Big Hops – Game Review

Cartoon frog with backpack jumps near a wooden sign that says “Big Hops” in a colorful desert landscape.

Big Hops shows its hand pretty quickly. A few jumps in, it’s already pushing you to stop worrying about the “correct” way forward and start playing with movement instead. You’re not boxed into narrow paths or slowed down by constant tutorials. The game hands you a stretchy-tongued frog and a space to explore, then trusts you to figure things out on your own.

You play as Hop, a young frog pulled away from home and stuck working for a sketchy figure named Diss. The setup gives you a reason to keep moving, but the real hook is how good it feels once everything clicks. Wall runs, long jumps, tongue swings, free climbing, and momentum-based traversal all layer together fast. Before long, you’re chaining moves naturally, reacting to the environment instead of thinking through every input.

What really stands out is how flexible the design is. Most challenges don’t lock you into a single solution. If you’ve got the right veggie in your backpack or a clever angle with your tongue, you can usually make something work. When it does, it feels like your solution, not a prescribed one.

Big Hops isn’t trying to be a perfectly polished obstacle course. It’s more interested in giving you room to experiment and letting movement do the talking. If you’re into platformers that reward curiosity and player-driven problem solving, this one makes a strong early case for itself.

A Frog, a Bad Deal, and a Long Way Back Home

Big Hops doesn’t overcomplicate its story, and honestly, that works in its favour. You’re a frog named Hop, you get pulled away from home, and you’re stuck dealing with Diss, a character who talks a lot, explains very little, and clearly isn’t telling you the whole truth. He’s annoying on purpose, and while you don’t have to like him, he does a good job keeping things moving.

Your actual motivation is simple. You want to get back home, and that means tracking down airship parts while Diss keeps pushing you to collect Dark Drips for his own reasons. Each main area has its own situation going on, whether that’s locals dealing with gangs, corporations messing things up, or authority figures rubbing people the wrong way. None of it gets super deep, but it gives each world a clear vibe and a reason to exist beyond just being another platforming map.

Easy to Read, Easy to Get Lost In

The worlds themselves are easy to read once you’re in them. You can usually see landmarks, spot objectives, and figure out a rough route without pulling up menus or maps every five seconds. They’re built to let you explore at your own pace, try different paths, and come back later if something feels out of reach early on.


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What really helps sell it all is the tone. The writing is playful without being grating, and the voice acting does a lot of heavy lifting. Characters feel distinct, jokes land more often than not, and the game never takes itself too seriously. Even when you’re doing something basic, like helping out a random NPC, it usually comes with a bit of personality attached.

Big Hops isn’t trying to tell some huge, emotional story. It just gives you a bunch of fun places to mess around in, a light narrative thread to pull you forward, and enough charm to make the trip enjoyable the whole way through.

Cartoon frog with three hearts stands in a colorful, surreal, purple landscape with floating rocks and plants.

Movement Is the Whole Point

If Big Hops does one thing exceptionally well, it’s how it feels to move. Everything in the game is built around momentum, spacing, and letting you chain actions together in ways that feel natural rather than scripted. Once you get comfortable, just getting from one spot to another becomes the fun part.

Hop’s moveset is surprisingly deep right out of the gate. You’ve got long jumps, wall runs, free climbing, mid-air adjustments, and, of course, that stretchy frog tongue. The tongue isn’t just a grapple. You’re using it to swing, pull switches, grab objects, eat bugs for health, and even solve puzzles from weird angles. It becomes second nature fast, and the game rarely tells you exactly how to use it.

Freedom to Recover and Experiment

What really sells the movement is how flexible it all is. You’re not locked into perfect timing windows or forced to hit moves in a specific order. If you overshoot a jump, you can usually recover. If you come in with too much speed, you can redirect yourself mid-air. That looseness makes experimentation feel safe, which is important because the game wants you to try things just to see if they work.

Then there are the veggies. Throughout each world, you’ll pick up different plants that change how you interact with the environment. Some act as bounce pads, others create climbable paths, add grapple points, or mess with gravity. You’ll usually find the “intended” veggie near a puzzle, but nothing stops you from dragging something in from elsewhere and making it work anyway. Your backpack has limited space, so deciding what to carry becomes part of the puzzle.

Cartoon character slides on a zipline over turquoise water in a colorful tropical island video game called Big Hops.

Big Hops also does a great job teaching without stopping you cold. New mechanics are introduced through level design instead of pop-ups. You’re shown a problem, given a tool nearby, and trusted to connect the dots. As the game goes on, those ideas start stacking together, and challenges get more interesting without ever feeling overwhelming.


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There are moments where the camera and physics can make precise movement harder than it needs to be, especially when you’re lining up tongue grabs at speed. But the game is generous with checkpoints, and most of the time the freedom you get in movement outweighs those frustrations.

At its best, Big Hops nails that feeling where you finish a tricky section and think, “Yeah, that felt good.” It’s a platformer that cares less about perfection and more about flow, and once you’re in that groove, it’s hard to put down.

A frog character stands by an open case displaying assorted colorful badges and Backpacker+ selected in Big Hops.

A World That Knows Exactly What It Is

Big Hops has a very clear sense of identity. The art style is bright and expressive, and each area commits fully to its theme. You can tell where you are immediately, not just because of colour, but because of how spaces are shaped and how characters fit into them.

Character design does a lot of the heavy lifting. Hop is easy to like, and the characters you meet along the way feel deliberately odd in ways that stick. Even smaller NPCs usually get a moment or a line that gives them personality, which helps the world feel more alive instead of just functional.

The writing matches that energy. Jokes land often enough to feel intentional rather than try-hard, and the game isn’t afraid to mix silliness with more grounded moments. Diss stands out here. He’s meant to be irritating, and the performance sells that without turning him into a cartoon.

Voice acting across the game is solid. Performances sound natural and fit the tone of each world, which goes a long way in making conversations feel worth listening to instead of something you rush through to get back to playing.

Music and sound design support the experience without getting in the way. Tracks change depending on where you are and what you’re doing, helping each area feel distinct while keeping the focus on movement and exploration.

There are a few visual hiccups during longer stretches of play, but they’re not constant. Most of the time, Big Hops succeeds at making its worlds enjoyable places to spend time in, which matters just as much as how good it feels to move through them.

A screenshot of Big Hops featuring Big Hops, showcasing dynamic in-game action and vibrant visuals.

Big Hops Works Because It Feels Good to Play

Big Hops works because it feels good to play. Once the movement clicks, everything else starts to fall into place. Getting around is fun on its own, and the game keeps giving you space to try things your way instead of pushing a single answer.

There are some rough edges. The camera can push back when you’re moving fast, and things don’t always line up exactly how you expect. Even so, when you’re flowing through an area, chaining jumps, swings, and climbs, that stuff is easy to move past.

The worlds are enjoyable to explore, the characters leave an impression, and the game keeps things light without feeling empty. It stays focused on letting you move, experiment, and enjoy what you’re doing instead of slowing you down.

If you enjoy platformers that put movement first and reward curiosity, Big Hops is easy to recommend. It’s the kind of game you keep playing because moving through it is satisfying, not because you’re chasing a checklist.

Big Hops Review

Jon Scarr

Cartoon frog with backpack jumps near a wooden sign that says “Big Hops” in a colorful desert landscape.
Big Hops (Nintendo Switch Version)
Gameplay
Presentation
Performance
Story / Narrative
Fun Factor
Overall Value

Summary

Big Hops is at its best when you stop worrying about the “right” way to play and just start moving. The fun isn’t in checking objectives off a list, it’s in chaining jumps, swings, and climbs together and seeing what works. The worlds give you room to experiment, the story stays out of the way, and everything keeps pushing you forward instead of slowing you down. If you enjoy platformers where movement feels good and freedom matters more than perfect execution, this one is easy to keep coming back to.

4.2

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Jon Scarr (4ScarrsGaming)

Jon is a proud Canadian who has a lifelong passion for gaming. He is a veteran of the video game and tech industry with more than 20 years experience. Jon is a strong believer and supporter in cloud gaming, he's that guy with the Stadia tattoo! He enjoys playing and talking about games on all platforms and mediums. Join the conversation with Jon on Threads @4ScarrsGaming and @4ScarrsGaming on Instagram.

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