Hohokum \ PS4 Gameplay

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Hohokum (2014)
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Let's Play
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Hohokum is a 2014 art video game developed by Honeyslug and published by Sony Computer Entertainment for PlayStation 3, PlayStation 4, and PlayStation Vita, and by Annapurna Interactive for Microsoft Windows. The player controls a snakelike creature to explore 17 whimsical worlds with no set objectives. The developers, who began development in 2008, compared the concept to flying a kite and were inspired by free London museums, Portmeirion, and indigenous cultures. It was released on August 12, 2014, and features a soundtrack by Ghostly International artists. The game received "generally favorable reviews", according to video game review score aggregator Metacritic. Critics appreciated the game's presentation, including its art and music, but felt that the gameplay turned to drudgery towards its end and that the objectives were too vague.

Gameplay

The player-character is a multicolored serpent creature called the "Long Mover" who glides through whimsical game worlds with loose objectives. There is no correct way to play the game, which was designed to be enjoyed without necessarily pursuing objectives. It is non-linear and has no score, time limit, or tutorial. The developer described the game as about "relaxing in a space and just enjoying the experience and the music, instead of trying to complete it to make progress", and an IGN preview said it is "simply about the beauty of exploring". USgamer's Jeremy Parish wrote that the game's challenges were in distinguishing the interactive objects from the environment and then figuring out the function of those interactive objects. For example, a ball resembling a dandelion releases its spores when circled, but the player has to follow the floating spores to realize that other villagers use the spores as a vehicle. The game communicates with visual and audial cues, and uses few of the standard controller buttons: two buttons slow or accelerate the Long Mover, and the triggers make it wiggle for a boost. The Long Mover changes in color based on the direction it faces and the DualShock 4's light bar matches the color.The game does not explicitly have a story but has a narrative line that connects the disparate worlds. There are 17 worlds, each with unique characters, a single primary goal, and secondary activities. In "Lamp Lighting", the player activates lights while flying past silhouettes, and each light adds a new layer of music. The player flies through a series of color-changing circles to access the next world. In Sponge Land, an underwater world, the player gathers fish to swim alongside the Long Mover. The player can collect seeds in the Kite Village. Another level lets the player create shapes in the sky by flying past stars. The worlds are presented in flat colors with no outlines, and all worlds are unlocked from the beginning of the game. The credits roll once a hidden multicolored serpent is freed from each level.

Development

Hohokum is an art game developed by British game developer Honeyslug in collaboration with artist Richard Hogg and Santa Monica Studio beginning in 2008. Hogg and Honeyslug's Ricky Haggett knew each other through a music connection. The two discussed making a game and began to collaborate when Hogg sent images to Haggett, who was experimenting with Adobe Flash. They prototyped a top-down game similar to Flow as well as a platformer with a jetpack, and a mini-golf game. Their first formal collaboration was an entry for Kokoromi's Gamma event in Montreal. The team's first game ideas for Hohokum were about racing, which grew into the idea of a "stunt kite". They wanted to make a game with the limitations and satisfaction of flying a kite where the conventional aims of video games were absent: no being commanded, avoiding failure, or being challenged to advance. The gameplay was designed to encourage expressive play and experimentation as "a playground, a place to wander about". Santa Monica Studio's lead game designer of external games Seth Killian described that world's nature as "about a feeling and a mood, a mental space". The first pieces of the game were abstract, and the development gradually grew figurative, with people and buildings.

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