You can tell that this game was a labor of love. A small team of volunteers working in their spare time, only putting up a kickstarter when they knew they had something good and wanted to dedicate more time to it? Sure, not every story like this goes well, but in this case the game came out incredibly good. Not over-scaled, not blown out of proportion, but instead putting more polish and joy into each stage that existed. Gears for Breakfast reminds me of Yacht Club Games in their dedication and love for their work that can truly be seen and felt inside their games.
“But how can it be good if it doesn’t get the rating of “it’s better than nothing”? This isn’t gonna make the bad guys cry like an anime fan on prom night!” Comcept 2016
One cool Easter egg I discovered : if you use the Dweller hat in the timepiece room of Subcon forest Act 4, you can actually see on the ground a Drawing of Raz , the protagonist of psychonauts
Video Game News I'm considering buying it but it's £23 on PS store is it worth that money? I'm a big platformer fan and don't own a Switch I simply can't afford one aswell as buy for my PS4 so when I hear things like "it's up there with Mario! And it's very Mario Sunshine like" I'm instantly interested as I loved Sunshine on Cube.
The beam attack is actually even more of a reference than it seems. The file names for the sound files are called "smrpg_geno_genobeam" and "smrpg_geno_powerup" When I asked the devs about it, they also confirmed that they used the actual Mario RPG sounds as a placeholder sound for the attack.
simito97 Manchmal werden meine Kommentare nicht angezeigt, wenn ich ein Video verlinke, deshalb schreibe ich es besser auf: Das Video heißt "1-Hour of Splatoon Gameplay (Review Copy - Livestream Archive)", und Markus ist im Video mehrmals zu sehen. Bei 4:36 wird sein Name gerufen.
It was UDK, not UE. And UE always gets changed to fit Epic's (UE creators) desires and goals for THEIR next project. Which is kinda shitty for all the rest devs using it, because they have to adapt. Other than that it's an amazing engine.
Oh, so for other devs it's kinda shitty to adapt to an engine they didn't create instead of making their own engine to make sure they're getting exactly what they want. Yeah really shitty. I hate it when I forget to do my homework and a friend lets me copy what he did but he doesn't use the words I would've used
NachomanRandySavage Do you actually know how much time, effort, and resources go into making a game engine nowadays? Or are you just making assumptions and comparing it to a completely different situation?
There's a paper mario ttyd reference too, in the second level, murder omn the owl express, a owl blocks ur path saying he lost his contact lenses and he can't let u pass til he finds it, just like in the beginning of paper Mario ttyd!
*Did You Know Gaming? - Psychonauts* There's a video series where DYKG could get trivia from, right here: (PART 1: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oVizZG0QL9Y.html ) (PART 2: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9WWSsw-16vw.html ) (PART 3: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-E3zFPss3-9I.html ) Also, the original game is available on Steam.
Glad this succeeded but to be fair, AAA publishers are probably right at least how most of them fund games. This is really a niche game for a niche audience and you know what, this is why we as gamers should accept crowdfunding as a alternative route for indie development. Yes I know there is the fear that the game will end up as a stinker or mediocre but you know what that is the risk of it in the end and if we truly want original stuff or the return of nonviable genres its the best chance we have currently for PC sites like game spy are reporting numbers like: 62,754 ± 7,701 Note: Plus and minus are for margin of error (source: steamspy.com/app/253230). So lets factor in kickstarter keys that were handed out which by estimate comes to around 14,367 keys were provided between all the tiers and I would say it is really unrealistic to count those to the total, so I'm going to be conservative and assume 50% of those keys were used (who knows I might be going a little overboard but I really can't find info on how many kickstart keys are used after a game comes out and it would really vary from game to game) so that is to 7,184 (or 7,183 depending on how you round it) with that you get about 10.20%, 11.45%, or 13.05% of keys were kickstarter backers or friends of said backers Then you would have to factor in just giveaway keys, review keys, etc. So its doing really well but in terms of AAA publisher standards, this isn't doing that well (of course, AAA games have larger budgets associated with them. Factor in taxes, wages, etc. yeah this has made a pretty penny but I'm not too sure if this would be enough to completely fund a new game Yes I know there are risks associated with kickstarter and crowdfunding like people scamming others, handing artists too much money and they sort of lose track of the original idea and feature creep sets in and they run out of money, etc but crowdfunding has brought us so many great games that probably wouldn't have existed or would be completely different. A very good examples would be Shovel Knight and FTL even if you don't like those games, they can be merited as some of the best of crowdfunding (so far). Who have provided basically great games with consumer friendly stuff that if any spoils gamers a bit like Shovel Knight is still releasing campaigns (there is only one left to be made) and for free (they just raise the price of the overall game as they release the new content)
Well for them it's more that not enough people want it. Indie developers can make the same game at much lower cost since they don't have expensive buildings to maintain, have less miscellaneous staff and have little to no publishing cost.
@@TheSpoonyCroy Well Indie developers are a bit of a random element. That is why I think having both AAA companies and Indie's at the same time is the ideal system. The reliable quality of the AAA combined with the randomness of the indie's. The AAA companies maintain a standard of quality and the Indie's provide the stuff that are too risky or have too small an audiance for the AAA companies to bother with. Indie developers don't make mainstream games and the ones that do almost always fail. After all there is no way they can compete head on with the resources and talent that the AAA industry has available. The AAA industry also has the luxury to experiment with cost cutting techniques that Indie's simply can't do, they only have one shot at a game so they need to use proven developer techniques. Cost cutting measures might not be something people like but they are essential. After all the less money is being expended on one thing the more is available for something else. The biggest advantage of Indie developers is that they can make games at a lower cost. So they can make niche games without losing money. AAA developers have big costs associated with them just by virtue of being a large company. It is one of the reasons AAA companies like big games like sandboxes. There the economy of scale becomes a benefit and they can make a game that's twice as big for only 50% more cost. After all if you have an engine that works well, a art style that you like and a lore foundation for the world you can build on top of that almost infinitely.
"The cel-shaded style is kind of easy to make something pretty without having to put a lot of effort into it" Why aren't publishers using cel-shading more often then? I love the cel-shaded artstyle in games, far more than the often ugly brown and bloom "realistic" artstyle. When publishers constantly mention the rising cost of making videogames, wouldn't this help them out?
because it's not always an appropriate art style. it's fine for a Hat in Time, but Gears of War wouldn't quite make the same impact for example. even then, Gears of War has stylised characters but benefits from a different shading/lighting style
Almost no one know this but Jonas Kærlev used to make mario fangames for the mfgg website and/or tf2 server game mods he was known as mecha the slag/mecha bowser, all of the fangames got deleted but they can still be accessed trough the wayback machine, the tf2 modded stuff can also be found, still I may be wrong, I remember also mecha the slag had a youtube channel (named mecha bowser) and had some videos of a "dream game" made with unreal engine, I'm not sure if the playable character in the videos was the first ever version of hat kid, if you check his website mecha the slag . net with the wayback machine you can see there a hat time, the website also has a link to his twitter that he still has active, again this may not be true and I'm confusing it with someone else or mecha the slag is just some programmer for the game, but there's someone connection.
I'm several months late, but let me explain. Jonas completely abandoned Slag Gaming around late 2014/early 2015and left several gamemodes utterly broken and unplayable for months. Due to this neglect, many users including most of Slag's development staff and moderators left the group because it was nigh impossible to sustain the dying servers and constantly breaking code of some of the more unstable modes (such as Super Zombie Fortress and Parkour Fortress) which was caused by a Sourcemods update mid summer of 2015. Last I heard of Slag, there's only around 3-5 people managing the servers and forums. As someone who played on and donated to Slag, I still can't forgive Jonas for up and leaving Slag Gaming in the dark without any prior warning. Fortunately, the staff and devs who left didn't completely forget about Slag and went on to form Red Sun over Paradise. I promise they're far better than Slag if you've had bad experiences with them.
2:40 I could hardly imagine this game without hatkid's spaceship hub. It's the best place ever. As soon as I started and swam around in the pillow pool I thought "this is it. the best game ever."
Pepsi Man we seem to be in the minority. It seems alot hated Yooka Laylee. I agree it's not as good as BK but it's still pretty good. Had it since it release but still haven't completed it. Oops.
@@Swickful The main complaint about Yookah Laylee is that they make the same mistakes that older games in the genre did, with lots of backtracking as new abilities unlock. Personally, I don't think that makes it bad, just not as good as it could have been.
This game was way better than I expected it to be. I'm glad this didn't turn out like how Yooka or Mighty no.9 did. Edit: Please get this game, it deserves all the support it can get. (Plus there's steam workshop mods for added replayability.)
Well, that's what happens when you cater to the NeoGaf/Tumblr crowd instead of your backers, investors, or longtime fans of your former (and better) works, ladies and gentlemen.
"[...] the team were worried that 'A Hat in Time' wouldn't be well received by the gaming community." HAHAHAHA, oooooh boy, well I hope they're enjoying the apparent surprise just as much as we're enjoying this game then. =)
I think that taking inspiration from BK instead of DK64 is why the game has been better received than Yooka-Laylee. YK tried to be expansive, as if the ex-Rare employees were picking up where they left off. It's way better to focus on reasonably-sized levels filled with things to do, no repetitive mini-games for the sake of variety...
Nuclear Holocaust I don't think Playtonic was taking inspiration from DK64 when they was making Yooka Laylee. They were clearly trying to make something close to Banjo Threeie. Not fucking DK64.
Tommy Deonauth's Archives Well, it was as open as BK2 and DK64. They probably didn't have to try (or take inspiration from their own game). It was probably a part of their progression, and perhaps did not learn enough from it.
The dad island tombstone Easter Egg hit me in the feels. Rest In Peace John Jose. Although I barely ever got to spend time with him, I miss him so much.
Holy shit, i follow the composer of this game! He made amazing remixes of songs for Earthbound, Zelda II and Duck Tales! Great to see him being so sucessful :D
I've been following A Hat in Time's development for a good while, I remember before Hat Kid had a final design, Kaerlev used Medli from Zelda: Wind Waker's model for testing!
This game was such a breath of fresh air. It's unfortunate that 3D platformers have lost their popularity but games like this give me hope that the genre can make a comeback. Definitely the best $30 I've spent in a long, long time.
the internet is great and we live in the best era for video gaming where a team can work together from around the world to make a labor of love and succeed.
0:41 You can feel that at some points in the game where an earlier area teaches you how to use something and then another area does something different with it. But for what it is it's an incredible game, and I'm someone who HATES platforming games, and I had a lot of fun playing it.
Also fun fact the idea to use hats may have come from his influence of Team Fortress 2, as he was an avid player who hosted his own community under "Slag Gaming." With mods such as Super Zombie Fortress and Parkour Fortress.
The devs also got a Switch dev kit recently and are working on optimizing it for the system, hopefully we'll see it on Switch next spring or so. That's the system I personally want to get it on since I feel it'll be right at home on the same console I'll also be playing Super Mario Odyssey on.
I feel like Hat Kid's diary might be a reference to Luigi's Diary in Paper Mario 64. Speaking of Paper Mario, one hat looks suspiciously like the one Vivian from Paper Mario: The Thousand Year Door wears. Not to mention that Rogueport, the main town in Paper Mario: The Thousand Year Door was also ruled by the local Mafia.
I'd love to play it myself, but my PC is 10 years old and I doubt it would handle the game. And I own neither a Playstation nor an XBox, so I'm hoping for a Switch-release.
Yet the Cell Shading of A Hat in Time still gives the models a sense of physical depth due to the lighting. I wish more cell shading was done like that
Straw Hat Puffy @1:55 So basically, A Hat in Time's world is inspired by real world locations like Super Mario Odyssey. HOW THE EVERLOVING MOTHER OF ALL MESSES IS NOBODY COMPLAING ABOUT THAT? Oh yeah because Odyssey has real huma- DOESN'T MATTER! GOD? WHAT THE HELL IS WRONG WITH NINTENDO FANBOYS!?
Definitely got a major Banjo Kazooie vibe almost immediately playing this game. I think that's why it's one of - if not my all-time - favorite games. It's just a ton of fun and has depth to its characters without taking itself too seriously. But I really love collecting different things for different uses in an open world like this. And seeing several Banjo Kazooie references, particularly the "Hiking Shorts" outfit where she wears Banjo's outfit. I'm only referring to the first two Banjo Kazooie games when I say it reminds me of them, though. Not nuts and bolts. NEVER... nuts and bolts...
Imad Mohamed mainly because this game learned from the mistakes of the rareware 64 games and rembered the improvements the few 3D platformers since DK 64 improvements that were brought in along with not getting too big when it comes to levels
I saw an advert for this game when I logged into steam a while ago. It made me think "This is what I've been waiting for. They don't make games like this anymore". Now I just need to find time to play it.
3D platformers are my 2nd favorite game genre. I love games like Ratchet and Clank and Spryo the Dragon. I also love Donkey Kong Country Returns, which is a sidescroller, but has the style of exploration and hidden items I expect from a 3D platformer. I'm hoping that A Hat in Time causes a resurgence in the genre.
A DYKG on "Hat In Time"? Heck yeah!! This game needs more recognition, also f**k those people at NeoGaf complaining about the inclusion of Jontron in the game.
Playtonic publicly removes Jontron from a game after his political thoughts are shared - Many bash on PT on the decision. Gears for Breakfast silently implements Jontron as a cameo, despite his political thoughts staying the same - Nobody bats an eye, with many not even knowing about the cameo.
Incredible how much this game have possible easter eggs. In just 3 hours, I stopped a lot, like the Metal Gear Solid 1 menu screen in Battle of the Birds or the Psychonauts reference in the attic of the mansion by activating the Ghost Cap. Awesome!
Jonas (AKA Mecha the Slag) used to be a TF2 modder (maker of TF2Ware, Advanced Weaponizer, Parkour Fortress and more) and had a very popular community group - Slag Gaming. Some of the other developers from the team used to play in the Slag game servers as well.
Definitely worth the wait, this title reignites faith that Kickstarter projects sometimes work out! Every world is vastly different from the other, they did a phenomenal job. One of my fav games of this year!!
Mario Oddesey had a very long development. By the time Gears for breakfast started Odyssey was already well into development. Also different people can come to the same idea independently.
(Insert the line about cell shading and not spending millions of dollars on a single strand of hair) THIS. THIS. Look at this Big Name Game Devs! This is what you should be doing more of. Being efficient, economical and still goddamn gorgeous! I know I'm doing so much pissing into the wind here but hey, a guy can dream can't he?
Early as shit, so I'm not making a joke, I will be creating a list, and I shall check it twice, in order to find out who has Been a bad human and who has been a kind human, in order to reward those who are well behaved.