as a child, 3d platformers comprised some of my most formative gaming experiences. their sprawling worlds, eccentric characters, and seemingly endless secrets were a refuge for a quiet, geeky kid like myself. now an adult loser, i was excited to play a game that attempts to recapture both the style and substance of these iconic games of my youth, but unfortunately a hat in time misses the mark on both fronts for me.

mechanically, i actually really like how it feels controlling hat kid. in particular, the 4-part jump, double jump, dash, dash cancel allows for a lot of variety while traversing and leads to some pretty exhilarating "oh shit oh shit am i going to make it" leap-of-faith style gambits. where ahit stumbles is how this toolkit interacts with the world around it. the game is plagued with odd nooks and crannies that cause the camera to get stuck at frustrating angles, geometry that arbitrarily doesn't obey the same rules as the things around it, invisible walls for any player who dares to try and open her up a bit (often requiring a reset to get unstuck), and a generally muddled sense of conveyance (find me a mario game where there are some lanterns that you can grapple and some that you can't and also they look the same). all the sharp edges sanded off by overworked japanese programmers who now have very wrought relationships with their adult children in the 3d platformers of yore are still present here and they're poking me in the eye.

the titular hat mechanic is also a bit of a letdown. none of the hats alter gameplay in as exciting a way as a mumbo transformation or a cappy capture and most boil down to a bad metroidvania's "now i can open the doors that are green". i spent the vast majority of the game with the hat that makes you move fast equipped, only switching when i came across an obstacle that required another specific hat.

(also, the title "a hat in time". it has always sounded to me like this is supposed to be a pun or something, but thinking about it now what is it a pun of? a stitch in time? a wrinkle in time? i don't get it. [docking one full star for this point])

ahit attempts to recreate the overall vibe of older 3d platformers to similarly mixed effect. the developers clearly wanted to conjure the same feeling these games gave when entering a new location or meeting a new character, but in an effort to plant their flag in entirely virgin ground have resorted to making EVERYTHING really weird. but when everything is weird, nothing is weird. the reason things like il piantissimo or cloud cuckooland stick out in my mind is because they "broke the rules" of an otherwise grounded game. ahit's world of beachside greco-russo-italian gangsters and funky penguin dj movie directors, while certainly unique, feels like a bit of a mishmash absent any more familiar landmarks of the genre (jungle level).

the game feels simultaneously too big for what the developers could handle polishing to a mirror sheen (oh you're telling me the project unexpectedly made 10x what it was asking for in its kickstarter campaign wow i didn't know that i just- you're telling me now for the first time) and too small to really evoke the same feelings as the games it attempts to mimic (only 4 real-ass full-ass levels and 40 of the main collectible [not to mention one sub collectible that becomes pointless after you collect slightly over half of them and another that unlocks purely cosmetic items and whose collection progress isn't even tracked anywhere in the UI???? {i know things with collectibles got a little out of hand towards the end of the 3d platformer's heyday, but undeniably part of the draw of these games has always been collecting a bunch of fucking schtuff. give me, like, at least 100 stuff to collect, please}])

this game makes an interesting companion to yooka-laylee. both released around the same time, had wildly successful kickstarter campaigns, and attempted to resurrect the glory days of games where one of the characters in the 6th level was a chair that had a face and was named like "chairbo" or something. they are also both not very good, but the sliders for why that is are in totally different places for each game.

Ultimately, though I wouldn't use one of A Hat in Time's shiny Time Pieces to roll back the over 10 hours I spent completing it, I find myself wondering wistfully what might have been done differently to achieve a truly tidafjkl;sdfna;sdf whatever

Reviewed on Feb 20, 2024


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