Imagine you're a psychedelic snake, gliding through whimsical landscapes where there are no objectives, no scoring, and no cops to tell you to stop because you've been at it all night. Welcome to Hohokum, where your most significant dilemma is which delightful land to explore next without a map or a functioning GPS.
You control the Long Mover, a multicolored snake-like entity that's residing in a world that looks like it was conjured up after a four-hour bender. The gameplay has been described as 'freeform'-which is a polite way of saying, 'We forgot to include a real game.' There are 17 different worlds, which is great because who doesn't love variety? But you might want to prepare yourself for the adventure of figuring out what, if anything, you're supposed to do in these beautifully crafted environments. Spoiler: it involves a lot of exploring and some light puzzles where you'll likely spend more time figuring out how to collect spores than you'd care to admit. Each world is like that quirky friend who changes their hairstyle every week: colorful, unpredictable, and bizarrely charming. In 'Kite Village', for instance, not only do you collect seeds, but you might also find yourself pondering life's big questions-like, 'Am I really getting anywhere?' Ah yes, the classic gaming crisis of existential dread, all while lighting up lamps or riding dandelion spores. Yes, dandelion spores-because why not? Controls are delightfully intuitive. With a couple of buttons to speed up, slow down, and a wiggle that makes you feel like you're back in primary school with that conga line, you're well on your way to... doing things that resemble gaming. The experience is led by visual and audio cues, rather than a detailed instruction manual. So, if you were expecting a structured affair, prepare for your high hopes to be dashed. The narrative is an ever-so-ambiguous quilt of vignettes and colors, but remember, there are no losers here-unless, of course, you factor in the occasional loss of your dignity while chasing after what looks like a giant spore amid a muted but pretty background.
Let's just say that if Salvador Dalí started a game development studio, it might look a lot like Hohokum. The visuals are vivid and abstract, with flat colors and minimal outlines; a dreamy visual aesthetic that somehow invites relaxation and confusion simultaneously. It looks like a children's book exploded, and along with it, every crayon in a kindergarten supply closet. The colors don't just pop-they explode in an exuberant celebration of polygons, each world feeling different, yet resembling a glossy art piece. The graphics are undoubtedly one of Hohokum's strongest points, painting each environment boldly and with whimsy. There are moments you stop simply to breathe in the visuals and groove to the audio-a soundtrack that mixes delightful indie vibes, not unlike listening to your hipster cousin's Spotify playlist.
Hohokum effectively challenges the very foundation of what it means to play a game. It embraces exploration, creativity, and a frustration that we somehow enjoy. You may find your attention wandering-or worse, you may find yourself staring into nothingness as you contemplate whether you, too, are a Long Mover gliding through life without purpose. While this beautifully crafted experience won't make it on everyone's favorite list-considering many will interpret the absence of a storyline as a cop-out-it undeniably carves its unique niche. If you're after structured gameplay, it'll feel like running in circles. If existential exploration, spore collecting, and reminiscent gaming remind you that life is as aimless as the Long Mover gliding through the colorful chaos of Hohokum, this might just be the escapade you didn't know you were looking for. All in all, it's a visually stunning experience that might just make you question your life choices...or not; it's your call.