Something went wrong. Try again later
    Follow

    A Hat in Time

    Game » consists of 6 releases. Released Oct 05, 2017

    A third-person 3D platformer developed by Jonas Kaerlev along with his team at Gears For Breakfast.

    Indie Game of the Week 91: A Hat in Time

    Avatar image for mento
    Mento

    4985

    Forum Posts

    552695

    Wiki Points

    0

    Followers

    Reviews: 39

    User Lists: 212

    Edited By Mento  Moderator
    No Caption Provided

    No-one's more stoked for the coming dominance of Indie 3D platformers as I am. A few years ago, a lot of the hopes that the Indie scene would eventually progress from 2D NES and SNES platformers to revisiting the N64 era and the Rare collectathons of the late 90s were pinned on a little game in-development called A Hat in Time, with a small team of creators outlining a strong vision for a bright and colorful and tchotchke-laden 3D platformer but having a little trouble getting the resources together to make it. Like Owlboy, it sort of existed in the PAX periphery for many years popping up every so often in discussions in a "what ever happened to...?" context, eventually looking to crowdsourcing for the revenue it needed to finish production. Of course, by the time it came out last October, it was already part of a wave of Indie collectathons like Skylar & Plux (reviewed here), Yooka-Laylee (reviewed here), Snake Pass (reviewed here), and Poi (coming soon!).

    What I will commend A Hat in Time for first and foremost is its boundless imagination. It has forty story collectibles scattered across four "worlds", plus the player character's hub spaceship home, and each of these worlds not only has a distinct setting but follows their own set of rules, which often means completely different gameplay conventions to follow. The first, Mafia Town, eases you into the game with what is essentially an enormous map that contains a number of objectives that lead to collectibles, Super Mario 64 style. The subsequent world, Battle of the Birds, has the player taking part in competing productions to help two factions - owls and penguins - win a prestigious movie award. Success in these challenges are contingent on how effectively you stick to the script, which can range from leading a parade to solving a murder. The third world, where I'm currently playing, involves completing a set of objectives outlined in a Faustian contract that forces you to sign away your soul until you have completed your tasks; to progress in this area, you have to keep signing contracts and solving their stipulations. So far here, I've had to defeat an evil toilet (shades of the Great Mighty Poo), complete a time challenge on a scooter, and traverse a scary mansion with an insta-kill terror skulking around it that you have to hide from. Though there's usually a lot of platforming involved, each mission within each world has felt very different, and I can certainly respect any game that maintains that level of variety.

    Wowsers.
    Wowsers.

    However, to get all compliment sandwich for a moment, that ambition is also the source of many of the game's figurative pitfalls. As you might expect from a great range of mission types, there's something of a hit and miss nature to the game, especially in those cases where the mission design is writing checks that the controls and interface can't cash. For instance, the game has a few stealth sequences that aren't helped at all by the typically wonky camera of a 3D platformer, the vision cones you need to avoid not always apparent depending on where the camera is facing. Many of the achievements (which, granted, are optional by design) involve "don't die" and "don't get caught" requirements that aren't so easy to pull off when the game's bugs and shortcomings can unexpectedly screw you over in all sorts of ways. Ambition's a fine thing to have when creating a game that's meant to be a progression of an antiquated genre as much as it is a deferential homage - a step forward in the scope of what can be done within that framework - but there are frequent occasions when A Hat In Time will bite off more than it can chew, especially with the unfortunate reality of having limited means behind your production that precludes pulling off everything you envisioned in the way you envisioned it. Then there's graphical problems like how the game can be incredibly dark sometimes, to the extent that I can barely see the ground or where to go next, or a personal bugbear in this genre where the status of certain game geometry (that is, whether or not they can stood upon) is often ambiguous. I feel bad for slapping down the hand that tries to overreach, as we definitely need more Indie developers (especially of platformers and spacewhippers) to come out of their comfort zones and break past the boundaries of the 1990s games they nostalgically imitate, but I feel A Hat in Time could've used a little more fine-tuning in multiple areas.

    At the same time, there's a lot about A Hat in Time's presentation and genial, madcap attitude that I appreciate. The game's developers were - fairly, I might add - criticized for leaving in the voicework of one Jon Jafari, another sad case of a YouTuber who got angrier and more racist the more famous they became but was originally a champion of Rare's platformers on his channel and during his tenure on Game Grumps, and while his role is relatively minor and inconsequential and easy enough to ignore, that also applies to how easy it would've been to excise it. The issue, then, was more that the developers doubled down on their decision to keep him in even after Yooka-Laylee gave him the boot, presumably hoping he'd apologize or backpedal his supremacist rhetoric some time between recording his lines and the game's release. What's weird is that the director of the game, at the very least, seems to be a fan of the more socialist and empathetic corners of the internet: there's references to the McElboys' My Brother, My Brother and Me and Austin Walker's Friends at the Table podcasts, and they even slip in a book titled "Proof of Ethical Consumption Under Capitalism" that's completely blank, which I feel is a very Waypoint kind of goof. You have the silliness of Mafia Town, in which everyone has the same brutish, bald character model and speaks in a broad Russian accent, or a group of penguins that only make movies about dance contests and disco. It's the sort of arbitrariness that feels partially artificial - something I feel is sadly true about a lot of British humor, even though this game actually hails from Denmark so maybe we and the Danes have that in common - but at least it, along with the frequent gameplay changes, makes the game feel original about its sense of fun. Gameplay-wise, it's mechanically tight and the various traversal abilities - a hookshot, a means to solidify and un-solidify ghost platforms, a double-jump, and a mid-air dash - can lead to some pretty well-structured platforming challenges. Once you get used to the process of jumping, double-jumping, dashing, and then jumping again to stabilize the dash, the platforming flows like a dream.

    At least they don't take FLUDD away from you in these places, as you have no FLUDD to take.
    At least they don't take FLUDD away from you in these places, as you have no FLUDD to take.

    So that's A Hat in Time. A strange, ambitious little game that can still be deferential - there are these "warp" levels that contain abstract platforming challenges right out of Super Mario Sunshine, as well as other warp levels that feature multiple "floors" of challenges that the developer said were inspired by Pikmin 2 - but largely intends to carve out its own path and almost encourages others of its kind to do the same. Some Indie throwbacks are content to simply ask, "Hey, remember games like this?", while precious few are willing to say, "Why did this genre die out? Look at the strides we can still make with it!". Though there many elements I wish A Hat in Time could've managed better - from in-game visual clarity and geometry bugs to the eye-rolling optics around how it handled "the whole JonTron thing" - I can appreciate its moxie and inventiveness.

    Rating: 4 out of 5.

    < Back to 90: Shadowrun: Hong Kong> Forward to 92: Aarklash: Legacy
    Avatar image for arbitrarywater
    ArbitraryWater

    16106

    Forum Posts

    5585

    Wiki Points

    0

    Followers

    Reviews: 8

    User Lists: 66

    #1  Edited By ArbitraryWater

    I enjoyed the everloving heck out of this game when I played it earlier this year. It's not without quirks and issues (and weird JonTron baggage) as you've mentioned, but I found it such a delightful surprise. That might be the product of low expectations after Yooka-Laylee (The video game that feels like a monkey's paw wish for people who wanted another classic Rare platformer) but it's continually inventive, charming, and perhaps most importantly, doesn't overstay its welcome.

    How did/is Shadowrun Hong Kong treat/ing you, by the by? I feel like I'm always close to giving that and Dragonfall a shot, among the many, many depressing RPGs in my backlog. Literally almost 50 hours into my playthrough of Divinity Original Sin II with the end nowhere in sight (I wish you luck when you tackle that) the idea of a shorter CRPG sounds pretty good about now. I think my ultimate hangup is finding Shadowrun as a setting corny to the point of me barely being able to take it seriously, but, eh. Minor Details. I might as well wait for The Bard's Tale IV and Pathfinder Kingmaker to get the hell patched out of them before touching either.

    Avatar image for mento
    Mento

    4985

    Forum Posts

    552695

    Wiki Points

    0

    Followers

    Reviews: 39

    User Lists: 212

    #2 Mento  Moderator

    @arbitrarywater: I wrote a little more about Shadowrun in this week's Saturday Summaries, and am still poised to complete its final act this weekend (along with the final few collectibles of A Hat in Time). I also wrote about how many giant ass RPGs I've still got to get to, the as-yet unpurchased Divinity OS 2 notwithstanding, so I hope to get into it eventually but likely not any time soon.

    To summarize what I said in the, uh, Summaries: Shadowrun's definitely a balm if you want something a little more bite-sized, and its structure makes it ideal for playing in sessions that might be weeks apart if you have a lot of real-life biz going on. Those games are still not quite as feature-rich as I'd like, even three games in, but they have a heavy emphasis on role-playing to your character's strengths and I see value in that.

    However, I will take your advice to give Bard's Tale IV a few more weeks for patches - I want to get to it before December as it's one of the few 2018 games I own and I still need to write a GOTY thing at some point, but I can give it a bit more time to get its shit together.

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.