Ludography
70/100
Players22 ratings
72/100
Critics9 reviews

Where to get it

Hohokum cover

2014 · SCE Santa Monica Studio · Rhythm · Adventure

Hohokum

PlayStation console exclusive

Hohokum is a colorful exploration based adventure game. Players control a space worm, flying around rescuing people from their city under distress.

Released
12 August 2014
Platforms
PlayStation 3PlayStation 4PlayStation VitaWindows
Genres
RhythmAdventureIndie
Developers
SCE Santa Monica StudioHoneyslugRichard Hogg
Publishers
Sony Computer EntertainmentAnnapurna Interactive
Modes
Single-player
Perspective
Side view
Themes
ActionSandbox

About

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 snake-like 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.

Keywords

  • digital distribution
  • licensed soundtrack
  • cross buy
  • pax prime 2013
  • cross-save
  • gamescom 2014
  • playstation tv support
  • psn play

Media

The articlegameplay, story, development, reception

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.

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".

Reception

Destructoid's Jordan Devore called Hohokum the "most relaxing game" of E3 2013, and one of his favorites of the show. Polygon selected the game as an E3 2013 Editor's Choice. Jeremy Parish of USgamer thought the game was the most intriguing PlayStation 4 title at the 2013 Tokyo Game Show and praised Sony for highlighting the "decidedly arty" game alongside the console's blockbuster launch titles. He compared the game to a low-stress puzzle in the same design vein of Flower and PixelJunk. Kotaku called the game both the "most confusing game" at E3 2013 and "the weirdest" on the PlayStation 4.

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. Multiple reviewers also felt the game would make a good screen saver.

Releases by platformdates and regions as published

PlatformReleasedRegions
PlayStation 312 August 2014North America · Europe 13 August 2014 · Japan 13 August 2014
PlayStation 412 August 2014North America · Europe 13 August 2014 · Japan 13 August 2014
PlayStation Vita12 August 2014North America · Europe 13 August 2014 · Japan 13 August 2014
Windows28 July 2022Worldwide

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Description adapted from its source, CC BY-SA 4.0.