TechLife Australia

A Hat in Time

- [ DOMINIC TARASON ]

FROM CROWDFUNDI­NG TO CROWD PLEASING. US$30 | PC; PS4 and XO coming soon | hatintime.com

DIMINUTIVE SPACEFARER HAT Kid was on her way home, her cushy wood-paneled and pillow-filled spacecraft stocked with fuel. It was all going so well — until a burly Mafioso came floating through the void and tapped on the window to demand local taxes. One heated altercatio­n later and all the fuel falls to the strange world below, along with Hat Kid herself, and only a lot of running, jumping and collecting of shiny objects can save the day.

Fortunatel­y, Hat Kid is more than capable of rising to the challenge, and her game offers the smooth, responsive platformin­g controls to enable it. Her ultimate goal is to recover the 40 Time Pieces that power her ship, scattered across the surface of a strange, cartoony Earth. A Hat in Time kicks off on Mafia Island, the first of four environmen­ts that serves as a tutorial. It’s a playful and creative place, indicative of the game as a whole.

After completing certain chapters or collecting enough yarn, you’ll unlock a new hat, each bestowing a power on Hat Kid such as a ground-pound attack that lets you travel via marked springboar­ds, or the ability to turn hazy green outlines into briefly tangible footholds. There are a lot of abilities and platformin­g skills to learn, from a flexible wall-climbing scramble that can be chained into a wall jump, to a traditiona­l doublejump that can be extended in mid-air with a horizontal dive.

Each world has a different aesthetic, scale and characters. The fourth world, Apline Skyline, is a massive non-linear web of interconne­cted platformin­g challenges demanding mastery of every ability. It feels like the game is gaining confidence in you. A fair number of Time Pieces also reside in hidden levels, the majority of which are abstract platformin­g spaces. These hidden levels are not only beautiful to look at, but some of the purest platformin­g challenges in the game.

A Hat in Time never loses focus. Where other platformer­s give in to temptation and use minigames or expendable single-use mechanics, this game remains true to itself and draws strength from that conviction.

It does lack consistenc­y in other ways, though. The first world establishe­s a conflict and a primary antagonist which is almost entirely forgotten right up until the grand finale, for instance. And while as much a strength as a weakness, the worlds are disconnect­ed, with each feeling almost like a different game built around the same mechanical hooks. And the camera, while usually well-behaved, can get squirrelly in tight corners.

These are only minor gripes. When it’s firing on all cylinders, it’s a rival to some of Nintendo and Double-Fine’s greatest bits of design.

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