one of the acts, Mustache Girl turns on all these giant faucets that basically make them spout out lava instead of water, so now any of the water you could previously swim in now causes damage and require more precise platforming. The goal to unlock the time piece is to navigate around the new terrain to reach said faucets and turn them off. Worlds are generally open so you can explore around and see what changes and learn where you can go now or what ability you might need to come back later.
After completing a certain number of acts (you don't need every time piece) you can move to the finale of the act which usually results with a fun, interesting boss fight and the closing of the story for that set of worlds. All of them individual to each other so while it does lead to a big final story arc, each chapter feels contained and different so they feel different, fresh, and unique.
You can always replay levels to go back to reload on pons or try to get more yarn to get new hats for more abilities. It is entirely possible to beat the game without having all of them because I was able to do so and do so without much difficulty. As you play, you can also find time shifts. Again, much like in the 3D Mario games and would say Mario Sunshine in particular, time shifts are these kinda surreal floating in space pocket levels that usually involves some trickier platforming to complete in basically a wide infinite undersea/spacescape. Most chapters have 2 or 3 of these.
So I'm not gonna lie, There is a lot to love about this game. First off this game bills itself as "A Cute as HECK platformer" and I'm hard pressed to disagree. Everything about the art style gives me a nostalgic Saturday morning cartoon feeling about it. Cartoony style caricature with big eyes and character proportions. A lot of absurdist scenery. Each world has its own differing theme with characters to go with it be it a train car of birds, a forest of ghosts, or a mountain of shamanic goat people. In the recent DLC update, they also added a "retro" mode to make the graphics looks like they are on the N64, and somehow that feels like it fits just as well.
Hat girl, who never actually has a full speaking line I think, has a lot of little character building animations that will happen when she idles or during the course of the story or level. She is a bit of a fun loving prankster and when approaching enemies she stick her tongue out and make a "bleeeeeeeaahh" sound at them. She'll make faces at people and tease. But she is also a sweetheart and if she befriends someone she'll blow kisses that have little hearts. This game is adorable.
In more than one level, she'll have to sneak around silently. During these levels of the game you will notice that if you aren't using your dash, you will see that she is walking around holding up her hand in a finger gun pose like she's playing that she's a spy. It's a lot of these little animations that end up giving Hat Girl so much character to her personality without having to deliver a single line of dialog.
There are some pretty great supporting characters too. My hands down favorite is the antagonist from the 3rd or 4th act, a ghost called the Snatcher. He basically traps you at the start of the level and yanks your soul out, and then forces you into a contract to be his fixer. Everything about this character makes me laugh. His voice, the 4th wall breaking cynicism of his boss fight, he even has brief Undertale reference if you are looking for it.
One character I was expecting more from is the shopkeeper you use to buy new button abilities for your hats. He is a ghostly, spectral character with a floating mask and broken speech. Just from his overall design I expected there to be more story, or content relating to him. He ended up just being a shopkeeper like he said he was, which actually kind of impressed me because that is an awful lot of attention to detail for a character that essentially has no bearing on the story.
Every part of the game with the Snatcher is my favorite part. I love this character.
They throw in a lot of little game mechanics in this one to change the feel of it too. I mentioned the stealth levels that borrow mechanics you might see in a Metal Gear game. In one level you are just racing forward as the stage falls apart around you, using your gear to navigate the jumps properly to keep moving forward, like you might see in Uncharted, Tomb Raider, or even Crash Bandicoot really. At one stage a character wanted me to doctor up my picture for a movie, and so I am basically doing an MS Paint job over my picture as part of an actual story mission. It's hilarious.
Hat In Time also does some camera tricks like Nier: Automata did change the feel of a segment. The game for the most part is generally 3D in all its segments, but one boss encounter with the Mafia Boss, the game sticks a 2D plane for the entirety of the encounter. It limits the range of movement which requires you to have more precise jumping and timing of your aerial attacks to complete. Some of these changes also completely change the tone and feel of the game from level to level.
The game has some very funny writing. It's incredibly cheeky and plays with a lot of the tropes you expect in video games. A lot of segments are very sarcastically written. And while I have called this game a love letter to 3D Mario titles, there is a lot of love to go around as there are references upon references in this game, such as the C.A.W. agents from the Murder Mystery level, which are clearly drawing inspiration from the G-Men from Psychonauts. There is even a text adventure on the ship that you can play that has some rather hilarious outcomes if you continue to play it. It even turns a trope I generally hate on its head and made it feel hilarious and new, while also providing me a much more difficult moral choice than I was expecting.
Right down to how they deliever their lines, the agents of C.A.W are a direct parody of the agents in Psychonauts. |
This soundtrack completely nails it. This is an OST that sort of does a lot with a little, and ends up giving us a ton. Each stage has their own unique theme, so naturally they all have a complimenting song that go along with them. But as you complete each of the acts in each stage, The song remixes to adjust to the changes of level, thus giving it the song a different feel while still being the same theme for said level.
But then, the game blindsided me with the exceptional rock-as-fuck boss fight themes. I first noticed it with the fight with the Snatcher and its highly covered theme "Your contract has expired". So it caused to me to go back and listen to some of the other encounter themes and almost every one of them is fantastic. I am really loving Contract and "The Battle of Award 42". Pascal Michael Stiefel absolutely knocked it out of the park with this OST. Some of you might be hearing some of these songs in my upcoming Extra Life highlight reel.
The game has a decent length to it as well and what I like about it is that it does not require 100% competition to get through. It tells you right at the onset that there are 40 time pieces to gather, but you don't actually need all 40 to play through all the main chapters of the game. You DO need most of the hats to navigate through all the levels, but you don't need all of them. This allows for some additional replay value after you have completed the main story. If you wish to do the DLC chapter, it does require a bit more completion than required to finish the game, but I consider that post game content and don't hold it against it.
In addition to all of this, for the first day of its release they gave away the first DLC chapter away for free. While I can never be rid of the bane that is DLC, I appreciate gestures like this. The devs also released an update that provides modding support for fans to customize the game, and a multi player split screen mode that looks to provide some fun cooperative play/teammate trolling as you can hit the other player. I personally haven't had the chance to try the multiplayer, but for collector missions or finding time riffs, this seems like it could be useful.
Awwwww.. These girls...
There are some minor complaints at best. There is a looseness to the controls that 90 percent of the time feels generally feels pretty great when you are playing, but it becomes a massive annoyance when trying to time a jump right at the edge of a ledge. More than once I would be trying to time my jump and go over the edge because I wasn't hitting it as soon as I felt I needed to.
There is an air dash kinda move that you use to extend the length of your jump, which I hate. Not that mechanic doesn't work, but it also functions as your slide move when going down a hill. Again, also fine. The problem comes in is because this animation doesn't cancel itself, or with any of the main actions such as jumping again or swinging your umbrella. So in the occasional tight situation I would be trying to navigate tight platforms, land my extended jump, then die because I was scrambling to swing my umbrella or jump out of the way. It's annoying and seems like an easily fixable issue, and may be with upcoming patches.
As with most 3D games of this nature, there is some camera fuckery that can be a mild aggravation. When having to do some wall jumping, climbing, or worse yet when you have to land on narrow platforms, you also need to sort of guide your camera while you jump to make sure you stick the landing. It's not exactly fluid and not comfortable to do, so chances are you will be making more than one attempt to hit a jump. This is incredibly frustrating when trying to jump on a clothesline because of the narrow target to hit. The level "The Big Parade" was probably the most frustrating example of this.
This is more of a personal complaint, but I would have liked health to be a little more forgiving. I wouldn't say this game is exceptionally hard, but hearts aren't as common as pons are. Unlike 3D Mario games where you get 8 health and coins restore it, Hat In Time only gives you 4 and only specific heart pickups restore your health. This makes the latter stages, and specifically the DLC update on a WAY higher difficulty curve than the rest of the game, which can lead to some frustration.
But ultimately, these are minor complaints on an all around solidly built game. The fact that this was done by an incredibly small team and basically shared in bits in pieces instead of working together at one office makes it even more impressive to me. A Hat in Time hits all the right points for me for a new property: fun characters, good soundtrack, great replayability, adorable art direction, the right amount of skill to be challenging without being frustrating, and so on.
Sometimes when there is a buzz around a title and you take a cursory glance at it you know that it's going to be right for you, and that is exactly where I put A Hat in Time. This game is appropriate for everyone and has a little something to offer everyone's gaming tastes a bit. I very much enjoyed this game and give it a wholehearted recommendation to anyone who is looking at it. I just wish that I started it sooner.
Sorry Mustache Girl. But every British sounding
woman just sounds like Tracer to me now.
Finally a review I actually understood! While I love reading your blogs, I don't usually know what you're talking about :D This time I did :D :D
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