(Originally published to Glitchwave on 3/31/2025)
[Image from glitchwave.com]
Penny's Big Breakaway
Developer: Evening Star
Publisher: Private Division
Genre(s): 3D Platformer
Platforms: PC, Switch, Xbox Series X, PS5
Release Date: February 21, 2024
The title of Mr. Whitehead’s game is a play-on-words whose context is detailed in the opening cutscene. The titular Penny’s “big break” involves an impassioned attempt to woo over the judges during an annual festival taking place in her homeland’s palace. Her talent that she hopes will garner uproarious applause and eminent prestige is a skillful handling of the yo-yo, and fortuitously encountering a sentient toy spool with string attached should ideally be an asset in her goal to win over the audience. However, by “sentience,” I mean that her new plastic friend has the demeanor and intellect of a dog, and Penny should’ve considered training it before the event when it strips Emperor Eddie down to his undergarments by chewing through his regal robes. The embarrassed and emasculated emperor orders poor Penny to an outrageously long jail sentence in his state of indignity, so Penny frantically flees the scene and will be evading capture from Eddie’s penguin army henceforth. In this plot premise that marries American Idol and Alice in Wonderland, one can detect that Penny’s Big Breakaway evokes that whimsically lighthearted atmosphere appropriate for a genre catered towards a general audience like its 3D platformer predecessors. The illustrations that detail the events of the introduction sequence are cinematically constructed like an animated slideshow, an endearing presentational choice that emphasizes the game’s childlike charm.
One could assume from the labored illustrations in the game’s cutscenes that the general aesthetic of Penny’s Big Breakaway displays the same quality level of graphical proficiency. Unfortunately, the graphics that comprise the gameplay portion leave a lot to be desired, and saying this still feels like an understatement. The visuals in Penny’s Big Breakaway are comparable to using food coloring in a sad attempt to invigorate a sloppy bowl of oatmeal. Sure, the mess of rainbow shades will technically look more vivacious than its muted, beige form, but the swirl of colors is still muddled by the grainy and mushy texture of the base matter. The foregrounds and set pieces of Penny’s Big Breakaway are invitingly colorful on the surface, but its intended appeal is tainted by a prevalent blotchiness. It doesn’t help that the slurried paint bomb is bleeding through a canvas catered towards a disturbingly young demographic. From the anatomically simplified guys who look and move like the costumed characters from Yo Gabba Gabba! to the areas that surround them that resemble Duplo constructions, the presentation of Penny’s Big Breakaway off-puttingly evokes something for children who haven’t finished teething yet. Adults can still embrace a work appropriate for general audiences that might include children, but dialing up on the cherubic iconography will make anyone with an age in the double digits wince with discomfort. It’s a shame that the repulsively syrupy tone ruins what is an admirably diverse display of level themes. They follow the standard roulette of platformer level tropes, such as an urban world, fire world, ice world, etc., but at least there is a vibrancy throughout that elevates them from feeling generic. Still, adding to my point regarding how juvenile the presentation is, one of the worlds in this game is themed around bathing, with a prevalent pink tone washing over the sudsy steam that emanates from the area’s tubs and hot springs. I’m surprised there isn’t a level in this game themed around “nap time,” seeing Penny wearing pajamas while jumping on a series of beds with stars and crescent moons glittering overhead. The intermingling of a messy graphical foundation and the toddler tone made me bilious. I know for a fact that isn’t the result of a compromise that 3D indie games are forced to work around, using the delightfully scrappy look of A Hat in Time by comparison.
Fortunately, the gameplay of Penny’s Big Breakaway is quickly paced enough to almost distract oneself from the feverish Nick Jr. cartoon that surrounds them. Penny’s mascot potential that I factor in for all 3D platformer characters is heavily subdued by her odd design and even odder white, poofy hair that makes her look like a member of an extinct American political party from the pioneer days. Her gameplay mechanics will equally make the player scratch their heads in bemusement, but they are conversely an appetizing factor of the game instead of a detractor. Whether it's the fact that her yo-yo has a will of its own or not, Penny can still command her plastic pet with the expert proficiency of a dog trainer with over a dozen golden prize ribbons to claim. Penny’s Big Breakaway uses the wide versatility of the classic toy to utilize it as the game’s primary mode of gameplay, spanning from traversal to offense. In terms of skating around the field, I use the term “skating” as an allusion to another video game series that is surprisingly the most comparable to Penny’s gameplay. Penny implores the player to maintain a consistent momentum, which is rewarded through a combo chain that multiplies one’s score exponentially. This is not a hallmark of Sonic’s gameplay, but that of Tony Hawk’s celebrated series that mixed the aerodynamics of 3D platforming with the conceptual frame of extreme urban sports. When one realizes the connection, it unveils a skill ceiling stacked like a skyscraper. Accelerating one’s score with the aerial swings, twists, and twirls, plus preserving it by rolling on the yo-yo like a skateboard, is a far more engaging and gratifying method of traveling to the level’s end than simply running and jumping. Treating the gameplay with the standard method of platforming mentioned will feel sluggish and limp, especially if one is expecting the more automated acceleration that comes with Sonic. That being said, one comparison I can sincerely make to Sonic is that Penny’s aerial yo-yo lunge resulted in tumbling down a few hazardous pits as a result of mismatching the speed and range of it, like Sonic’s homing attack.
Then there’s the combat equation of Penny’s gameplay that involves using the yo-yo as a weapon, like a rudimentary form of nunchucks. Whacking foes with the buoyant, 360-degree spatial range that comes with analog control would feel dexterous, only if it weren’t for the enemies that Penny faces. Throughout the majority of the levels, except for the one suspended in the aether of the cosmos, dozens of penguins will ambush Penny in an attempt to subdue her and subject her to their ruler’s impudent sense of justice. If the player allows more than six penguins to latch onto her like a rabid class of preschoolers, her capture is classified as a “death” that strikes one unit of health off the bar. To prevent the penguins from carrying her off with their slippery mitts, one might correlate using the yo-yo as a defensive tool to clobber her assailants. Emperor Eddie’s seemingly infinite brigade of penguins is not only flightless, but one can add fecklessness to describe the traits they lack. Clocking these slimy birds with Penny’s toy has no physical impact to it, as if the player is just brushing off dandruff from their scalp. To make matters irritating, the penguins won’t be defeated with one hit, so the player is forced to halt the momentum of traversal in order to squash them sufficiently. Directly confronting the penguins as one would typically do with enemies on the field will soon grow wearisome for these reasons, which is why it’s better just to zoom past them even if they bumrush from behind. When the opposition proves to be more of a brief nuisance than an actual threat, the developers either should’ve raised the stakes of Penny’s capture or omitted any field conflict entirely.
Other than occasionally being incapacitated by a barrage of wet feathers and failing to land on a platform, Penny’s Big Breakaway rarely presents much in the way of challenging obstacles that impede one’s trajectory to the level’s end goal. One’s score is ultimately arbitrary and will not warrant any tangible reward when Penny reaches the pillar that functions like a Mario flagpole. Keeping a combo going isn’t a requisite; it’s simply a fun recommendation from someone who has played the game. Even though progress is rather straightforward, minus a few sections that involve the various yo-yo power-ups or riding across any body of liquid, the game does consistently supply auxiliary objectives that spice up the standard level routing. The reason why the game’s propulsion probably feels more moderate compared to Sonic’s is to not deter the player from exploration, something to put into consideration to find the three copper hexagons found in the less conspicuous corners of the map. If they’re not on the main pathway, the player might also have to take a curious turn or two to find three different NPCs who assign Penny to solve their troubles. The pleas of the robotic citizens can range from finding a series of lost objects, protecting a valuable from penguins, to reaching a subsidiary score through a flashy combo chain–the only instances where performing one is actually suggested. The guy who needed a gift for his wedding anniversary in a split second needs omniscient supervision like a guardian angel, which is something that Penny can not provide. While these secondary tasks do indeed expand the breadth of a level’s immediate parameters and are marginally harder than simply going about one’s regular business, I wish there were some tangible reward for one’s extra efforts. Maybe a new ability or yo-yo skin? I’m not asking for the moon, guys.
Some games that are light on level challenge tend to put all of their difficulty eggs into the boss basket, or vice versa, if you’re Donkey Kong Country or Crash Bandicoot. Penny’s Big Breakaway, however, keeps the difficulty meter setting on breezy for all scenarios. Still, this isn’t to say that Penny’s bosses aren’t substantial from a design or schematic standpoint. Dodging the torpedo fire from salty sea dog, Sheila, while shredding on the water with the yo-yo like a jetski is a thrilling and tense encounter, and pocketing the eyes of “Mr. Q” like billiard balls when the arena is a giant pool table is a clever battle condition. These are, however, the first two genuine boss fights in the game, and each one afterwards fulfills neither the challenge nor the shrewdness. I understand that Emperor Eddie might combat his challengers with his subordinates as someone of his status would, but I would think his eminence would at least save him from Penny practically bullying him at the bathhouse. The duel with “Puppet Penny” resembles a much easier race from Ape Escape, and Judge Rufus’ fight will plummet quickly (literally) once Penny retrieves his gavel to knock him off his pedestal. An amped-up Eddie that Penny fights as the game’s last hurrah just mirrors the one from the bathhouse with a Metroid-esque platforming sequence to cap it off. A streak of milquetoast bosses are one thing, but the fact that the game launched the cavalcade of world finishers so strongly with two exemplary fights makes the inferior ones that follow all the more disappointing. Was someone on the development team who worked on the first two bosses fired during production, or something?
I compared Penny’s Big Breakaway to fellow indie 3D platformer, A Hat in Time, for taking the essence of a solidified franchise in that genre and preserving its bygone gameplay with a plucky female protagonist at the center. Unfortunately, on Penny’s part, the comparisons of its similar overall mission to A Hat In Time do not extend to the older game’s quality and outstanding charisma. Still, I don’t know if it’s fair to compare the two beyond that because emulating Mario’s rival, Sonic, involves playing with a different chemistry set altogether. I would state that perhaps it’s harder to channel Sonic’s blistering energy and accommodate the level design to his speedy nature, but Penny’s Big Breakaway does not falter in that department. Using the yo-yo as a mechanism to maintain a swift and fluid pace captures the exhilaration that makes Sonic so appealing. Penny crumbles with essentially every other aspect, as the player could contract salmonella from how brief the combat and collectibles time was in the developer oven. Lest we forget that it’s all wrapped in a presentational package that could put anyone over eighteen on a watchlist. Even with Penny’s lackluster qualities listed, the game still captures that speedy, enlivening Sonic gameplay so splendidly that it’s worth recommending on that merit alone. Christian Whitehead is a pragmatist, not a visionary.