Yup, that's me.
I've started using lock-on aiming more as I've progressed through the game.
Just cleared Chp. 10 and still really enjoying the game.
I'm not talking about the lock-on.
Yup, that's me.
I've started using lock-on aiming more as I've progressed through the game.
Just cleared Chp. 10 and still really enjoying the game.
I was wondering about that...I'm not talking about the lock-on.
sffsa
First to quote gets steam key for this game!![]()
sffsa
First to quote gets steam key for this game!![]()
The dev said on twitter that if you buy the Steam version now you'll automatically be able to download the mac release which should be any day now
The wait hurts so bad![]()
This game really needs to come out on consoles. It would be perfect on the Vita, and they're already talking to Sony about that, but it really needs to come to Vita, PS3, 360, Wii U, whatever.
I cannot imagine this game working that well with any portable or console control setup. It's pretty much made for mouse and keyboard. So many things require the precision of a move-driven cursor
I cannot imagine this game working that well with any portable or console control setup. It's pretty much made for mouse and keyboard. So many things require the precision of a move-driven cursor
I beat the whole thing on a 360 pad. Tried to switch to mouse and keyboard and just couldn't do it.
I'm enjoying this game so much that even though it's broken as fuck on Windows 8 I'm still pushing through it. I spent like two hours each on chapters 6 and 10, because it would CTD every time too many windows broke. The game is that compelling, that repeating that bit of content and taking the opportunity to try different approaches managed to be entertaining even when my heart sank after each crash.
Any chance of this going on sale again during this sale? Kinda mad at myself for missing this, heard a lot about it on Idle Thumbs.
I cannot imagine this game working that well with any portable or console control setup. It's pretty much made for mouse and keyboard. So many things require the precision of a move-driven cursor
I'm playing with a controller and use lock-on frequently.Did you just play it like a twin-stick shooter? Or were you able to frequently use the lock-on feature?
I can't imagine lock-on being that good or useful without a mouse.
Just figured it out.I'm not talking about the lock-on.
Did you just play it like a twin-stick shooter? Or were you able to frequently use the lock-on feature?
I can't imagine lock-on being that good or useful without a mouse.
I'm glad you liked it that much, but random crashes would have completely destroyed the game for me. I could understand a complex 3D game like Dishonored crashing, but there's really no excuse for a pixel-driven game to have technical problems.
Did you find the second-floor window?Hwy guys, I'm stuck on Chapter 6, any tips?
Don Juan mask is the only mask I use. I love to massacre everyone just by slamming doors in their faces. And imagine four dudes on one and then club them to death.
My "dark passenger" is pleased by this game.
Don Juan is the only mask I found myself using. The door slam kill feature was just too useful (and entertaining) to not use.
Interesting that you find western games to be trial and error. When I think of the general feel of Western games, I think of looser experiences with a lot more options, bigger worlds, but less polish. Japanese games, I think of animation locks, exact procedures, and the kind of precise memorization of patterns you see again and again, with fewer options but much more polish. Perhaps my even split between western PC gaming and Japanese console/arcade gaming when I was growing up has me seeing things this way.
Anyway, the current indie scene that Cactus and co. come out of seems to have equal reverence for both sides of the pond, and I don't think you have Hotline Miami playing as it does without Japanese SHMUPs and other games from that region that focus on the mastery of timing and patterns.
As for the soundtrack, having that mnml stuff in there was brilliant, to me. Hotline Miami seems to be consciously occupying the same space the movie Drive did, sort of invoking an exaggerated spirit of the 80's as we interpret it now instead of trying to put you in the actual time and place.
I typically see more trial and error type design in Japanese games, but I don't think Hotline Miami falls into a single category. It has the random elements of Binding of Issac, with the speed of gameplay and deaths (and the subsequent feelings of trial and error) of something like Super Meat Boy. At the same time you can get through most levels in enough ways that it can feel like a sandbox. It's not any one thing, which is why I think I like the game.