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Hohokum

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.[2] 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.[3][4][5]

Hohokum
Developer(s)Honeyslug
Publisher(s)
Producer(s)Zach Wood[1]
Artist(s)Richard Hogg
Platform(s)
ReleasePS3, PS4, VITA
  • NA: August 12, 2014
  • EU: August 13, 2014
  • JP: August 13, 2014
Windows
  • WW: July 28, 2022
Genre(s)Art game
Mode(s)Single-player

Gameplay

 
Screenshot of gameplay in the city world

The player-character is a multicolored serpent creature called the "Long Mover"[6] who glides through whimsical game worlds with loose objectives.[7] There is no correct way to play the game, which was designed to be enjoyed without necessarily pursuing objectives.[8] It is non-linear and has no score, time limit, or tutorial.[1] 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",[7] and an IGN preview said it is "simply about the beauty of exploring".[1] 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.[9] The game communicates with visual and audial cues,[1] and uses few of the standard controller buttons:[10] 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.[1]

The game does not explicitly have a story but has a narrative line that connects the disparate worlds.[6] There are 17 worlds,[4] each with unique characters, a single primary goal, and secondary activities.[1] 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.[1] In Sponge Land,[7] an underwater world, the player gathers fish to swim alongside the Long Mover.[1] The player can collect seeds in the Kite Village.[7] Another level lets the player create shapes in the sky by flying past stars.[11] The worlds are presented in flat colors with no outlines,[9] and all worlds are unlocked from the beginning of the game.[1] The credits roll once a hidden multicolored serpent is freed from each level.[4]

Development

 
Hohokum developer Ricky Haggett

Hohokum is an art game[3] developed by British game developer Honeyslug in collaboration with artist Richard Hogg and Santa Monica Studio[12] beginning in 2008.[13] 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.[14] Their first formal collaboration was an entry for Kokoromi's Gamma event in Montreal.[6][a] The team's first game ideas for Hohokum were about racing, which grew into the idea of a "stunt kite".[13] They wanted to make a game with the limitations and satisfaction of flying a kite[8] where the conventional aims of video games were absent: no being commanded, avoiding failure, or being challenged to advance.[12] The gameplay was designed to encourage expressive play and experimentation[6] as "a playground, a place to wander about".[12] 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".[10] The first pieces of the game were abstract, and the development gradually grew figurative, with people and buildings.[15] In pre-production, Richard Hogg and Ricky Haggett went to free London museums, such as the National Maritime Museum, Natural History Museum, Imperial War Museum, which inspired in-game content like ancient Egyptian tombs.[15] The game's "Fun Fair" level was based on Portmeiron in North Wales,[16] and they were also inspired by the festival costumes of the Selknam people of southern Argentina.[17]

Honeyslug and Hogg entered the game into the Eurogamer Indie Showcase and Independent Games Festival halfway through 2010 and spent two weeks polishing a rough draft.[14] They then put the game on hold for a year starting in 2011 while they developed another game, Frobisher Says.[b] Digital Trends described the other game as containing "the DNA of Hogg's artistic vision for Hohokum".[6] Hogg described the team's working relationship as informal and their decision-making as fully collaborative, particularly in the feel of the game world. For instance, Hogg would give unplanned drawings to Haggett, who would work the art into the game, or Haggett would envision something and ask Haggett to make it "look nice".[6] Hogg was not as involved in the "nitty-gritty of gameplay and puzzle mechanics" due to his skill set.[6] His interest in mixed metaphors and making the familiar seem unfamiliar is one of the game's guiding philosophies.[6] The name of the snakelike Long Mover is a reference to a snake in a skit by British comedy troupe The Mighty Boosh. It was chosen to be purposefully more ambiguous than a specific, existing creature, and to have mythical connotations.[6] The game's title is based on a misspelling of the Hohokam American Southwest archaeological culture.[15]

Honeyslug made a Spotify playlist between 30 and 40 tracks long of ideal "dream" music for the game, including tracks by artists signed to indie record label Ghostly International.[15] Santa Monica Studio used their personal connections with the label to coordinate a partnership. Ghostly's soundtrack is part licensed tracks and part original compositions. The music is split into layers and manipulated with the gameplay.[15] Honeyslug also formed a partnership with Santa Monica Studio to be the game's publisher and co-developer.[14]

The game was released for PlayStation 3, PlayStation 4, and PlayStation Vita on August 12, 2014 in North America,[13] and a day later in Europe[18] and Japan.[19][c] The Vita version uses its touchscreen, and the PlayStation 4 version uses its controller touchpad.[15] Instead of integrating the then-new features of the PlayStation 4's DualShock 4 controller, the team sought to keep the controls simple to keep focus on the "elegance" of the Long Mover.[10] Hohokum was a PlayStation Plus free title for subscribers during May 2015.[20] Honeyslug disbanded in late 2015 for its members to pursue solo careers.[21] Hohokum released for Windows on July 28, 2022, published by Annapurna Interactive.[22]

Reception

Destructoid's Jordan Devore called Hohokum the "most relaxing game" of E3 2013, and one of his favorites of the show.[11] Polygon selected the game as an E3 2013 Editor's Choice.[23] 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.[9] He compared the game to a low-stress puzzle in the same design vein of Flower and Pixeljunk.[9] Kotaku called the game both the "most confusing game" at E3 2013[24] and "the weirdest" on the PlayStation 4.[25]

The game received "generally favorable reviews", according to video game review score aggregator Metacritic.[2] 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.[3][4][5] Multiple reviewers also felt the game would make a good screen saver.[3][27]

Matt Helgeson of Game Informer thought the game "lacked depth" and considered it evidence of how "games that wear their indie aesthetic on their sleeve" could, like AAA games, be "all flash and no substance".[3] He cited the game's "oddball, ... colorful and charming" visuals, "tasteful" and "hip" Ghostly International soundtrack, and experimental gameplay as characteristic of the indie aesthetic, and wrote that despite its "whimsy" and "weirdness", the game did not appear to "have a point".[3] He wished the game was either more structured or experimental.[3] Polygon's Philip Kollar similarly felt that the game was "beautiful but shallow".[3]

Matt Whittaker of Hardcore Gamer described the art style as a cross between Yo Gabba Gabba! and Sound Shapes and wrote that it was designed for simultaneous "sensory overload and hypnotizing lack of substance".[5] He said that the game was "too strange and quirky" to be "gorgeous", but otherwise beautiful.[5] Josiah Renaudin of GameSpot similarly appreciated its creativity.[4] Whittaker also praised the soundtrack as one of the game's best parts, and thought it to be among the best game soundtracks of the year. He felt that the game did not make the transition "from playground to amusement park".[5] While he found Hohokum fun and relaxing, he thought it lacked the special element that distinguished Flower, Journey, and Proteus from "ambiguous art-heavy experiences".[5] Game Informer's Helgeson said that the game was more conventional than he expected, with "simple and uncreative" puzzle-solving and an elephant boss battle.[3]

Notes and references

Notes

  1. ^ The Gamma event game was Poto and Cabenga, where two characters were controlled with one button, based on the event's theme of "one button".[6] Haggett approached Hogg about the competition two weeks in advance.[6]
  2. ^ The team began to plan Frobisher Says at the 2011 Independent Games Festival that they were attending to present Hohokum.[6]
  3. ^ The Japanese release was originally scheduled for February 2014, but was delayed.[13]

References

  1. ^ a b c d e f g h i Goldfarb, Andrew (June 15, 2013). "E3 2013: The Hypnotizing Beauty of Hohokum". IGN. from the original on August 14, 2014. Retrieved June 17, 2013.
  2. ^ a b c "Hohokum Critic Reviews for PlayStation 4". Metacritic. from the original on February 19, 2015. Retrieved August 13, 2014.
  3. ^ a b c d e f g h i j Helgeson, Matt (August 12, 2014). "Pretty Empty - Hohokum". Game Informer. from the original on August 15, 2014. Retrieved August 13, 2014.
  4. ^ a b c d e f Renaudin, Josiah (August 12, 2014). "Hohokum Review". GameSpot. from the original on August 16, 2014. Retrieved August 13, 2014.
  5. ^ a b c d e f g Whittaker, Matt (August 12, 2014). "Review: Hohokum". Hardcore Gamer Magazine. from the original on August 14, 2014. Retrieved August 13, 2014.
  6. ^ a b c d e f g h i j k l Rosenberg, Adam (August 6, 2013). "The artist behind the surreal 'Hohokum' on painting metaphors". Digital Trends. from the original on December 3, 2013. Retrieved August 11, 2014.
  7. ^ a b c d Lien, Tracey (June 11, 2013). "Hohokum is a whimsical and soothing game about exploration and creativity". Polygon. from the original on September 8, 2013. Retrieved June 11, 2013.
  8. ^ a b Lien, Tracey (September 19, 2013). "Hohokum, poo-collecting and flying kites". Polygon. from the original on August 12, 2014. Retrieved August 12, 2014.
  9. ^ a b c d Parish, Jeremy (September 23, 2013). "TGS: Hohokum: The Artsiest Game on PS4?". USgamer. from the original on July 9, 2014. Retrieved August 12, 2014.
  10. ^ a b c Crecente, Brian (November 13, 2013). "Why one PS4 game dev avoided embracing the DualShock 4's tech". Polygon. from the original on August 12, 2014. Retrieved August 11, 2014.
  11. ^ a b Devore, Jordan (June 13, 2013). "I lost track of time with the laid-back Hohokum". Destructoid. Retrieved June 17, 2013.
  12. ^ a b c Moriarty, Colin (May 7, 2013). "Hohokum Announced For PS3, PS4, PS Vita". IGN. from the original on August 14, 2014. Retrieved June 17, 2013.
  13. ^ a b c d Farokhmanesh, Megan (June 4, 2014). "Hohokum launches for PlayStation 3, PS4 and PS Vita Aug. 12". Polygon. from the original on August 12, 2014. Retrieved August 11, 2014.
  14. ^ a b c Rose, Mike (August 11, 2014). "Pure Hohokum: How Honeyslug's wacky world came together". Gamasutra. from the original on August 14, 2014. Retrieved August 13, 2014.
  15. ^ a b c d e f Polygon Staff (June 12, 2013). Wireframe: Titanfall, Batman: Arkham Origins, Hohokum. Polygon. from the original on June 15, 2013. Retrieved June 12, 2013.
  16. ^ Tach, Dave (February 19, 2014). "Hohokum's newest level is also one of its oldest". Polygon. from the original on June 9, 2014. Retrieved August 12, 2014.
  17. ^ Hsu, Dan (August 8, 2014). "Guano factories, alien pigs, toy towns … the bizarre inspirations behind PlayStation's Hohokum". VentureBeat. from the original on August 14, 2014. Retrieved August 13, 2014.
  18. ^ Campbell, Evan (June 5, 2014). "Hohokum Release Date Revealed for PS4, PS3, and PS Vita". IGN. from the original on August 14, 2014. Retrieved August 13, 2014.
  19. ^ "Hohokumu". Sony Computer Entertainment. from the original on August 13, 2014. Retrieved August 13, 2014.
  20. ^ McWhertor, Michael (April 29, 2015). "PlayStation Plus' free games for May include Guacamelee, Hohokum, Unfinished Swan". Polygon. from the original on May 1, 2015. Retrieved April 29, 2015.
  21. ^ "Hohokum dev Honeyslug disbands after 7 years". September 20, 2015.
  22. ^ Skrebels, Joe (July 28, 2022). "Gorgeous PlayStation Exclusive Hohokum Surprise-Launches on Steam". IGN. Retrieved July 29, 2022.
  23. ^ McElroy, Justin (June 19, 2013). "Polygon's Editor's Choice selections for E3 2013". Polygon. from the original on July 14, 2014. Retrieved August 11, 2014.
  24. ^ Amini, Tina (June 13, 2013). "This Is The Most Confusing Game I Saw At E3". Kotaku. from the original on August 12, 2014. Retrieved August 12, 2014.
  25. ^ Schreier, Jason (September 19, 2013). "Definitely The Weirdest Game On PS4". Kotaku. from the original on August 12, 2014. Retrieved August 12, 2014.
  26. ^ "Hohokum for PlayStation 4". GameRankings. Retrieved August 13, 2014.
  27. ^ a b Kollar, Philip (August 13, 2014). "Hohokum review: all sizzle". Polygon. from the original on August 14, 2014. Retrieved August 13, 2014.

External links

  • Official website  

hohokum, kahoots, redirects, here, game, based, learning, platform, kahoot, 2014, video, game, developed, honeyslug, published, sony, computer, entertainment, playstation, playstation, playstation, vita, annapurna, interactive, microsoft, windows, player, cont. Kahoots redirects here For the game based learning platform see Kahoot 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 2 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 3 4 5 HohokumDeveloper s HoneyslugPublisher s Sony Computer Entertainment PS3 PS4 PSVita Annapurna Interactive Windows Producer s Zach Wood 1 Artist s Richard HoggPlatform s PlayStation 3PlayStation 4PlayStation VitaMicrosoft WindowsReleasePS3 PS4 VITANA August 12 2014EU August 13 2014JP August 13 2014WindowsWW July 28 2022Genre s Art gameMode s Single player Contents 1 Gameplay 2 Development 3 Reception 4 Notes and references 4 1 Notes 4 2 References 5 External linksGameplay Edit Screenshot of gameplay in the city world The player character is a multicolored serpent creature called the Long Mover 6 who glides through whimsical game worlds with loose objectives 7 There is no correct way to play the game which was designed to be enjoyed without necessarily pursuing objectives 8 It is non linear and has no score time limit or tutorial 1 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 7 and an IGN preview said it is simply about the beauty of exploring 1 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 9 The game communicates with visual and audial cues 1 and uses few of the standard controller buttons 10 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 1 The game does not explicitly have a story but has a narrative line that connects the disparate worlds 6 There are 17 worlds 4 each with unique characters a single primary goal and secondary activities 1 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 1 In Sponge Land 7 an underwater world the player gathers fish to swim alongside the Long Mover 1 The player can collect seeds in the Kite Village 7 Another level lets the player create shapes in the sky by flying past stars 11 The worlds are presented in flat colors with no outlines 9 and all worlds are unlocked from the beginning of the game 1 The credits roll once a hidden multicolored serpent is freed from each level 4 Development Edit Hohokum developer Ricky Haggett Hohokum is an art game 3 developed by British game developer Honeyslug in collaboration with artist Richard Hogg and Santa Monica Studio 12 beginning in 2008 13 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 14 Their first formal collaboration was an entry for Kokoromi s Gamma event in Montreal 6 a The team s first game ideas for Hohokum were about racing which grew into the idea of a stunt kite 13 They wanted to make a game with the limitations and satisfaction of flying a kite 8 where the conventional aims of video games were absent no being commanded avoiding failure or being challenged to advance 12 The gameplay was designed to encourage expressive play and experimentation 6 as a playground a place to wander about 12 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 10 The first pieces of the game were abstract and the development gradually grew figurative with people and buildings 15 In pre production Richard Hogg and Ricky Haggett went to free London museums such as the National Maritime Museum Natural History Museum Imperial War Museum which inspired in game content like ancient Egyptian tombs 15 The game s Fun Fair level was based on Portmeiron in North Wales 16 and they were also inspired by the festival costumes of the Selknam people of southern Argentina 17 Honeyslug and Hogg entered the game into the Eurogamer Indie Showcase and Independent Games Festival halfway through 2010 and spent two weeks polishing a rough draft 14 They then put the game on hold for a year starting in 2011 while they developed another game Frobisher Says b Digital Trends described the other game as containing the DNA of Hogg s artistic vision for Hohokum 6 Hogg described the team s working relationship as informal and their decision making as fully collaborative particularly in the feel of the game world For instance Hogg would give unplanned drawings to Haggett who would work the art into the game or Haggett would envision something and ask Haggett to make it look nice 6 Hogg was not as involved in the nitty gritty of gameplay and puzzle mechanics due to his skill set 6 His interest in mixed metaphors and making the familiar seem unfamiliar is one of the game s guiding philosophies 6 The name of the snakelike Long Mover is a reference to a snake in a skit by British comedy troupe The Mighty Boosh It was chosen to be purposefully more ambiguous than a specific existing creature and to have mythical connotations 6 The game s title is based on a misspelling of the Hohokam American Southwest archaeological culture 15 Honeyslug made a Spotify playlist between 30 and 40 tracks long of ideal dream music for the game including tracks by artists signed to indie record label Ghostly International 15 Santa Monica Studio used their personal connections with the label to coordinate a partnership Ghostly s soundtrack is part licensed tracks and part original compositions The music is split into layers and manipulated with the gameplay 15 Honeyslug also formed a partnership with Santa Monica Studio to be the game s publisher and co developer 14 The game was released for PlayStation 3 PlayStation 4 and PlayStation Vita on August 12 2014 in North America 13 and a day later in Europe 18 and Japan 19 c The Vita version uses its touchscreen and the PlayStation 4 version uses its controller touchpad 15 Instead of integrating the then new features of the PlayStation 4 s DualShock 4 controller the team sought to keep the controls simple to keep focus on the elegance of the Long Mover 10 Hohokum was a PlayStation Plus free title for subscribers during May 2015 20 Honeyslug disbanded in late 2015 for its members to pursue solo careers 21 Hohokum released for Windows on July 28 2022 published by Annapurna Interactive 22 Reception EditDestructoid s Jordan Devore called Hohokum the most relaxing game of E3 2013 and one of his favorites of the show 11 Polygon selected the game as an E3 2013 Editor s Choice 23 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 9 He compared the game to a low stress puzzle in the same design vein of Flower and Pixeljunk 9 Kotaku called the game both the most confusing game at E3 2013 24 and the weirdest on the PlayStation 4 25 ReceptionAggregate scoresAggregatorScoreGameRankings75 26 Metacritic75 100 2 Review scoresPublicationScoreGame Informer6 10 3 GameSpot7 10 4 IGN8 8 10Polygon6 10 27 Hardcore Gamer3 5 5 5 The game received generally favorable reviews according to video game review score aggregator Metacritic 2 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 3 4 5 Multiple reviewers also felt the game would make a good screen saver 3 27 Matt Helgeson of Game Informer thought the game lacked depth and considered it evidence of how games that wear their indie aesthetic on their sleeve could like AAA games be all flash and no substance 3 He cited the game s oddball colorful and charming visuals tasteful and hip Ghostly International soundtrack and experimental gameplay as characteristic of the indie aesthetic and wrote that despite its whimsy and weirdness the game did not appear to have a point 3 He wished the game was either more structured or experimental 3 Polygon s Philip Kollar similarly felt that the game was beautiful but shallow 3 Matt Whittaker of Hardcore Gamer described the art style as a cross between Yo Gabba Gabba and Sound Shapes and wrote that it was designed for simultaneous sensory overload and hypnotizing lack of substance 5 He said that the game was too strange and quirky to be gorgeous but otherwise beautiful 5 Josiah Renaudin of GameSpot similarly appreciated its creativity 4 Whittaker also praised the soundtrack as one of the game s best parts and thought it to be among the best game soundtracks of the year He felt that the game did not make the transition from playground to amusement park 5 While he found Hohokum fun and relaxing he thought it lacked the special element that distinguished Flower Journey and Proteus from ambiguous art heavy experiences 5 Game Informer s Helgeson said that the game was more conventional than he expected with simple and uncreative puzzle solving and an elephant boss battle 3 Notes and references EditNotes Edit The Gamma event game was Poto and Cabenga where two characters were controlled with one button based on the event s theme of one button 6 Haggett approached Hogg about the competition two weeks in advance 6 The team began to plan Frobisher Says at the 2011 Independent Games Festival that they were attending to present Hohokum 6 The Japanese release was originally scheduled for February 2014 but was delayed 13 References Edit a b c d e f g h i Goldfarb Andrew June 15 2013 E3 2013 The Hypnotizing Beauty of Hohokum IGN Archived from the original on August 14 2014 Retrieved June 17 2013 a b c Hohokum Critic Reviews for PlayStation 4 Metacritic Archived from the original on February 19 2015 Retrieved August 13 2014 a b c d e f g h i j Helgeson Matt August 12 2014 Pretty Empty Hohokum Game Informer Archived from the original on August 15 2014 Retrieved August 13 2014 a b c d e f Renaudin Josiah August 12 2014 Hohokum Review GameSpot Archived from the original on August 16 2014 Retrieved August 13 2014 a b c d e f g Whittaker Matt August 12 2014 Review Hohokum Hardcore Gamer Magazine Archived from the original on August 14 2014 Retrieved August 13 2014 a b c d e f g h i j k l Rosenberg Adam August 6 2013 The artist behind the surreal Hohokum on painting metaphors Digital Trends Archived from the original on December 3 2013 Retrieved August 11 2014 a b c d Lien Tracey June 11 2013 Hohokum is a whimsical and soothing game about exploration and creativity Polygon Archived from the original on September 8 2013 Retrieved June 11 2013 a b Lien Tracey September 19 2013 Hohokum poo collecting and flying kites Polygon Archived from the original on August 12 2014 Retrieved August 12 2014 a b c d Parish Jeremy September 23 2013 TGS Hohokum The Artsiest Game on PS4 USgamer Archived from the original on July 9 2014 Retrieved August 12 2014 a b c Crecente Brian November 13 2013 Why one PS4 game dev avoided embracing the DualShock 4 s tech Polygon Archived from the original on August 12 2014 Retrieved August 11 2014 a b Devore Jordan June 13 2013 I lost track of time with the laid back Hohokum Destructoid Retrieved June 17 2013 a b c Moriarty Colin May 7 2013 Hohokum Announced For PS3 PS4 PS Vita IGN Archived from the original on August 14 2014 Retrieved June 17 2013 a b c d Farokhmanesh Megan June 4 2014 Hohokum launches for PlayStation 3 PS4 and PS Vita Aug 12 Polygon Archived from the original on August 12 2014 Retrieved August 11 2014 a b c Rose Mike August 11 2014 Pure Hohokum How Honeyslug s wacky world came together Gamasutra Archived from the original on August 14 2014 Retrieved August 13 2014 a b c d e f Polygon Staff June 12 2013 Wireframe Titanfall Batman Arkham Origins Hohokum Polygon Archived from the original on June 15 2013 Retrieved June 12 2013 Tach Dave February 19 2014 Hohokum s newest level is also one of its oldest Polygon Archived from the original on June 9 2014 Retrieved August 12 2014 Hsu Dan August 8 2014 Guano factories alien pigs toy towns the bizarre inspirations behind PlayStation s Hohokum VentureBeat Archived from the original on August 14 2014 Retrieved August 13 2014 Campbell Evan June 5 2014 Hohokum Release Date Revealed for PS4 PS3 and PS Vita IGN Archived from the original on August 14 2014 Retrieved August 13 2014 Hohokumu Sony Computer Entertainment Archived from the original on August 13 2014 Retrieved August 13 2014 McWhertor Michael April 29 2015 PlayStation Plus free games for May include Guacamelee Hohokum Unfinished Swan Polygon Archived from the original on May 1 2015 Retrieved April 29 2015 Hohokum dev Honeyslug disbands after 7 years September 20 2015 Skrebels Joe July 28 2022 Gorgeous PlayStation Exclusive Hohokum Surprise Launches on Steam IGN Retrieved July 29 2022 McElroy Justin June 19 2013 Polygon s Editor s Choice selections for E3 2013 Polygon Archived from the original on July 14 2014 Retrieved August 11 2014 Amini Tina June 13 2013 This Is The Most Confusing Game I Saw At E3 Kotaku Archived from the original on August 12 2014 Retrieved August 12 2014 Schreier Jason September 19 2013 Definitely The Weirdest Game On PS4 Kotaku Archived from the original on August 12 2014 Retrieved August 12 2014 Hohokum for PlayStation 4 GameRankings Retrieved August 13 2014 a b Kollar Philip August 13 2014 Hohokum review all sizzle Polygon Archived from the original on August 14 2014 Retrieved August 13 2014 External links EditOfficial website Portal Video games Retrieved from https en wikipedia org w index php title Hohokum amp oldid 1115330879, wikipedia, wiki, book, books, library,

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