Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
بروه
Opinion disregarded.
Hotline Miami 2's engine is fucked compared to Miami 1. Hotline Miami was smooth but HM2 just feels refined to the point of it going from a "smoother" type of paper into just plain dust. Melee is more janky and executions have become slow to the point of them becoming worthless. Enemies become gods with eyes in the back of their fucking head. It's just shit. Get the fuck out of my face if you think that HM2 is better than HM1.
No, you have to fart around throwing shit at the wall like a madman instead of thinking about it. No matter how hard the level is, Dennaton - who made the fucking game they 100% know what they're doing - never slapped two completely separate level types. Its like in Doom; there's an enemy that only dies to the Rocket launcher and its placed with enemies like the Spiderdemon and Cyberdemon who are immune to splash damage. You're making a frustrating situation which although I got through it, it felt like dumb luck if I was able to pick up the right weapon, if any other enemies would hear me fire, etc. etc.
Yes but the player needs a goddamn break. This is something that every game needs to have; the player should be 100% in his power to sit down, assess the situation, and plan out how to work. Ever wondered why everyone fucking hated Dead Ahead on Hard Mode? The player was never given a break where he could think about his actions, he just died until he learned the specific combinations of moves to not die. There's nothing good about this, it's trial and error at its finest and lacks any and all strategy because strategy and thinking are discouraged.
Wrong. The game is all about movement, if you're standing still all the time playing cautiously you're not playing right. Thus engagements that encourage you to move are good.
>you have to juggle between dealing with 2 fat bastards, one of those melee-only pricks and about 5 people with guns
The engagement is built like an active puzzle, you need to figure it out in the heat of the moment, which is what HM2 as a whole is about.
>Take Hotline Miami as inspiration
Your criticism falls apart here. The first game is full of poorly designed levels that only work in that game because of the jankier controls and AI, those designs do not translate to the second game well at all.
(Note to self: Never try doing full combos at 3 in the morning the urge to sleep takes over the mind)