A Hat in Time

***Many, many thanks go to my fiance for enduring the length of this review as well as the boundless gushing I have relayed due to this game.

To state my outright satisfaction before delving further into the explanation, A Hat in Time (HiT) has quickly become one of my favorite third-dimensional platforming experiences. The various presentations, gameplay, and component configurations meld into a game well worth praise, as well as further expectation from the Gears for Breakfast team. Many thanks go to my long-time friend, Chap, for purchasing this title for me after endless hours of fawning over it. I feel I must also state that I both own and have completed the available downloadable content.

Here are just a few reasons to spend time on this title:

Characters - From the sassy Hat Girl-the title’s main protagonist-to the mundane opponents of the many themed stages, the personas presented in A Hat in Time are not only effective in portraying the story but are memorable in their own rights. As with the remainder of this writing, I will refrain from spoiling too much in regards to story, but each stage introduces a new type of enemy generally restricted to the stage. For example, the opening area of Mafia Town introduces proverbial Mafia Goons and hostile birds that combat the player while the Subcon Forest retains a more eerie, spiritual iconology. Both enemy and passive non-player characters exist in each of the worlds, and grant a unique awareness and context to the given world.

Gameplay - A Hat in Time is is best described as a platforming title, but it boasts much exploration across its many landscapes and trials as the protagonist searches for missing Time Pieces scattered throughout. I found that jumping between areas does take a minimal amount of time to get used to, but quickly becomes smoothly satisfying as the levels provide an adequate yet fair challenge. Combat is existent but not accentuated, though there is a comical animation that occurs when Hat Girl strikes an enemy or object without obtaining a weapon; I will refrain from saying more so that you can experience it yourself. Another component to this adventure is the ability to craft a variety of hats with the use of yarn that can be found in the multiple stages. The default hat that is presented to the player aides in discovering the level’s objective while each other piece of headgear provides a different power or ability to progressively sustain the player through further trials. More open level layouts can be seen in such areas as the ‘Alpine Skyline’ and downloadable ‘Nyakuza Metro’ that branch into multiple paths partaking in similar theming. As the player advances through the story ‘Rift Challenges’ are unlocked that grant Time Pieces when completed. I have played the game in both singleplayer and multiplayer, and found the latter to be the primary complaint I had in regards to this title due to the restricted camera perspective that can be unwieldy for both the first and second player. Other than this, I cannot think of any other complaint regarding control efficacy

Customization - Among the pieces of headgear that can be obtained are an array of skin options for each, as well as unlockable coloration and patterning sets that can be applied to Hat Girl’s clothing. Apart from aesthetic options there are purchasable badges that alter the game in a variety of ways such as the Bonk Badge that prevents the player from maliciously slamming into walls when diving towards them and subsequently making navigating terrain uncomplicated. Stickers have also been introduced with the ‘Nyakuza Metro’ content that adds intrigue to the experience by compiling a nonessential collection asset.

Level Design and Theming - As described in minor detail through prior segments of this writing, HiT employs a diverse level set complete with its own minions and objectives to complete. With this variety comes assorted confrontations tailored to each segment. For example, the ‘Seal the Deal’ downloadable area focuses almost exclusively on utilizing abilities in platforming sections while enemies are more prominent in Mafia Town. The levels are sprawling to relative degrees depending on the given challenge type and flow with the gameplay very well. Their overall compositions prevent not only visual but auditory and play stagnation. Environmental interaction aides in immersion to this title, and may involve merely sitting in chairs or pushing one of the Mafia Goons from a ledge in hilarious fashion.

Sound Design - From its light and absorbing musical scoring to the minor sound effects arising from specific actions, A Hat in Time is a lively and compelling title that promotes continued play via excellent immersion. I remember when I first sat in a chair in-game and noticed the score settle from an adventurous tone to one of curious calm. As with other aspects of this game, this design aspect is exceptional to say the least. I implore everyone who plays HiT to do so with the volume at a comfortable level, never muted.

TL:DR – A Hat in Time is a title that I have absolutely adored from first play, and I consistently delve back into its engaging worlds often due to the masterfully employed gameplay and accompanying design functions. I very highly recommend HiT to those that enjoy platforming titles, as well as fanatics of games with excellent theming. I also highly encourage the purchase of the downloadable content as it adds so much to the base game. One last thing:Peck. Thanks for reading.

Do you feel this review helped in any way? Feel free to visit my Curator Page at Spearpoint Reviews.
Originally posted on May 18, 2020.

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