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Rolling on the Yo-Yo can also be used to cross bodies of water, and the levels are intentionally designed with hills and inclines to help give you speed boosts. Where the real brilliance of Penny’s systems comes in, is how each mechanic is given multiple uses and variants. Penny can get power-ups that change her Yo-Yo into things like a fan to let her glide, or a big Hamburger that crushes rocks. Apart from that, you can jump on top of the yo-yo and dash along the ground for a quick speed boost, swing the yo-yo in an arc around you, and use it as a mid-air swing for extra distance. But this move also serves a dual purpose, as pressing the same button again lets Penny fling herself to the yo-yo, resulting in a quick forward dash. The most obvious is simply throwing the yo-yo ahead, which can latch onto objects, break crates, damage enemies, etc.
But Penny’s moveset focuses on running as little as possible, instead using the yo-yo to interact with the environment. The influence of momentum is incredibly obvious right off the bat with Penny, as even the simple act of running requires you to get up to a top speed. Some of the games that most obviously fit this role are the 2D Sonic games, like Sonic Mania, as well as titles like Super Meat Boy and Crash Bandicoot. In other words, instead of the player’s input directly affecting a character’s movement, your inputs are instead affecting the acceleration. What this means is that all of your movement in the game is about building up speed, as Penny doesn’t instantly respond to the directions you put in. Penny is most easily described as a momentum platformer. The story is light and breezy, which is perfect for this kind of experience that really revolves around that core gameplay experience. Penny’s gameplay is entirely focused on momentum and takes a bit to get used to, but has surprising depth. The young girl encounters something called a cosmic string, however, that brings her yo-yo to life, and turns it into an animalistic creature seemingly intent on biting everything. Penny is a young street performer with some serious yo-yo skills, and after Eddie the Emperor (Penguin) calls for new Palace Court Performers, she answers the call. Like many other platformers, Penny’s Big Breakaway begins with just a dash of a barebones yet still whimsical story. Penny’s Big Breakaway feels a bit rough around the edges at times, but it’s undoubtedly one of the most inventive platformers in years. Penny’s Big Breakaway’s momentum platforming is brilliant, embracing a real sense of speed and allowing you to chain lengthy combos of different moves. That makes perfect sense as the same team behind Sonic Mania, Christian Whitehead and Evening Star, developed the game. If you took the charm and whimsy of Banjo Kazooie and mixed it with the gameplay of Sonic the Hedgehog, you might get a game like Penny’s Big Breakaway.