Showing posts with label Hotline Miami. Show all posts
Showing posts with label Hotline Miami. Show all posts

Friday, June 28, 2013

Hotline Miami Impressions


"Damnit......damnit......damnit!....Shit.....Guh!  This fuckin'......hurrgh...GODDAMN DOG!.....damnit.....yessss.....yesssss.  New stage time!"

The above is a basic approximation of my vocabulary whilst playing Hotline Miami, but with a lot fewer actual curse words (and a lot fewer words in general since a chapter here and there has had me stumped for a good half an hour or better already) while the game is doing its thing.  I put it this way because it's kind of hard to actually explain just how Hotline Miami works.  I can tell you how it plays, I can tell you what it makes you think, and I can compare it to this and that, but I'm having a hard time of putting on my finger on just what makes Hotline Miami [i]work[/i], because I assure you that it does.  I imagine that's one of the various things that ensures you come back to the game again and again, which ensures that you'll get your bang for your buck if you're worried about that.

I -want- to say the reason the game works is because of it's relative ease of use.  It implements an "easy to learn, difficult to master" approach to its gameplay, allowing you to get through a chapter with minimal effort (in a comparative sense) with a rating that reflects that.  It's the game's hope that you'll see that C- rating or whatever it is and tell yourself "I can do better than that", leading you to replay a level again and again, searching for that ever-elusive A+ rank.  Throwing this weapon at just the right moment to let you get two wall executions via forehead stomp, switching from a shotgun to an assault rifle to a pipe for a succession of foes, knowing when to burst into a room guns blazing are all practices that the game wills you to understand will help improve your rating and make it easier to do in the long-run.  Not to mention, when such tactics work correctly, it does instill a rather strange sort of satisfaction given the real, hard mortality that your character possesses in line with everyone you're shooting/stabbing/etc.

I also want to say the reason the game works is because of the unique blend of its bright, vivid retro graphics with a soundtrack that matches the era and mood the game attempts to create perfectly.  Though, perhaps retro itself isn't exactly the best word to use, but more of something like "Retro Progressive" or something, as it mimics a style that would have been the natural progression of retro graphics had we not skipped several leaps and bounds as we did.  The design, the look are reminiscent of 8 and 16-bit classics, but the fact basically remains that those 8 and 16-bit classics could not handle the amount of detail, the amount of colors or anything else that Hotline Miami manages.  It's a play on perceptions which I suppose is appropriate once you get into the meat of the game itself and the plot that it offers.  I do have to re-emphasize detail, however, as Hotline is absolutely ridiculous with it - on top of dozens of different corpse designs for your slain, you'll notice little things, the the bubbling of boiling water in a pot on a stove or, indeed, spent shell casings on the floor after you've fired a weapon.

To be honest, I even want to put some of the blame or praise, depending on how you see it, on just how unapologetic the game is about its violence.  Make no mistake - Hotline Miami doesn't pull a single punch.  It doesn't say "Violence is bad!" in the same timeframe that it allows you to climb onto a fallen enemy and slit his throat with a knife.  It doesn't outright paint you as a villain, nor the foes you leave in your bloody wake as villains.  It's violence with a side of violence rather than a side of morality lessons or preaching.  If anything, I think this approach is much, much more effective towards sending a non-violence message were the intent there, because it's..well, unrepentant.  I haven't finished the game yet, so I don't quite know the fate of our main character, but I could hazard a guess.  And it is not a pleasant one which is fitting because it doesn't have to be.  To enjoy Hotline Miami requires you to check your expectations at the door since, while playing it you simply won't know what to think in regards to all this and in some ways, that might just be the better idea.

The word that Chance used was "lurid", and that's about as apt a descriptor as anything ever could be.  Put simply, Hotline Miami is a game where you don an animal-themed mask, burst into a building bustling with violent people and murder them before they can kill you.  The way it accomplishes this is not for the faint of heart, though if you distract yourself from that long enough, remind yourself that it's just a game, you can find a massive amount of enjoyment and lose hours of your life in a flash because you just wanted to give this stage one more try, go for that A+ ranking or even just refine your technique.  For that, it's well-worth the hype that it has received and I'm certainly glad that it made its way to the PS3 and Vita platforms so I could give it a whirl.  The fact that it has a Platinum Trophy honestly might give me enough incentive to play it enough to achieve that feat, but I haven't quite decided just yet.  Regardless, it has definitely been an interesting game so far, and one that I want to delve into the deepest reaches of if only to see the conclusion of the story that is honestly more interesting than it has a right to be given how threadbare it can appear to be.

btw Tony the Tiger mask is best mask - punch all of the things to death

Sunday, June 23, 2013

Tonight's A Writing Night!


It's been fairly weird lately, in that I just haven't found myself with a lot of actual free time at night which is generally when I take care of this blog and whatever else I can see fit to do before I head off to bed.  I've been spending a longer-than-normal amount of time on my posts lately which has lead to me sort of neglecting everything else since, by the time I'm done writing them, I don't want to write anything else, which is sort of a problem considering I have other things that I want to write.  Of course, it's not the fault of the blog or my desire to....stay consistent or anything, so much as it's simply me procrastinating and generally being a lazybutt.  I tend to finish a blogpost and then either pick up my 3DSXL or Vita and play a bit, kick back and listen to music or read up on a Let's Play to unwind.  Like the very, very excellent Ogre Battle 64 Let's Play over at the LP Archive.

Considering the only thing news-worthy is the fact that both Muramasa Rebirth and Hotline Miami come out this week according to The Drop at the Playstation Blog, alongside Deadpool which I unfortunately won't be picking up, there's not really enough to talk about.  I've not played Muramasa for the Wii, mostly because it was on the Wii, and I haven't even allowed myself to delve into anything beyond the bare surface of Hotline Miami.  I want my experience Tuesday or Wednesday to be as-new, un-touched by the outside world except for the few things that I do know - the fact that it's ultra-violent and the fact that it's ultra-awesome.  Which, to be honest, the latter is what prompted me to be excited about the opportunity to play Hotline Miami on my Vita, and the $9.99 pricetag for a Cross-Buy on the PS3/Vita versions of the game were just the kick in the ass I needed to send me into 'instant purchase' territory.

I could've written another post about Animal Crossing:  New Leaf, but it would've mostly been more of "Goddamnit, Animal Crossing, give me stuff to do whenever I play you and cut it out with time-sensitive bullshit like the Stalk Market" and it's not yet time for that.  I could've written a post about an absolutely hilarious and wonderful-looking Indie Game that I saw tonight, but I'm still going to put a few things together before I make that post.  Since it's probably going to turn into a Three-Indie Spotlight post, which means I need two more.  I suppose I could've written another post about Terraria and Minecraft and how much I want to play them on my Vita and yet neither are available for it yet, but, well, even I'm starting to get a little depressed by those posts.

So really, it's just one of those nights.  I want to write, I've neglected my story for a bit, and I have nothing else -to- write, so I'm gonna jump on that.  I'm sure nobody will blame me, and as always, I've brought tidings of K-Pop to assuage the gaping hole in your night that I've left.  "Scream" by BoA is off of her English Album, or one of them, so it sort of straddles that line where it's only K-Pop because of the singer, but it counts in my mind.  And it's just a fun song, really, so that just makes it easy to post up, but it does make me worry that I might've used it already.  If so, whoops.  If not, well, enjoy!

seriously though, friggin' Tuesday's gonna be a thing unless GameStop doesn't get Muramasa until a couple days later

Saturday, March 30, 2013

The Vita is Turning Into an Indie Haven


If you've been paying attention to game and port announcements lately, you'll have noticed something of a trend, and an encouraging one at that.  While the bulk of it was at GDC, a lot of Indie devs have pledged their upcoming games to the Vita, likely encouraged by the success of Brian Provinciano with Retro City Rampage and the other few Indie games that have hit already.  It helps, of course, that Sony has actively been courting devs and seem to be treating them right, given that at a GDC panel, a handful of them said "Absolutely" to the question "Is your next game going to be on the Vita?"  (Well, one did, the others just said "Yes", don't be a pedant)  Interest is spreading as well, since many of the attendees also seemed keen to work on the delightful little handheld.

In fact, the folks at the Playstation Blog were so kind to put together a list (albeit not a complete one) of indie games currently announced to hit the PS4, PS3, Vita and Playstation Mobile platforms.  I'll just keep it confined to the games that will be playable on the Vita:

  • Divekick – PS3 and PS Vita
  • Spelunky – PS3 and PS Vita
  • Velocity Ultra – PS Vita
  • Limbo – PS Vita
  • Metrico – PS Vita
  • Guacamelee! – PS3 and PS Vita
  • Hotline Miami – PS3 and PS Vita
  • Dragon Fantasy Book II – PS3 and PS Vita
  • Thomas Was Alone – PS3 and PS Vita
  • Luftrausers – PS3 and PS Vita
  • Friend Network App – PS Vita
  • Zombie Tycoon II – PS3 and PS Vita
  • A Virus Named Tom – PlayStation Mobile
  • Treachery in Beatdown City – PlayStation Mobile
  • Crumble – PlayStation Mobile
  • Crystallon – PlayStation Mobile
  • Don’t Wake the Bear – PlayStation Mobile
  • Hermit Crab in Space! – PlayStation Mobile
  • Oh, Deer! – PlayStation Mobile
  • Rymndkapsel – PlayStation Mobile
  • Ten By Eight – PlayStation Mobile

(I've left the links that were there intact so you can peruse some of the Playstation Blog posts related to the games if you're so inclined)

That is no small thing by any means and, as stated, it doesn't cover the full host of games that have already been committed.  Absent, likely because of the little bit of time between the announcements and this one, are (off the top of my head) The Binding of Isaac:  Rebirth and Lone Survivor, both of which have already made their own splashes on PC, and not in a little way.  That is also not even counting the announcement of Terraria's left-right movement towards the Vita as a platform.  I am likely missing others as well, but that's fine since, I mean, this is a pretty big list, both in length and content.  Wouldn't want to, you know, overwhelm people with this stuff.

Size is, admittedly something I've been focusing on since it's the theme of an interesting new development on the game complainer's front, also known as the comment section of every mainstream game news site anywhere ever.  The whingings of "no gaaaaaames" can be heard throughout every corner of the internet, as is usually the case when something is new and developers haven't had a lot of time to actually work on it.  Despite the truth of the matter being that there clearly -are- games for the Vita, it was a bit hard to argue, given that the schedule looked a bit clear a few weeks ago with Soul Sacrifice, Tearaway and Killzone:  Mercenary being the biggest things on the horizon.  However, as it is in most cases, these folks aren't -actually- criticizing from a place where they actually want to see things get better, but rather complaining to complain.  You can tell this because the whingings have shifted from "no gaaaaames" to "No biiiiiiig gaaaaames".

While true that the scope of Indie games is usually inherently smaller than most because of the nature -of- Indie developers (usually a small group of people, if not just one or two), these are not, by any means, games that you're going to sit down and fully complete in an afternoon.  Which, by the by, you -can- do with some of the 'big' games that are out there now that people just absolutely clamor for.  At the very least, the above Dragon Fantasy Book II seems to fancy itself after RPGs of the 'old school' which, as we know, were not incredibly short affairs and we loved them for it.  I just can't help but laugh at how quickly the goalposts get moved and by laugh, I mean want to shake someone by the shoulders for about five minutes straight.  Not like I would shake any sense out of them, of course.

The whole point that I'm harping on, I think, is that one of the complaints about the Vita has been "Where are the games?" and now, bam.  There they are.  These are the confirmed ones and this level of support means that it's not a one-off thing - these developers are in because they -want- in and they're going to keep going, clearly.  Robert Boyd of Zeboyd games has been fairly coy about developing for the Vita, but has stated that there's a "good chance" that CSH (Short for Cosmic Star Heroine, code-name for the next Zeboyd Games RPG after PAA4) will be PC/Vita at launch (if not for the major consoles as well) which is a big boon, certainly.  If the 'game-starved' handheld could manage to have CSH, Hotline Miami, Terraria and The Binding of Isaac on it at the same time, well...

I think we'll manage.