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
It was worth all the work put into the campaign if people enjoyed it. Thanks for commenting!
Nice work cracking the code and figuring it all out!
About to "unlock" the reward. Amazing work as always.
You’re too kind. I’m so grateful for all the support! As tough as this was to make, I’m happy with how it turned out.
I appreciate it, but this has been my final HLM editor/mod project for a while now. Outside of fixes or updates, I don’t intend to make anything else. I’ve been at this for almost a decade now, lol.
Nice catch.
I recognized some spritework being modified for this. is it by chance our albino prince is the relative to the emo chinese man?
I'm truly touched that you'd be so interested in it! I'm happy you enjoyed the campaign that much!
非常有趣的战役,推荐大家试试,我做了一个中文补丁,如果有需要可以问我要或是在我视频简介获取
i made a video playing https://www.youtube.com/watch?v=S23kRX-9ERk
I used HLM Wad Editor (not Explorer) to import the larger weapon sprites individually.
debo admitirlo, esta campaña me engancho demasiado, solo 2 campañas me han hecho sentir que estoy jugando una nueva experiencia. Se nota la inspiracion en varios aspectos, la animacion de muerte con las tijeras sacadas del manhunt 2, aparte de la obvia historia, la casa de alex y ash en el ultimo nivel xd, doki doki con las mierdas de los archivos. una locura que todo venga de una sola campaña. Lo disfrute bastante.
Controversy? What sort of controversy? This is a genuine question - I haven't so much as touched Hotline Miami 2 as a whole since the Hunter campaigns years ago, I just found out about this campaign from the Youtube trailer
I have to be honest, that my expectations were lowered by both toad’s and Fus’ comment after skimming through them to prevent spoilers AND by the controversy that tainted this campaign’s reputation a few months prior. Nevertheless, I’ll try to give this one an objective review as much as I can.
- Gameplay
Throughout the campaign the game crashed 5 times, but I suspect all of them were connected to me locking the SHIFT key throughout floor transitions. Not holding said key let me pass through them unscathed.
And while I do like entries, that break the rules on HLM’s visual style and patterns for level design, I have to agree, that giving fat enemies the same body type as regular enemies was uncalled for. Sure, I got used to it, but it was preventable by just keeping the usual shapes.
On top of that, I found some of the character changing transitions odd, some of them were obvious while others surprised me or were instant. I think it would’ve been nice to make them consistent.
On the positive side though, I very much enjoyed the weapon reskins and the inclusion of the rare weapons for Jun’s levels, like the dynamite and the new glass bottle. While I do agree with Fus’ arguments with the floor sizes and transition placement, I did overall enjoy the gameplay to its core, maybe not as versatile in setting like L&F did, but neat nonetheless.
- Visuals
While I think the quality of the sprites and characters were acceptable, some places, especially with walls, tiles and rugs, felt rather washed out, and could’ve been nicer to look at with an overall higher color-contrast, both within contradictory elements (like tiles and walls) and on characters (though the paleness can be seen as an artistic choice).
Another nitpick is, that the position of each face sprite was all over the place and could’ve been consistent for at least each character (Damian and Tishina being the prime examples).
Still, as mentioned in the gameplay it managed to show off new places of a fictional world, which I think deserves some props.
- Story, design
Separating the narrative from its content and its execution on this one. While I liked the secret hunting in L&F, as the results were unexpected and funny to an extent, the secrets on this one felt less rewarding, giving how there was little the “normal route” offered, mainly being a simple transition to the next level right after the main plot points were told. Don’t get me wrong, I liked the enrichment of the characters and the connection to L&F’s universe in the bonus snippets, but I think if someone hadn’t found any of them, they would’ve been left with empty hallways leading to the next level.
And while I can argue against Fus, that most of the “forced” cutscenes are skippable and make them easier to navigate for recurring players, the gun segment felt shoehorned into the campaign, as it had little to no connection with the main characters, unlike in L&F with John and Amy.
- Story, content
While I think that Alina’s role in the story was sort of predictable , I found the second half of its narrative quite surprising. But like Fus said, the pacing of the first half felt sluggish, considering how the events of the first level were already stated in the description.
Even though I enjoyed the twists and outcomes of each ending, I must say, that no matter how much it was stated, that the result of the events depends on your actions, once I reached all the endings, I first interpreted them as a result of Olga’s forced surgery, which neglects the choices of Tishina herself, relying solely to an NPC (basically RNG?) . Later I realized, that that’s not entirely the case and that Tishina’s choice did matter , but then there were moments like Anton’s fate, of which Tishina had no influence on one ending, like really?
- Summary
I think with all the negatives pointed out, I want to point out, that I enjoyed the campaign, the secret hunting and the analyzing of the story snippets given overall. Though it was surprising to see someone with your experience to make such shortcomings, that were not present in your previous works. I learned a lot from Cryo and L&F, but here I believe you tried changing the process, which ultimately led to new complications. I hope you know what you can improve on the workflow, be it for this campaign or future projects.
- Bonus content
10/10, peak. Negatives of the main campaign aside, I enjoyed the wit on this one while still playing it off seriously.
-Story-
The story does not need multiple endings, doing so only bloats your campaign with quantity when you should be focusing on the quality of the writing first. On top of this, if I wanted history lessons about guns from this time period then I would Google it myself, shoe-horning it into an HM campaign is a waste of both your and my time.
From what I played, the story lost me almost instantly so the entire draw of multiple endings is immediately made pointless.
-Visuals-
The overall visual style is a mess, with sprites of different styles as well as vanilla game sprites being left in which just breaks the immersion you're going for. Artistic overhauls like this require dedication to make every element complement each other.
1/5
Fat enemies share the same body type as normal enemies, I should be able to tell the difference at a glance without having to stare at the sprite's details to figure out what enemy I'm looking at.
-General notes-
I got stuck on a prop before the first level even started because of a bad floor transition, and on multiple occasions I transitioned into rooms at the edge of the level boarders with no exit into the main space. If this was part of the multiple choices aspect of the campaign then it was poorly communicated.
2/5
-Level 1-
Even though level one is built for the sniper rifle, it is way too open and thus very boring. Forcing the player to cross large distances of nothing after picking off targets without actively engaging them, the weapon choice is pointless anyway because the level design does not attempt to punish baiting enemies meaning the only time I ever bothered with the rifle was to pick off fats
-Level 2-
Floor one being a single room surrounded by a single tile type just looks bad, if it’s meant to represent the roof it should be done through detailed sprite work to sell the visual and not flat tile placement
3/5
The last floor has a bathroom idle.
-Conclusion-
I'm not sure if you did any closed/public play testing of this project but it really needed it, even compared to your previous work this is extremely weak. Reading from the comments here that you ignored feedback on multiple occasions is saddening because this could have been something great, but in the end feels like yet another Hunter wannabe with none of the aspects that make the Hunter campaigns so great.
4/5
5/5
Apologies for the comment spam, but Steam only allows a 1000 character limit which is just criminal.