The game puts you in control of a snake-like creature called the Long
 Mover. Its controls are basic: move with the stick, speed up with X, 
slow down with O. There's also an odd wiggle move with the shoulder 
buttons that can give a speed boost, but it's fairly unnecessary.
At its core, Hohokum has a clear goal - free your similarly 
long-tailed chums, one of which is hiding in each of the game's stages. 
This goal is never explicitly explained to the player, however. That's 
because it's intended more to be a game about exploration, about 
studying your surroundings and figuring out what you're supposed to do 
in order to proceed.
Certainly, it does what it can to make this as pleasant a task as 
possible. Hohokum is a beautiful game, with adorable worlds and 
characters created by artist Richard Hogg (who also worked on 
Honeyslug's previous game, the WarioWare-inspired Frobisher Says on 
Vita).
Everything looks immaculately clean, the character designs are 
endearing, and it sounds as wonderful as it looks. The beautifully 
relaxing musical score comes courtesy of American indie label Ghostly 
Interactive, and joins the likes of Thomas Was Alone, Journey, Braid and
 The Last Of Us among the list of understated game soundtracks filling 
up my iTunes.
Hohokum's whimsical stages are liberally sprinkled with gorgeous 
little flourishes, from its interactive environments to the numerous 
little residents of each stage who react to you in different ways.
Reach the 'farm' stage (the levels aren't explicitly named) and 
you'll find row after row of little creatures tending to the land. You 
can fly over the trees to make fruit appear on them, but flying past the
 farm's tiny residents will scare some into hiding away inside a 
lawnmower compartment (yes).
Go to the cave stage and you'll be able to explore its near darkness 
by allowing a little man with a lantern to sit atop you as you plough 
through treasure.
Perhaps the most memorable example however, and the one that best 
shows off Hohokum's charm, is the funfair stage. Here you're surrounded 
by little characters of all shapes and sizes, who take great pleasure in
 leaping onto your tail as you ferry them around to various locations.
This stage is also the most obvious example of the actual game tucked
 away underneath Hohokum's stylised worlds, and therefore the area where
 it becomes clear that despite its aesthetic beauty its gameplay feels 
too basic.
It's clear that Hohokum is about style first and foremost, but once 
that style's initial welcome eventually wears off you're left looking 
for substance, and it's here where Hohokum's shortcomings come to the 
fore.
As a game, it's left wanting. A lack of signposting makes for 
trial-and-error experiments which can be frustrating, and the confusing 
stage layout means you'll get lost unless you can memorise increasingly 
labyrinthian world maps.
Once you do figure out what's going on, the game's puzzles are 
disappointingly basic. The aforementioned funfair stage, for example, 
reveals itself to be little more than a number of fetch quests - grab 
this guy who's thinking about pineapples and drop him at the pineapple 
statue, nab that electricity and use it to light up the fairy lights at 
the top of the stage, and so on.
Because of this, Hohokum quickly becomes ho-hum, its initial 
breathtaking introduction to its stylized worlds losing its impact as 
you pass by for the umpteenth time, exasperated as you aimlessly wriggle
 around trying to figure out where you have to go and what you have to 
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In its defense, it does its best to ensure you explore the game world
 with the addition of hidden eyes, which are located around each stage 
and have to be collected by flying past them and making them open up.
These eyes are the most obvious game-like component - a tally of how 
many you've collected on the pause screen marks the only traditional 
indicator of progress in the game - but they also serve as a way of 
encouraging the player to explore each area, in the hope that as they do
 they'll also encounter new interactions.
But this is only a nudge in the right direction, leaving us with a 
game that frustrates as often as it fascinates and nullifies many of the
 positive vibes it initially sends out.
Hohokum is love at first sight - it will have you captivated for its 
opening hours. And if you believe charm is more important than 
challenge, you'll be enthralled throughout.
As game, however, it underperforms. The lack of signposting only 
becomes more wearisome as the game progresses and the number of 
'missions' left to find decreases. When you find yourself traipsing 
through each area for the umpteenth time trying to figure out what's 
left to do, the appeal wanes.
Priced at £9.99 / $14.99, Hohokum is ever so slightly on the 
expensive side for what it offers. However, there's no denying its 
beauty and therefore you should still give it a go if you're happy to 
explore its beautiful, abstract worlds under the full understanding that
 underneath them lies somewhat underwhelming gameplay.


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