The premise of Himno is very simple. The player controls a character sprite tasked with collecting orbs and wisps while navigating a series of procedurally-generated levels called districts. The player takes “runs” to collect wisps and progress as far into the game as possible, while death forces you to restart from district one. Completing a district requires the player to make it to a door located somewhere, usually high above the starting point but occasionally it will be far below, forcing the player to use blind faith and drop pure darkness in hope to land on a platform.
The visuals are done in an 8-bit style like previous games in the Ratalaika catalog. The character sprite looks good, although the environments for each district are all the same grey, blocky aesthetic. When the player is navigating through a district, torches and orbs are automatically triggered when passing by. This creates a nice effect when multiple torches are lit in a close proximity, as the game is quite dark by default.
Himno controls well, however I couldn’t help but struggle with a handful of platforming sections thanks to a combination of the darkness and some clumsiness. There will be times when the player will be shocked they successfully fumbled onto a ledge, but just as often will they get frustrated with a fall to their death trying to make sense of a particular section.
The music in Himno is nothing special, and there aren’t many sound effects apart from the torches lighting and a few other minuscule things. I also never encountered any bugs are issues on PlayStation 4 Pro. The PS Vita version did suffer from much longer loading times, but that’s not surprising. Otherwise, both version are identical.
All in all, Himno is an enjoyable but mediocre platformer with a short and easy trophy/achievement list, taking about 45-60 minutes to complete.