Why A Short Hike is Still the Best Way to Spend a Saturday Afternoon

Why A Short Hike is Still the Best Way to Spend a Saturday Afternoon

Honestly, most video games want too much from you. They want eighty hours of your life, your undivided attention to a complex crafting system, and the patience to learn a combat loop that feels like a second job. Then there is A Short Hike. It’s a game about a bird named Claire. She’s on vacation at Hawk Peak Provincial Park, and she’s waiting for a phone call. That is the entire premise. No world-ending threat. No sprawling skill trees. Just a bird who needs cell reception.

Adam Robinson-Yu, the lead developer, basically captured lightning in a bottle back in 2019. It started as a side project during a creative block on another game, and somehow, this "distraction" became a masterclass in minimalist design. It doesn't overstay its welcome. You can finish it in ninety minutes, or you can wander around for five hours catching fish and chatting with depressed frogs. It’s the gaming equivalent of a warm cup of tea on a rainy day.

What makes it stick in your brain isn't the mechanics, though the gliding feels incredible. It’s the vibe. The game uses a chunky, pixelated aesthetic that mimics the look of DS-era graphics or early PlayStation titles, making everything feel nostalgic and soft. It’s intentional. You can actually go into the settings and change the pixel size if it’s too crunchy for you, but most people keep it right where it is. It feels like a memory of a summer camp you never actually went to.

The Magic of Hawk Peak and Why Movement Matters

The goal in A Short Hike is simple: get to the top of the mountain. But the "game" is everything that happens while you're procrastinating on that goal. You need golden feathers to climb higher and fly longer. These feathers act as your stamina. You find them hidden in chests, buy them from a sketchy goat, or get them for helping out other hikers.

The movement is where the "expert" design hides. When you jump off a cliff and hold the button, Claire spreads her wings and glides. It’s not just a fall-with-style mechanic; it’s a physics-based joyride. You catch updrafts. You dive to gain speed. You realize that the verticality of the map is a giant playground.

Most open-world games feel like checklists. Go here, kill ten rats, return for a reward. A Short Hike doesn't do that. It gives you a compass and tells you to figure it out. You’ll meet a tortoise who lost her watch. You’ll find a guy trying to start a movement called "Parkour" but he’s basically just running into walls. These interactions don’t feel like quests. They feel like conversations.

Why the "Short" in A Short Hike is its Biggest Strength

We live in an era of "content bloat." We've been trained to think that if a game isn't 40 hours long, it isn't worth the money. That’s nonsense. This game is short because it’s dense. There isn't a single second of filler. Every tree, every NPC, and every hidden shell on the beach was placed with a specific purpose.

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Think about the last time you played a massive RPG. How much of that time was spent running across empty fields? Probably half of it. In Hawk Peak, every thirty seconds you’re finding something new. Maybe it's a hidden campfire. Maybe it's a vantage point where the music—composed by Mark Sparling—shifts from a lonely acoustic guitar to a full, swelling orchestral arrangement. The music is actually dynamic; it changes based on where you are and what you're doing. If you’re near the water, you get those bright, splashy tones. If you’re high up in the snowy peaks, it gets quiet and introspective.

Dealing with the "Phone Call" Anxiety

The narrative hook is something almost everyone relates to, even if they don't realize it at first. Claire is waiting for a call from her mom. She’s anxious. She’s stuck in a place with no bars. The mountain isn't just a physical challenge; it’s the only way to connect back to her real life.

Without spoiling the ending, the payoff at the summit is genuinely moving. It’s one of the few games that understands how to use a limited perspective to tell a huge emotional story. You aren't saving the world. You’re just checking in on someone you love.

There's a lot of talk in game design circles about "ludo-narrative harmony." It’s a fancy way of saying the gameplay matches the story. A Short Hike is the poster child for this. The struggle to get more feathers reflects Claire’s growing determination. The ease of the glide back down reflects the relief of finally hearing the voice on the other end of the line.

What People Get Wrong About the Graphics

If you look at screenshots, you might think it looks "low-effort." That’s a mistake. The "big pixels" are a deliberate artistic choice meant to evoke a specific feeling. It’s a style called "painterly low-poly."

When you move, the pixels shimmer. It looks like an Impressionist painting in motion. If the game had 4K, ultra-realistic textures, it would lose its soul. It would just be another hiking simulator. By stripping away the detail, your brain fills in the gaps. You don't see a cluster of orange squares; you see the warmth of an autumn forest.

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Also, it runs on basically anything. You don't need a $3,000 rig to play this. It’s on Switch, PlayStation, Xbox, and PC. It’s accessible. That’s a core part of the "indie" ethos that Robinson-Yu stuck to. He wanted a game that felt like an afternoon off, not a technical hurdle.

Secrets You Probably Missed on Your First Trek

Most players hit the credits and put the controller down. Don't do that. There is so much more tucked away in the corners of the island.

  • The Boat: There's a motorboat you can actually drive. It’s clunky and weird and completely unnecessary for the main story, but it’s a blast to zip around the coast.
  • Beachstickball: It’s exactly what it sounds like. It’s a mini-game that is surprisingly addictive. The NPCs will actually keep track of your high scores.
  • The Golden Feather limit: You can actually get way more feathers than you need to reach the top. Having 20+ feathers basically turns Claire into a superhero.
  • The Artist: There’s a painter who moves around the island. Finding him in every spot is a quiet, rewarding sub-plot that most people skip.

The Lasting Legacy of the "Wholesome Game" Movement

A Short Hike helped kickstart what people now call "Wholesome Games." Before this, "indie" usually meant "difficult 2D platformer" or "depressing narrative about grief." This game proved that you can have a meaningful experience that is also pleasant.

It’s been years since it came out, and yet, it’s still the first recommendation people give when someone says they’re stressed out. It’s become a digital security blanket. It’s not trying to sell you a battle pass. It’s not trying to keep you engaged with daily login bonuses. It just wants you to enjoy the view.

We see its influence in games like Sable or Alba: A Wildlife Adventure. Developers realized that "peaceful" doesn't mean "boring." You can have high stakes (emotional ones) without high pressure.

Actionable Insights for Your First Playthrough

If you’re about to jump in for the first time, or maybe go back for a second trek, keep these things in mind to get the most out of the island:

  1. Turn off the map. Seriously. The island is small enough that you can’t truly get lost, and wandering aimlessly is the best way to find the hidden hot springs and secret caves.
  2. Talk to everyone twice. The dialogue is snarky and very "human." The first time you talk to an NPC, they give you the basics. The second time, they usually say something hilarious or weirdly profound.
  3. Don't rush to the top. The "hike" is the point. If you see a trail that looks like it goes nowhere, follow it. It usually leads to a chest or a nice view.
  4. Experiment with the settings. If the pixel art is too much for your eyes, go into the "Output" settings and adjust the "Pixel Size." You can make it look much sharper, though I'd argue it loses some of its charm.
  5. Fish everywhere. Different spots have different fish. It’s a relaxing way to earn some extra coins if you’re short on cash for that next feather.

A Short Hike is a rare bird. It knows exactly what it wants to be and it achieves it perfectly. It doesn't pretend to be a massive epic. It’s a small, beautiful story about a small, beautiful moment. In a world that’s always yelling for your attention, sometimes a quiet walk up a hill is exactly what you need.

Once you reach the top and the wind starts howling and that final phone call happens, you’ll get it. You’ll realize that the journey wasn't about the phone call at all. It was about the bird you met who was obsessed with shovels and the tortoise who just wanted to win a race. It’s about the joy of being present. Go play it. Turn your phone off first. You won't regret it.

To truly experience everything Hawk Peak has to offer, try to complete the "A Personal Journey" achievement by finding all the feathers without using a guide. It forces you to actually look at the environment instead of a GPS marker. After that, spend some time at the very top of the peak—not for any reward, but just to watch the clouds move. It’s the best "nothing" you’ll do all week.