It's a subpar platformer propped up by about a dozen coats of polish. After thinking about it, my main issue is with the game's moveset which, although it may seem to be the opposite at a surface level, is actually pretty restrictive. Let me put it this way. In the air, you have three options: a double jump, a dive, and a flip. However, the flip can only be done directly after a dive, and the double jump can't be done if you've already used a dive. What this means is that if you want to use all of your moves in a single jump, there's only one order you can do them in: double jump -> dive -> flip. This ends up making it so that jumps can't be designed in a way that would require you to use your moves in a different order, leading to just the same set of inputs over and over again for the entire game. What's more inexcusable is the fact that it doesn't even attempt any original mechanics, it's all just so basic. Moving platforms, springs, ropes to swing on, there's nothing new here to figure out. Combine this with the poor moveset and it creates a perfect storm of frustratingly low difficulty. I'd have a hard time believing anyone who has played a 3D platformer before would struggle with any part of this game, and it's not like it even punishes you for dying in the first place. To top it off there's also the badge and yarn systems. Neither of them are well-thought-out at all and their usefulness as collectables ends after about a fifth of the game, which ends up making them feel like huge misses in an understanding of what makes these types of games good.

The counterargument to my thoughts here would be that the game isn't supposed to be a platformer first and foremost and instead an adventure game where the main appeal is reaching varied environments and meeting a unique cast of characters, but I'd disagree with this as well. Something like Psychonauts or Super Mario Galaxy puts the actual platforming in the backseat in favor of interesting experiences, which I'm fine with, but A Hat in Time goes even further and ends up crossing a line. The platforming here feels like a formality, like the sequence of events was thought up first and the platforming is just there to fill in the gaps. Pyschonauts has unique mechanics depending on whose brain you're currently occupying, and Super Mario Galaxy consistently uses its outer space setting to vary up the gameplay. Take away the presentation from A Hat in Time and every world is the exact same, and that's my bottom line. The particle effects, the loading screen art and other 2D assets, the soundtrack, the UI. It's all fantastic but none of it works in service of the goal of creating a good platformer.

Reviewed on Aug 31, 2021


4 Comments


2 years ago

I think you outlined a lot of my problems with the game. While I found some environments and scenarios fun, the platforming was so basic that I pretty much never felt challenged at any point in the game. I did think the boss fights were alright though.

2 years ago

Yeah. I don't even think the platforming had to be challenging, it just had to use its interesting scenarios to create anything at all unique gameplay wise.

8 months ago

Honestly, I don't even think the characters/environments are worth the meandering gameplay. The writing relies too heavily on mid 00's edgy "Ooh, you thought this was a cute kids game but we have a character talking about gruesome deaths! Isn't that funny?!" and "random" humor. There's a lot of variety to the kinds of scenarios Hat Kid finds themselves in but it's all stuff we've seen before.

8 months ago

It's been two years since I wrote this review and I hardly remember anything about the individual levels so I'm inclined to agree with you. Definitely recall some scenarios like the haunted house and detective sections being at least entertaining, though, even if derivative.