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Post by Discoalucard on Feb 10, 2013 11:25:23 GMT -5
www.hardcoregaming101.net/hotlinemiami/hotlinemiami.htmOne of this year's indie darlings, Hotline Miami is plagued with technical issues, but man if it wasn't one of my favorite games of last year. Great soundtrack too - though if you buy the game, all of the music is already there in OGG format if you want to do a quick convert.
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Post by TheChosen on Feb 10, 2013 13:26:47 GMT -5
Also the system requirements for this are lies. 1.2 ghz processor my ass. While my computer is dated, the hardware should be more than enough to run it, but its certainly not running smoothly. Its probably the reason why I thought this was way too easy, since the whole game is in slow-motion.
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Post by Discoalucard on Feb 10, 2013 13:31:10 GMT -5
I ran into that problem too. I had to reboot every time I wanted to play the game. But then it seemed to work fine. Not sure what the issue was.
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Post by TheChosen on Feb 10, 2013 14:06:48 GMT -5
Huh. I just installed it and tried playing it again and its running smoothly now. This game sure is a technical mystery.
And with that, I have no more big problems with this game. Its fun to play and the soundtrack is really that fantastic.
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Post by TΛPETRVE on Feb 11, 2013 8:13:10 GMT -5
The game has garnered much hype in the wake of Nicolas Winding Refn's neon-coloured surprise hit Drive, and like said movie, I think Hotline Miami doesn't live up to all the fuzz. Still, a very fun way to kill some time and, moreover, it ultimately proves why Manhunt is a shitty game .
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Post by Gendo Ikari on Feb 11, 2013 8:54:02 GMT -5
I am not so forgiving of the slippery controls, of the bugs (which I described in detail in another thread - was the walrus mask not protecting from anything solved?), of the completely bonkers AI (enemies are very reactive to your direct presence but not to corpses and sometimes to a gunfight on the other side of the room), of the mostly useless unlockable weapons, and of both the endings (which I felt to be mostly tacked-on tripe, i.e. afterthoughts by the developers to give some sense to the carnage). However, when Hotline Miami works, it does it greatly. Even the quickest succession of kills requires some tactics if you want to succeed, and I liked all bosses.
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Post by bakudon on Feb 11, 2013 9:56:14 GMT -5
I take it that the few instances in the text where letters hm have been replaced by "hotlinemiami" are not intentional?
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Post by Discoalucard on Feb 11, 2013 11:39:59 GMT -5
Ah ha ha, probably not intentional no, just something we didn't catch during formatting. Will fix later tonight.
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Post by Gendo Ikari on Feb 21, 2013 5:46:06 GMT -5
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Post by Discoalucard on Feb 21, 2013 9:21:53 GMT -5
I KB/M'd the PC version, but I read a lot of people were using the Xbox pad and preferred the dual analog sticks. I'd still need to try it myself - as long as it kept the lock-on (and I can't imagine they'd drop it) then I'm sure it would work fine.
Will definitely rebuy for cross play, at any rate. Retro City Rampage looked gorgeous on the Vita, and I'd imagine this would be the same.
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Post by Deleted on May 4, 2015 23:10:58 GMT -5
Keyboard-mouse user here. PC FPSes and top-down arena shooters have very similar-feeling controls for me.
More on-topic: Any possibility the article will ever cover the sequel?
Also on-topic: You know, after playing Hotline Miami and Spec Ops: The Line, and after reading through plot summaries of Grand Theft Auto V, I've kinda grown tired of video games navel-gazing at their own violence.
I don't think it was that effective in Hotline Miami because the pixellated graphics and lack of any sort of death noises from wounded/killed enemies made it too stylized. And I found the scripted moments in Spec Ops: The Line overdone---the infamous white phosphorous sequence mostly just made me roll my eyes. What DID get me was in the middle of combat I went from "FUCK YEAH, FOUND AN M249!" after picking up a shiny new big gun to "Oh God, what am I doing?! I shouldn't be happy shooting at my own armed forces!"
An example that DID disturb me as it intended to do was all of the dying soldier screams from Red Orchestra II. Jesus Christ those were horrific. And then they added flamethrowers to the game...
Also, the last (non-bonus) level of Hotline Miami 2 was the most effective unintentional anti-drug PSA I've ever experienced in my life. That swan-hydra...*shudder*
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Post by hudakj on May 5, 2015 0:13:29 GMT -5
I am still not sure if I want to play this, mostly due to the splatter-fest element. However, a kick-ass sound track has always been a good draw. I think I might try this in a week or two.
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Post by Deleted on May 5, 2015 0:58:29 GMT -5
Yeah, the soundtrack is great. I think it may have kicked off an increasingly-oversaturated fad in the indie music scene, but I can't call that Hotline Miami's fault.
Also, Hotline Miami 2's quality was a bit all-over-the-place for me: The gameplay alternated between "better than the original" and "bullshit hard, and also more forced in character selection", the music was good but a little TOO cyberpunk-y sounding in some cases, and the story alternated between "sensible extrapolation of the first game's insane story" and "higher-end fanfiction".
It felt like it was made by a different team.
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Post by Discoalucard on May 5, 2015 8:21:46 GMT -5
I haven't beaten Hotline Miami 2, though I think I'm somewhere near the end. To me it feels like the developers had crafted such a solid first outing, that in order to create a sequel that was more than just an expansion track, they tried a bunch of stuff that made it both better and worse at the same time. (On aggregate, I'd say slightly worse.)
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Post by JDarkside on May 5, 2015 18:37:27 GMT -5
I haven't beaten Hotline Miami 2, though I think I'm somewhere near the end. To me it feels like the developers had crafted such a solid first outing, that in order to create a sequel that was more than just an expansion track, they tried a bunch of stuff that made it both better and worse at the same time. (On aggregate, I'd say slightly worse.) I lost interest when I heard there was an actual story this time. One of the major points of the first game they made was that narrative didn't matter for the sake of play, and they spent the entirety of the game proving that through a complete lack of rewarding context. The only actual context was after hours upon hours of scanning every level for little pixels, and it was stupid. So they ran with that angle and I'm not really sure I want to see the end result.
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