Even though its often considered the lesser of the series, I always had a soft spot for Super Mario Sunshine, aside from the weird insinuations between Peach and Bowser and the long cutscene that seems to take eons. Super Mario Sunshine had a lot of charm and the folks at Gears for Breakfast seemed to have similar memories. A Hat in Time is a love-letter to not only Sunshine, but all platformers. However, it is so much more than a tribute.
When it comes to the best platformers ever conceived, presentation is everything. A Hat in Time has this in spades, not with sheer graphical power, but just good design sense. Colors pop, environments are layered expertly, each character feels unique, it all just fits so well together. However, things are unique enough that they would be hard to tie together without the silly nature of the game.
A Hat in Time stars a little girl named Hat Kid, who is traveling through space in what looks like a make shift tree house with the ability to space travel, one likely of her own design. A few light years away from her home, Hat Kid’s ship is knocked on by the Mafia of all folks. The Mafia is looking for the little space traveler to pay the toll. Hat Kid, in her own delightful way, slams the door and dusts her hands of the business. Unfortunately for her, but incredibly fortunate for players, that Mafia member breaks the glass, sucking her precious hourglass Time Pieces that fuel her ship into the ether. This definitely frustrates the little girl as she is hurled to the Mafia planet, her shoulders slumped in irritation. This single accident though sparks a whole adventure of bringing those Time Pieces back to the ship so Hat Kid can get home.
From the outset of the game, A Hat in Time feels like pure nostalgia, but in a way that doesn’t float over the game in a way of always comparing it to the source of that nostalgia. It’s kind of hard to explain, but A Hat in Time lured me in with reliving those days of playing Sunshine and Banjo-Kazooie as a kid. However, once I was playing, I was smiling all the way, making new memories with something that is clearly special.
Starting with the game’s mechanics, A Hat in Time is a 3D platformer and anyone who’s played that genre will feel right at home. Most notable Hat Kid has, well hats. These hats are slowly accumulated by collecting yarn balls. Find enough yarn and a new hat can be created with some minor choice given to the player on which one to make first. Hats can add some new depths to the game, for instance the speed hat will make it easier for speedrunners and later boss fights, but the ice hat will let Hat Kid bounce off of special platforms or smash down on foes. Unlocking hats gives the game additional tools to access different areas, showing just a bit of Metroid in there.
Going through levels with Hat Kid’s movement is a blast. By the end of the game, I knew exactly how far I could jump and how to quickly dodge obstacles with light hops. Mastering these controls is incredibly satisfying and there is a speedrun mode built in for those that seek the highest levels game mastery. Levels are well designed, with two being more open and the other two being more linear. Don’t let the small world count deter playing though, as each instance usually changes the environment in dramatic ways. For instance, hopping around on the Mafia’s island may feel tropical at first, but coming back for another Time Piece could result in the volcano it sits on spilling lava into the streets. Another example is the free roam area, which has Hat Kid climbing the inner workings of a massive windmill or jumping through a dangerous lava cake, which is all connected by these lines she can ride on, similar to Bioshock Infinite‘s skyhook.
One of the best things about playing A Hat in Time for me though, was the ability to easily use a Gamecube controller through the Gamecube adapter. This made the game feel divine for my entire romp through the colorful worlds. Not only that, but the game actually changes its button prompts to that of the Gamecube, making it extremely compatible. One could easily switch back to keyboard and mouse in an instant, though that control scheme isn’t nearly as interesting.
Admittedly, there were a few moments in later levels that I found frustrating. There was one time rift in particular (which are extra levels that take place in a pocket dimension, providing more mechanics focused challenge rather than reacting to the environment) that felt nigh impossible. That one level was the only one I gave up on to tackle later. Mostly though, platforms are generous enough for a lot of room for error. Each mission to get a new time piece felt different, making almost every twenty minutes of play feeling completely different from the last.
This is all tied into an absolutely adorable art style. While the actual details are a bit rough; some of the character models look a bit too simple, it all ties together really well. Each character has a distinct silhouette and often voice that can bring quite the laugh from even the most stone-faced individual. Sound design also accentuates the cuteness. All of the cute little noises Hat Kid and friends makes add to the delight. I found it hilarious to bounce off of enemies that squeaked on contact or seeing Hat Kid smack her toys together during an idle animation. I cannot stress enough how cute this game is!
Speaking of sound design, the music here is top notch, being one of the few collections I caught myself whistling and just listening to during my down time. It’s a treat and I would love to own it on vinyl or something. The sheer variety is staggering as well, meaning a lot of the tracks don’t overstay their welcome. I especially loved some of the boss tracks, which incorporate excellent guitar work. A lot of the soundtrack was also composed by Grant Kirkhope, who was the genius behind games like Banjo-Kazooie, Castle of Illusion, and most recently Mario + Rabbids Kingdom Battle, just to name a few. There is an excellence to these layered tunes that just ooze brilliance.
Even on a lower end PC, the game ran pretty well, keeping a fairly smooth framerate, even if some of the colors felt a little too bright, especially in the lava levels. This is why the screenshots used for this review weren’t captured by me. I wasn’t playing at optimal settings, but it was still awesome to go through. I can’t wait to play through it again once it comes to consoles, which will likely make a much smoother experience. For anyone rocking a more modern rig though, the game should play wonderfully.
This is definitely a game I can see myself revisiting over and over, looking for more secrets or just building my skills with movement. Playing through A Hat in Time was time spent with a broad smile and a belly full of chuckles. It was one of the most wholesome gaming experiences I’ve had in years, recapturing that childhood wonder and pure enjoyment of playing games. I cannot wait to see if there’s an expansion in mind, or how the modding scene plays with it, or what Gears for Breakfast cooks up next!
For more information on A Hat in Time, check out the official website. A digital Steam copy was provided for the purpose of this review.