I love experimental experiences that play with our notions of what makes a game a game, but for every two worlds that have some sort of neat puzzle to figure out, there’s another that’s simply baffling. But eventually, it’s a bit tiresome and frustrating, and a little too clever for its own good. And in yet another, I’m simply sailing through spheres of colour until they’ve been activated in some preordained sequence. Then I’m serving wedding guests by diving into an ocean of wine so the waiters on my back can refill their glasses. In another, I’m navigating a sequence of grid-like rooms in which movement is only possible in right-angled turns. In one world, I’m carrying odd little people on my Long Mover’s back, guiding them to pick up seeds, plant them on hilltops and fly kites. But neither does Hohokum, and that’s why it’s so often delightful. Yeah, that description really makes no sense. In each of these 17 worlds, you’re meant to figure out how you can affect your surroundings in a way that makes something significant happen, ultimately freeing another Long Mover that will return with you to the Spirograph-like hub world that is your home. Inside a universe of vivid colour, dreamy music and weird characters, you control a being known as a Long Mover, sort of a one-eyed snake (careful now) who glides from environment to environment through circular portals, interacting with objects and creatures simply by touching them. That is its greatest strength and perhaps its fundamental problem.Īvailable now as a digital download for all three PlayStation platforms (PS4, PS3 and Vita), Hohokum shares strands of DNA with gentle, exploratory games like Flower, Journey and PixelJunk Eden, where the goals are sometimes a bit nebulous, and the experience lies in the actual playing. Hohokum is a game quite unlike any other, and very difficult to describe in a single thought or sentence. Manage Print Subscription / Tax Receipt.
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