Great game thats very important for the early indie scene and has mostly aged well to this day.
Incredible soundtrack, trippy visuals and a vague story that lets you pick up the pieces lead to a unique experience.
The story was interesting for games in 2013/2014 but since we have evolved past conversations like 'why do you like video game violence, is that bad?????' and some gameplay mechanics are a little clunky.
The game feels incredible to play, especially using melee and trying to get high combos, thumping music and quick restarts help you get into the zone real quick. The mask system is a little unbalanced but is otherwise really fun, getting new masks is always interesting.
Worth playing, especially if you want to see what early indies were doing and what made them exciting.
Incredible soundtrack, trippy visuals and a vague story that lets you pick up the pieces lead to a unique experience.
The story was interesting for games in 2013/2014 but since we have evolved past conversations like 'why do you like video game violence, is that bad?????' and some gameplay mechanics are a little clunky.
The game feels incredible to play, especially using melee and trying to get high combos, thumping music and quick restarts help you get into the zone real quick. The mask system is a little unbalanced but is otherwise really fun, getting new masks is always interesting.
Worth playing, especially if you want to see what early indies were doing and what made them exciting.
Simples, porém viciante.
Hotline MIami é um jogo extremamente diverido, pode até ser simples em conceito, mas quem jogou sabe o quão maravilhoso é de se jogar.
A história é um pouco confusa, mas quando se entende ela é muito boa, o jogo é extremamente carismático, a jogabilidade é muito satisfatória, os comandos, as mecânicas, os gráficos extremamente vibrantes.
Amo a sátira que é feita referente á banalização da violência, o jogo todo é insano, música eletrônica tocando enquanto matamos várias pessoas de formas brutais, tudo ficando colorido, o Jacket é um protagonista mudo(algo bem comum na indústria), porém acaba sendo muito mais fácil de se imergir dentro daquilo tudo. A frase "Você gosta de machucar outras pessoas?" é algo que eu interpreto de duas formas, tanto para o Jacket e também para o jogador, que se diverte e sente prazer fazendo todo aquele massacre durante as fases. As finalizações são brutais, algo que da um peso ao game, quando você presta atenção no que está acontecendo, percebe-se o quão sombrio isso é.
No geral... é um jogo simples de se jogar(embora difícil), porém com conteúdo extremamente bem feito, artístico, carismático e muito, mas MUITO divertido.
Hotline MIami é um jogo extremamente diverido, pode até ser simples em conceito, mas quem jogou sabe o quão maravilhoso é de se jogar.
A história é um pouco confusa, mas quando se entende ela é muito boa, o jogo é extremamente carismático, a jogabilidade é muito satisfatória, os comandos, as mecânicas, os gráficos extremamente vibrantes.
Amo a sátira que é feita referente á banalização da violência, o jogo todo é insano, música eletrônica tocando enquanto matamos várias pessoas de formas brutais, tudo ficando colorido, o Jacket é um protagonista mudo(algo bem comum na indústria), porém acaba sendo muito mais fácil de se imergir dentro daquilo tudo. A frase "Você gosta de machucar outras pessoas?" é algo que eu interpreto de duas formas, tanto para o Jacket e também para o jogador, que se diverte e sente prazer fazendo todo aquele massacre durante as fases. As finalizações são brutais, algo que da um peso ao game, quando você presta atenção no que está acontecendo, percebe-se o quão sombrio isso é.
No geral... é um jogo simples de se jogar(embora difícil), porém com conteúdo extremamente bem feito, artístico, carismático e muito, mas MUITO divertido.
Demorei muito pra jogar, é rápido, divertido, e sinceramente nem é difícil. esse jogo é filho da puta mesmo.
Os npc não erram tiro por nada, pode ser frustrante mas é desafiador, que é o que eu tava querendo.
Envelheceu bem até, trama interessante que não trata o player que nem tapado e te deixa raciocinar, e o gameplay é uma maravilha bicho.
Curtinho e divertido. Bão.
Os npc não erram tiro por nada, pode ser frustrante mas é desafiador, que é o que eu tava querendo.
Envelheceu bem até, trama interessante que não trata o player que nem tapado e te deixa raciocinar, e o gameplay é uma maravilha bicho.
Curtinho e divertido. Bão.
shelved 2023: my gawd thats cool but fucking hard, like middle of the game and i feel like it takes me two hundred tries to do shit right, bashin my head against a wall until shit works
ill come back to this later aurgh
updated 2024 review coming:
Ive had to rewrite this shit like FOUR times because I keep trailing off, but I loved this game I think that it really did hit once I finally got through Assault
Ive known about Hotline Miami for so many fucking years that I think to me this was always a portrait example of an indie game that everybody fw
I never got around to it myself though until wayyyyyyyy later and I played a few levels and this gave me not just a fun arcadey feel but even reminded me of some of my favorite action flashgames id enjoy as a kid thatd be just really quick, violent and satisfying(for the time)
if its not the menagerie of all the visual sweetness that rests in your eyes with the colors, the commitment to realistic tinnitus pop, how quick it is to die and try again all working in simultaneous motion getting you to study the layout and at near-muscle memory press through
it's also the presentation of the story thats kinda cool too, ive been told things get recontextualized by the second game but to me this game was strange enough and vague enough about it to question what was going on while also havin it in the backseat and not say or do more than it needs to
Infact, i got pretty pissed when someone said "ur still playin that? its so short though!" bc ive died literally. L I I I I T ER A L LY over a thousand times at this point playing this game and I think its really just boiled down to feeling that short however much it clicks with you and you adapt
BECAUSE BY THE TIME I WAS PAST ASSAULT... honestly wasnt dying so much, i was getting into the rhythm of things again annnnnnd saw the credits. I was actually so floored by this it didnt even initially hit me that I beat this when it gave me so much trouble before and time to get use to... kindof like how when walking back out of each completed chapter you kinda see the brains splatteredddd
you see the broken glass everywhereee
you see the weapons, the shells, all of that
and you just Went through it maybe like.. in the span of a run a MINUTE.. maybe a couple more minutes in linear time not counting retries of shit with the adrenaline winding down
But it really does have that mouthfeel afterwards where youre like "oh. oh my god its over i gotta get out yes" and the dial getting turned down like that mentally and physically within the game is really well done to me
In a way it actually reminds me of when i played Postal 1 for the first time, COMPLETELY different gameplay and experience ofc ofc. But when playing Postal 1 id often be wandering the areas, the washed out landscapes of the towns or forests or caves and just kinda slightly grimacing at the thought
because when the music dies down and youre without someone to kill youre basically just sifting through the area hunting any survivors and the gravity of the situation is more felt like youre a truly desensitized guy doing all this.....clearin my throat hotline miami aint like this rlly, but the prospect of wading through seas of gore that you wrought (figuratively speakin) with the tone and tension sunk is something really palpable to me that i enjoyed
its disturbing and added to the high tension action, i mostly leaned towards using the cobra mask and the tiger one and didnt really bother with much of the rest but i could still appreciate having so many options to tackle and tough through the game with
Sometimes this game's AI is also so fucked too, like its cool how each reset they can behave diff but that also means youre gonna go up against ANYTHING happening or sometimes the doors fuck you up or sometimes the enemy can see you even when it feels like they shouldn be able to or they glitch out the rims and you cant progress
AND THIS WAS ALL RARE! dont get it twisted, i think the game is still cool but moments like this had me laughing or groaning in frustration and i felt like its worth noting that
but otherwise i rlly dont got much complaints whatsoever this game rules
I don't think ill hop at hotline miami 2 immediately
maybe give it like another week or so? im not too sure
But i did really love what was here
ill come back to this later aurgh
updated 2024 review coming:
Ive had to rewrite this shit like FOUR times because I keep trailing off, but I loved this game I think that it really did hit once I finally got through Assault
Ive known about Hotline Miami for so many fucking years that I think to me this was always a portrait example of an indie game that everybody fw
I never got around to it myself though until wayyyyyyyy later and I played a few levels and this gave me not just a fun arcadey feel but even reminded me of some of my favorite action flashgames id enjoy as a kid thatd be just really quick, violent and satisfying(for the time)
if its not the menagerie of all the visual sweetness that rests in your eyes with the colors, the commitment to realistic tinnitus pop, how quick it is to die and try again all working in simultaneous motion getting you to study the layout and at near-muscle memory press through
it's also the presentation of the story thats kinda cool too, ive been told things get recontextualized by the second game but to me this game was strange enough and vague enough about it to question what was going on while also havin it in the backseat and not say or do more than it needs to
Infact, i got pretty pissed when someone said "ur still playin that? its so short though!" bc ive died literally. L I I I I T ER A L LY over a thousand times at this point playing this game and I think its really just boiled down to feeling that short however much it clicks with you and you adapt
BECAUSE BY THE TIME I WAS PAST ASSAULT... honestly wasnt dying so much, i was getting into the rhythm of things again annnnnnd saw the credits. I was actually so floored by this it didnt even initially hit me that I beat this when it gave me so much trouble before and time to get use to... kindof like how when walking back out of each completed chapter you kinda see the brains splatteredddd
you see the broken glass everywhereee
you see the weapons, the shells, all of that
and you just Went through it maybe like.. in the span of a run a MINUTE.. maybe a couple more minutes in linear time not counting retries of shit with the adrenaline winding down
But it really does have that mouthfeel afterwards where youre like "oh. oh my god its over i gotta get out yes" and the dial getting turned down like that mentally and physically within the game is really well done to me
In a way it actually reminds me of when i played Postal 1 for the first time, COMPLETELY different gameplay and experience ofc ofc. But when playing Postal 1 id often be wandering the areas, the washed out landscapes of the towns or forests or caves and just kinda slightly grimacing at the thought
because when the music dies down and youre without someone to kill youre basically just sifting through the area hunting any survivors and the gravity of the situation is more felt like youre a truly desensitized guy doing all this.....clearin my throat hotline miami aint like this rlly, but the prospect of wading through seas of gore that you wrought (figuratively speakin) with the tone and tension sunk is something really palpable to me that i enjoyed
its disturbing and added to the high tension action, i mostly leaned towards using the cobra mask and the tiger one and didnt really bother with much of the rest but i could still appreciate having so many options to tackle and tough through the game with
Sometimes this game's AI is also so fucked too, like its cool how each reset they can behave diff but that also means youre gonna go up against ANYTHING happening or sometimes the doors fuck you up or sometimes the enemy can see you even when it feels like they shouldn be able to or they glitch out the rims and you cant progress
AND THIS WAS ALL RARE! dont get it twisted, i think the game is still cool but moments like this had me laughing or groaning in frustration and i felt like its worth noting that
but otherwise i rlly dont got much complaints whatsoever this game rules
I don't think ill hop at hotline miami 2 immediately
maybe give it like another week or so? im not too sure
But i did really love what was here
Rating : 6.5/10. Hotline Miami is a fun game with admittedly addictive gameplay unfortunately many times during the game I encountered bugs like not being able to complete levels because of enemies spawning out of bounds (commonly happened in levels with multiple elevating floors) which would require me to restart them all the way from the beginning. Two other very glaring issues I had were enemies instantly killing you out of view after standing in their range for half a second and also how melee weapons snap a lot of the difficulty in half. I still had fun but I don’t understand the glowing praise this game gets it didn’t do anything to particularly stand out in my mind
This review contains spoilers
Completely at a loss for what I could possibly add to the (well-deserved) legacy of this game. Perfectly pitched aesthetically, thematically, mechanically. Everyone on the planet already knows this, which is why everyone has tried their hand at making their version. It's a testament to this game how original and striking many of those games are while taking cues from the level design and presentation and storytelling and everything else. The blueprint here is clear, rich and running so much deeper than any one game (even this one) could hope to dry out.
So I'll just talk about one thing. Everyone and their mother knows about the secret ending and the dickhead purple pixel collectables and the 'true' narrative of Hotline Miami by this point. If you don't I won't spoil it for you, it's some decent socio-political commentary, but more a setup for a follow-up (looking forward to playing that soon!) than any majorly satisfying narrative conclusion. Most people don't see that ending. Most people see an ending that I've seen described as a fake out. Stand-ins for the developers mock your feeble attempts to make sense of the surrealistic storytelling, telling you the glorious violence you've indulged in for the entire run time is exactly as meaningless as you thought it was. This is perfect. So perfect that I consider it definitive. Hotline Miami constantly forces you to entangle with the nature of graphic violence in art. You spend the entire game wondering about your own motivations. To what end am I killing these people? Why am I listening to these phone calls? Sure, it's fun, but who are the people behind this and what are they trying to get out of me (in both the textual and meta sense)? Finally, they strand you with the only real answer. You did what you were told because you were told. They were bored. It was fun. And it is. Really fun. Perfect perfect ending to one of the great games of the 2010s.
So I'll just talk about one thing. Everyone and their mother knows about the secret ending and the dickhead purple pixel collectables and the 'true' narrative of Hotline Miami by this point. If you don't I won't spoil it for you, it's some decent socio-political commentary, but more a setup for a follow-up (looking forward to playing that soon!) than any majorly satisfying narrative conclusion. Most people don't see that ending. Most people see an ending that I've seen described as a fake out. Stand-ins for the developers mock your feeble attempts to make sense of the surrealistic storytelling, telling you the glorious violence you've indulged in for the entire run time is exactly as meaningless as you thought it was. This is perfect. So perfect that I consider it definitive. Hotline Miami constantly forces you to entangle with the nature of graphic violence in art. You spend the entire game wondering about your own motivations. To what end am I killing these people? Why am I listening to these phone calls? Sure, it's fun, but who are the people behind this and what are they trying to get out of me (in both the textual and meta sense)? Finally, they strand you with the only real answer. You did what you were told because you were told. They were bored. It was fun. And it is. Really fun. Perfect perfect ending to one of the great games of the 2010s.
Hotline Miami is an adrenalin trip with the most neuron-activating music. Each level allows some of the best fast-paced action in the indie scene and each kill has such a satisfying cunch to it. The visual effects and the story make everything feel so surreal like nothing I'm doing has any weight to it, but as every level ends, it just leaves me feeling filthy and disturbed. The parallels between these two moments give me a feeling that no other game scratches making Hotline Miami just a one-of-a-kind game.
No começo eu achei esse jogo dificil demais e bem chato, mas voltei a jogar a alguns dias e virou um dos meus jogos favoritos. O level design do jogo é muito boa, deixando o jogo difícil, mas não impossível. A gameplay não tem nada de impressionante, mas é muito divertida, além disso, a diversificação de máscaras faz com que você crie uma estratégia para determinada fase. Não vou falar da história porque a maioria seria spoiler.
This review contains spoilers
For my annual Hotline Miami replay, I decided to try out the PS5 version that recently released on PS Plus to see if there would be any changes or enhancements.
I found the game to be slightly more difficult with a controller, but the lock-on really helped and added another layer of strategy to the gameplay.
Having the soundtrack blasting from the TV and the gun noises and kill sound effects come directly from the controller, added with the controller light bar continually shifting really enhanced the experience.
After having the privilege to watch Twin Peaks, I now have a much more appreciation for subtle storytelling.
Minor spoilers for Twin Peaks ahead.
I can't help but see a resemblance between the dream sequences in which Jacket talks with the three masked figures, and the Black Lodge. Also, Richard telling Jacket the four premonitions is basically what Giant telling Dale Cooper of the three clues in the pilot for the second season.
I liked how the game descends into madness the further you play. The first couple of chapters are pretty normal, you receive a phone call, kill some guys dressed in white suits, get in the car, go to an establishment in which the same guy works and gives you something free of charge, occasionally have a talk with three masked figures who talk in riddles, repeat. Pretty normal stuff.
But then you hit Crackdown, where the police just interrupts the level and you have to get the hell outta there.
Then the friendly man giving you free stuff is murdered and replaced by a rude and seemingly dangerous man. And then that same man comes into your apartment and murders your girlfriend(?) and attempts to kill you but is unsuccessful.
Then Jacket goes on a revenge quest to kill that, massacring the police in the process.
And finally, after all of that, after killing Biker just because the phonecalls told him to, after all the misery the act of killing has brought to him and his girlfriend(?), he goes to kill more Russians, just to get a sense of closure.
I also liked Biker chapters and how he just seems to break the game. He is supposed to die in his fight with Jacket (from the context of the sequel) but he just refuse to die and have a future. He magically comes up with the password for the 50 Blessings computer, and he acquires the answers that Jacket never does, albeit in a cryptic manner and without getting the whole picture.
Honestly, I'm bad at writing reviews, especially long ones, but I just felt like writing something for this game because it holds a special place for me and it's the reason that I've discovered my love for synthwave.
Onto the sequel.
I found the game to be slightly more difficult with a controller, but the lock-on really helped and added another layer of strategy to the gameplay.
Having the soundtrack blasting from the TV and the gun noises and kill sound effects come directly from the controller, added with the controller light bar continually shifting really enhanced the experience.
After having the privilege to watch Twin Peaks, I now have a much more appreciation for subtle storytelling.
Minor spoilers for Twin Peaks ahead.
I can't help but see a resemblance between the dream sequences in which Jacket talks with the three masked figures, and the Black Lodge. Also, Richard telling Jacket the four premonitions is basically what Giant telling Dale Cooper of the three clues in the pilot for the second season.
I liked how the game descends into madness the further you play. The first couple of chapters are pretty normal, you receive a phone call, kill some guys dressed in white suits, get in the car, go to an establishment in which the same guy works and gives you something free of charge, occasionally have a talk with three masked figures who talk in riddles, repeat. Pretty normal stuff.
But then you hit Crackdown, where the police just interrupts the level and you have to get the hell outta there.
Then the friendly man giving you free stuff is murdered and replaced by a rude and seemingly dangerous man. And then that same man comes into your apartment and murders your girlfriend(?) and attempts to kill you but is unsuccessful.
Then Jacket goes on a revenge quest to kill that, massacring the police in the process.
And finally, after all of that, after killing Biker just because the phonecalls told him to, after all the misery the act of killing has brought to him and his girlfriend(?), he goes to kill more Russians, just to get a sense of closure.
I also liked Biker chapters and how he just seems to break the game. He is supposed to die in his fight with Jacket (from the context of the sequel) but he just refuse to die and have a future. He magically comes up with the password for the 50 Blessings computer, and he acquires the answers that Jacket never does, albeit in a cryptic manner and without getting the whole picture.
Honestly, I'm bad at writing reviews, especially long ones, but I just felt like writing something for this game because it holds a special place for me and it's the reason that I've discovered my love for synthwave.
Onto the sequel.