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Jesus now all the old Hotline Miami 1 excuses are coming out. "It's not hard, it's just frustrating!!"
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# ? Mar 11, 2015 21:49 |
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# ? May 28, 2024 01:36 |
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Discendo Vox posted:It's not real- it's part of the movie they're shooting. I'm pretty sure the studio part is, so yeah, he's as nuts as the rest of them. Ghost Head posted:Jesus now all the old Hotline Miami 1 excuses are coming out. "It's not hard, it's just frustrating!!" Could everyone agree that it's a bit of both already
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# ? Mar 11, 2015 21:49 |
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Ledgy posted:Could everyone agree that it's a bit of both already It really is both. It's timing/execution heavy, and there are still little tidbits of randomness to it that make it frustrating, and hilarious bugs like door-related hit detection. Hell, within the first 10 minutes of playing, I got stuck in door geometry.
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# ? Mar 11, 2015 21:52 |
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Discendo Vox posted:The level editor trailer showed that in the enemy placement setup, among the different options, one was "random". That option just plain shouldn't have been in the game- or at a minimum it should bind the enemy to wander in a particular area. Again, Random was fine in HLM1, cause it was limited, and sparingly used. But in 2 it seems like half the enemies are on the random pattern, so you could be executing your plan and woop, firearm guy shoots you cause his pattern took him to the other end of the room, outside of shift-look range, or you didn't have time to shift-look because another random guy is charging at you from the other direction or whatever. Not even mentioning the bugs because I haven't experienced anything game-breaking. There's some annoyances (weapon pickups, bullet spread, throwing and the like), but I can let that be, considering it's literally a two-man job. Ghost Head posted:Jesus now all the old Hotline Miami 1 excuses are coming out. "It's not hard, it's just frustrating!!" They're not opposite terms. It's hard, sure. Frustratingly hard, not challenging hard, that's my point. VV: Don't think there were random gun guys, yeah. Serperoth fucked around with this message at 21:59 on Mar 11, 2015 |
# ? Mar 11, 2015 21:54 |
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Serperoth posted:Random was fine in HLM1, cause it was limited, and sparingly used. But in 2 it seems like half the enemies are on the random pattern, so you could be executing your plan and woop, firearm guy shoots you cause his pattern took him to the other end of the room, outside of shift-look range, or you didn't have time to shift-look because another random guy is charging at you from the other direction or whatever. In retrospect, I'm not sure the first game used any randomly moving gun enemies. The melee ones aren't much of a problem, but having a guy with a gun path out into a hallway or move into earshot, all out of sight, and throw off your planning, really sucks.
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# ? Mar 11, 2015 21:58 |
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I know in Hotline Miami 1 random just meant occasionally one guy would change up his pattern and go into another room usually.
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# ? Mar 11, 2015 22:00 |
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Discendo Vox posted:In retrospect, I'm not sure the first game used any randomly moving gun enemies. It did. I want to say they were seeded to repeat so it wouldn't veer in repeat.
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# ? Mar 11, 2015 22:01 |
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Discendo Vox posted:In retrospect, I'm not sure the first game used any randomly moving gun enemies. The melee ones aren't much of a problem, but having a guy with a gun path out into a hallway or move into earshot, all out of sight, and throw off your planning, really sucks. Nah, RNG definitely played a part in the original, enemies would randomly leave their room and surprise you in the hallway. Its just more pronounced in HL2 because the maps are bigger, so its easier to lose track of them and they have more time to wander. Also the first game had that awful random weapon system, where the weapon sitting could be anything between a crowbar, a AR, or a lovely can of soda. RNG can be an interesting mechanic, where you have to adapt to the situation and correct for an enemy being in the wrong spot or agroing early or late. Unfortunately for many people it means you bruteforce it until the stars allign and everything goes according to plan.
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# ? Mar 11, 2015 22:07 |
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Ledgy posted:Did everybody quit the game before waiting the ~30 seconds of black screen or what ? Granted, it's surely a bad joke, but one man can dream. I waited for a moment and then just gave up and hit escape. I'm so ashamed!
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# ? Mar 11, 2015 22:12 |
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Well... that's uh... that sure is one way to end a video game
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# ? Mar 11, 2015 22:13 |
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Broseph Brostar posted:Also the first game had that awful random weapon system, where the weapon sitting could be anything between a crowbar, a AR, or a lovely can of soda. Wait, people hated that mechanic? I loved it and thought it was part of the whole "make it up as you go" type game-play.
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# ? Mar 11, 2015 22:14 |
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Red Mundus posted:Wait, people hated that mechanic? I loved it and thought it was part of the whole "make it up as you go" type game-play. I loved it, but felt it could be more consistent. I seem to recall it would only give each 'spawn' weapons in the same category (melee/guns/thrown), but I could be wrong. Or maybe that was only some spawns?
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# ? Mar 11, 2015 22:16 |
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Serperoth posted:I loved it, but felt it could be more consistent. I seem to recall it would only give each 'spawn' weapons in the same category (melee/guns/thrown), but I could be wrong. Or maybe that was only some spawns? It varied- and sometimes this would result in unwinnable situations, especially when you're given a throw-only weapon.
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# ? Mar 11, 2015 22:17 |
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Have you found any rare and easy-to-miss weapons with their own unique executions/death animations, like the pot of boiling water in HL1? I found two throwable bottles of acid in Jake's last level and also remember someone mentioning a skateboard, which I must have missed.
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# ? Mar 11, 2015 22:18 |
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Red Mundus posted:Wait, people hated that mechanic? I loved it and thought it was part of the whole "make it up as you go" type game-play. I liked the mechanic, but I hated how you would unlock crapper weapons that would pollute the item pool.
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# ? Mar 11, 2015 22:18 |
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Discendo Vox posted:It varied- and sometimes this would result in unwinnable situations, especially when you're given a throw-only weapon. I don't think HLM was ever unwinnable due to random weapon spawn.
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# ? Mar 11, 2015 22:18 |
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Meta-Mollusk posted:Have you found any rare and easy-to-miss weapons with their own unique executions/death animations, like the pot of boiling water in HL1? I found two throwable bottles of acid in Jake's last level and also remember someone mentioning a skateboard, which I must have missed. Skateboard is in No Mercy, I believe. It has a pretty brutal execution. You place it in their mouth and curb stomp them with it
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# ? Mar 11, 2015 22:20 |
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Studio posted:I don't think HLM was ever unwinnable due to random weapon spawn. Not unwinnable, just really loving tough. I got a bottle one time with a room with two shotgun guys in the next room. I hit the first guy and died to the second's shotgun. Of course when I respawned there was a katana so I was fine.
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# ? Mar 11, 2015 22:22 |
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Game is very fun and personally I'm glad it plays differently. I'm happy I can always go back to HM1 or wait for the editor for old school, less gun-happy gameplay. That said I can totally see why folks are disappointed. Word to anyone on the fence: if you're not cool with restrictive gimmicks and way more gunplay, stick to the first game or at least to see what happens with the level editor!
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# ? Mar 11, 2015 22:23 |
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Ddraig posted:Skateboard is in No Mercy, I believe. loving Christ, I'm glad I didn't pick that one up.
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# ? Mar 11, 2015 22:24 |
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Ddraig posted:Skateboard is in No Mercy, I believe. Thanks, guess I'll have to check it out now.
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# ? Mar 11, 2015 22:31 |
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i feel like half the levels in this game are of the Hot n Heavy school of design aka shitloads of windows everywhere, enormous mutlifloor stages, and gently caress you for trying to combo
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# ? Mar 11, 2015 22:33 |
drat. I went back to do the secret in Withdrawal and realised that I must have done the third floor first time originally by some fluke, so got the "Come to my office" 'ending' for Jake and thought it was the main one. His place in the story makes a lot more sense with that hidden ending, even if the failure one is technically canon. I missed the hidden item thing though and now repeating it is apparently way harder than the first time around.
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# ? Mar 11, 2015 22:40 |
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I've lost count of the amount of times I've been killed by a guy stuck on a corner or a door, spinning wildly in circles at high speed. At least the soundtrack is as awesome as ever.
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# ? Mar 11, 2015 22:40 |
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Astroduck posted:I've lost count of the amount of times I've been killed by a guy stuck on a corner or a door, spinning wildly in circles at high speed. At least the soundtrack is as awesome as ever. Theyre invincible when that happens for some reason
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# ? Mar 11, 2015 22:42 |
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ArfJason posted:i feel like half the levels in this game are of the Hot n Heavy school of design aka shitloads of windows everywhere, enormous mutlifloor stages, and gently caress you for trying to combo Yeah I was just thinking the same thing. And yet somehow I still had fun, even though I loving hate Hot&Heavy oh yeah also: finished the game earlier today. Dat ending favorite levels must've been the Tony and uh bear dude parts of the multistage Fans level (I'm too much of a scrub to effectively use the Swans it seems) - Roller Mobster blaring, just running in and manhandling/burying motherfuckers under a hail of lead like whoa ...and the Reporter levels, oddly enough. Not splattering everyone in sight into gorey chunks and staying your hand during executions is surprisingly satisfying, looks like. Wish we'd gotten more of them. The Detective ones were pretty cool, too - even the container ship, but I'm a giant fan of Lethal Weapon 2 so I might've been a mite influenced by that All in all, I thought it was good, and I loved the original. It's similar enough to the first game but also tries to do something different, and whether it hits or misses is up to the player I guess (I liked the new stuff, even the Hawaii levels! aside from the powerplant entrance jesus christ). Could do with shrinking the maps a bit and reducing the number of enemies by like 1/3 or something, though.
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# ? Mar 11, 2015 22:43 |
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Protip: whenever you control the Detective, check the trunk of your car.
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# ? Mar 11, 2015 22:46 |
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The higher level of randomness has left me without any of those "Finally got it!" moments like the first game had, where it feels like I figured out some really tricky puzzle and then managed to actually pull off a super demanding plan. Now it feels like I'm relying on standing around a corner, shooting once, then just shooting the people piling around the wall one at a time.
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# ? Mar 11, 2015 23:04 |
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Vlad the Retailer posted:Does it do anything other than strip out that moment in the intro? Is that moment in the intro? Because I set that option to off because I thought "off" meant censorship off, but I guess it meant that particular scene off. Which makes no sense, they were really unclear on which option kept that scene in. But it's no big loss, I don't feel like I missed anything apart from seeing what all the pre-release fuss was about.
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# ? Mar 11, 2015 23:09 |
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Ugly In The Morning posted:The higher level of randomness has left me without any of those "Finally got it!" moments like the first game had, where it feels like I figured out some really tricky puzzle and then managed to actually pull off a super demanding plan. This was pretty fun in the one reporter level at least. I smacked them all down at once!
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# ? Mar 11, 2015 23:09 |
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King Vidiot posted:Is that moment in the intro? Because I set that option to off because I thought "off" meant censorship off, but I guess it meant that particular scene off. Which makes no sense, they were really unclear on which option kept that scene in. Doesn't the option at first launch like literally say "Do you want to see scenes with graphic sexual violence"? edit: Either way, yes, that's the only time it changes anything and yes it does happen at the very start of the game.
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# ? Mar 11, 2015 23:12 |
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King Vidiot posted:Is that moment in the intro? Because I set that option to off because I thought "off" meant censorship off, but I guess it meant that particular scene off. Which makes no sense, they were really unclear on which option kept that scene in. It's pretty clear! It asks "Do you want to skip those scenes?" and the options are "yes" and "no"
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# ? Mar 11, 2015 23:21 |
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I believe if you go into the options menu it's 'on' and 'off' and 'on' corresponds to answering 'yes' (skip stuff) and 'off' corresponds to 'no' (don't skip stuff).
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# ? Mar 11, 2015 23:28 |
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MAJOR ENDING SPOILER BELOW gently caress YOU DENNATON NOW I WANT HOTLINE 3
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# ? Mar 11, 2015 23:30 |
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Cerebulon posted:drat. I went back to do the secret in Withdrawal and realised that I must have done the third floor first time originally by some fluke, so got the "Come to my office" 'ending' for Jake and thought it was the main one. His place in the story makes a lot more sense with that hidden ending, even if the failure one is technically canon. I'm pretty sure you get that scene anyway, you just can't interact with anything if you died on the third floor.
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# ? Mar 11, 2015 23:44 |
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Broken Cog posted:I'm pretty sure you get that scene anyway, you just can't interact with anything if you died on the third floor. nope die in third floor, mobsters drag you to a room and kill you survive, you get shot in 50 blessings office ArfJason fucked around with this message at 00:00 on Mar 12, 2015 |
# ? Mar 11, 2015 23:46 |
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ArfJason posted:nope Strange, I must have done that on my first try as well then.
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# ? Mar 11, 2015 23:47 |
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from reddit
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# ? Mar 11, 2015 23:51 |
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Broken record at this point, I'm sure... I had no real complaints early on, but as soon as I hit 1:4 (the police station) I got a bit ticked off about long distance off-screen bullshit. Still having fun, but that seems like a pretty big cock-up.
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# ? Mar 11, 2015 23:51 |
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# ? May 28, 2024 01:36 |
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I still can't believe how deep and meangingful the story of this game
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# ? Mar 11, 2015 23:55 |