The title isn't lying, it took me at most three hours to beat. That includes several crashes that erased decent amounts of progress, which did dampen my enthusiasm. A very chill, fantastic little game. Beautiful music, lovely graphics, a very satisfying gliding and climbing system, with a lot of things to do in its decently sized island. Very recommended if you want a relaxing game to tide you over until Animal Crossing comes out.
A very fun short game. Really calm and has some interesting things going on. Absolutely no difficulty but that's what it should be. Well near the very end it ramps up from 1 to 2 on the difficulty scale.
Go fishing, fly around, talk to people. Its a little miniature journey which is exactly what it says on the box. The ending really reminds me of the longing for more that something like super mario 64 left me with. Although the camera kind of messes up a bit on the big ending it was great.
Definitely play, especially for the low low price of being a member of humble monthly, although i still only pay the 12 a month classic thing.
Go fishing, fly around, talk to people. Its a little miniature journey which is exactly what it says on the box. The ending really reminds me of the longing for more that something like super mario 64 left me with. Although the camera kind of messes up a bit on the big ending it was great.
Definitely play, especially for the low low price of being a member of humble monthly, although i still only pay the 12 a month classic thing.
This is such a great example of a game that's totally confident in its own strengths and doesn't seek to compensate for them with any unnecessary "gameyness". At the same time, the way it uses exploration of the island to interleave lots of different stories and engage the player at their own pace is something that wouldn't be possible in any other medium.
A Short Hike é um jogo muito fofo, simples e que aquece o coração de uma maneira tão incrível. É muito bom andar pela montanha, falar com as pessoas, ajudar no que você puder ou simplesmente sair voando por aí explorando um jogo de visual lindo e com músicas tão gostosas.
Em um momento tão cruel como o atual, passar algumas horas subindo uma montanha me fizeram um bem danado.
Em um momento tão cruel como o atual, passar algumas horas subindo uma montanha me fizeram um bem danado.
A very cute, laid-back game about climbing a mountain. The mood and even some of the mechanics remind me of Animal Crossing, but implemented into a more linear, objective-based experience. The pixelated style makes it distinct and adds to the cozy atmosphere. I'd highly recommend to anybody looking for a wholesome little break from their usual backlog.
A Short Hike just goes to show how much more you can do with less. It’s a simplistic premise about taking a hike up a mountain that reveals surprising layers of depth the more time you spend there. More importantly it’s the best kind of distraction: A game that takes you somewhere else for at least a little while.
The game’s top down perspective and artstyle immediately brings to mind Animal Crossing, but the game gently subverts your expectations by adding more options to your movement. You can run, jump, glide and climb virtually any wall, which will render ground that seems unexplored completely interactive. What seems to be a gentle immersive sim peels back the curtain to reveal a surprisingly tight 3D platformer with a host of toyetic mechanics to mess around with.
It’s less the size of an open world and more like a park or a jungle gym where you’re encouraged to run wild for a few until you’re all tuckered out. The overarching goal is to get Claire to the top in faint hope that her cell phone will get a signal so she can receive an important call, but she can’t make the climb without Golden Feathers, the game’s principle collectable that will increase her mobility. Thankfully the denizens Hack Peak Providence Park are willing to part with them if you humor their quirky games, responsibilities or desires for a bit.
This open ended progression calls to mind a lot of early 3D collectathons without much of the padding of those games. Exploring, playing minigames and completing side missions is usually fun in their own right with these concepts exhibiting a lot of polish. The direct impact just completing them has on Claire’s movement is the best kind of motivator to keep trying things, enforcing a satisfying experience in every way.
The camera perspective and tone along with the tight 3D platforming will bring back a host of titles from the gamecube era, but since these elements are blended into the same world in a smooth way, the nostalgia factor mostly works in the game’s favor. This game’s target audience likely played Animal Crossing, Super Mario Sunshine, Wind Waker etc. at Claire’s age so the send-ups will bring a player back to a time where they might have resonated the most with her.
We don’t really know what’s got Claire so worked up until the end, and initially I felt like this was a mistake but thinking back on it it might not have been hidden as a way to have a twist toward the end. Perhaps it was done so players of any kind would insert herself into her shoes.in her shoes. Any worries or anxieties pulling at the back of your mind are sure to disappear for at least a little while as you spend a day running and playing on an island paradise with your friends.
The game’s length will definitely be a point of criticism going forward, but I think it largely works to it’s benefit. No concerns about total playtime means only the most polished of gimmicks, mechanics and minigames made it into the final game. It also kind of fits the game’s premise as a short, fleeting day spent away from normalcy. It’s like a day spent at a birthday party, the beach, or even inside playing a cool new game that only lasted a couple of hours as a child but left an impression on you for a long time.
The game’s top down perspective and artstyle immediately brings to mind Animal Crossing, but the game gently subverts your expectations by adding more options to your movement. You can run, jump, glide and climb virtually any wall, which will render ground that seems unexplored completely interactive. What seems to be a gentle immersive sim peels back the curtain to reveal a surprisingly tight 3D platformer with a host of toyetic mechanics to mess around with.
It’s less the size of an open world and more like a park or a jungle gym where you’re encouraged to run wild for a few until you’re all tuckered out. The overarching goal is to get Claire to the top in faint hope that her cell phone will get a signal so she can receive an important call, but she can’t make the climb without Golden Feathers, the game’s principle collectable that will increase her mobility. Thankfully the denizens Hack Peak Providence Park are willing to part with them if you humor their quirky games, responsibilities or desires for a bit.
This open ended progression calls to mind a lot of early 3D collectathons without much of the padding of those games. Exploring, playing minigames and completing side missions is usually fun in their own right with these concepts exhibiting a lot of polish. The direct impact just completing them has on Claire’s movement is the best kind of motivator to keep trying things, enforcing a satisfying experience in every way.
The camera perspective and tone along with the tight 3D platforming will bring back a host of titles from the gamecube era, but since these elements are blended into the same world in a smooth way, the nostalgia factor mostly works in the game’s favor. This game’s target audience likely played Animal Crossing, Super Mario Sunshine, Wind Waker etc. at Claire’s age so the send-ups will bring a player back to a time where they might have resonated the most with her.
We don’t really know what’s got Claire so worked up until the end, and initially I felt like this was a mistake but thinking back on it it might not have been hidden as a way to have a twist toward the end. Perhaps it was done so players of any kind would insert herself into her shoes.in her shoes. Any worries or anxieties pulling at the back of your mind are sure to disappear for at least a little while as you spend a day running and playing on an island paradise with your friends.
The game’s length will definitely be a point of criticism going forward, but I think it largely works to it’s benefit. No concerns about total playtime means only the most polished of gimmicks, mechanics and minigames made it into the final game. It also kind of fits the game’s premise as a short, fleeting day spent away from normalcy. It’s like a day spent at a birthday party, the beach, or even inside playing a cool new game that only lasted a couple of hours as a child but left an impression on you for a long time.