Hotline Miami Collection Review - Paint the streets with blood with style
Although Hotline Miami is initially released in 2012 for PC, the console community remained high and dried until recently and both games are an excellent addition to the range of all platforms. Stealthy games up downwards that are full of Gore go smoothly to the consoles for the better and for the worse, which makes it just as playable. All hiccups I've encountered in these console games can be contrasted by the same PC problems, such as the impossibility of seeing off-screen characters or the reaction times required in a fraction of a second when you face enemies. Armed. These games are essential for fans of the genus Shoot 'em up and of the furtive genre because they are also competent in these two ways. Although you can have nightmares and an increase in heart rate after playing these games, you will have to play again to exceed a specific level on which you stayed, making two of the most addictive independent games that I know. Have never played.
The first game presents a somewhat incoherent story, causing several fans attempts to make sense to the very odd events of the game. The protagonist wakes up a rather vague phone call, with an ambient EDM that sounds as if played under Water in the main hub, the apartment. These phone calls are the main provider of Miami Hotline quests and each call seems to come from different customers interested in your service: an effective murder. While extremely tripping music starts a given day at Hotline Miami, the end of a mission includes a very cold techno, which gives the impression that the protagonist finds tranquility in what he does and returns home with a Smile on the face at the end of a day. Although this game is marked as a descending shooting game, there are important stealthy elements, forcing you to hide enemy patrols. These go from the average goose dressed in blue and white to massive guys who can absorb tons of damage and dogs that will drive you up to the ends of the earth. Dogs will even go so far as you continue outside the level you are looking for and throughout the building if you can escape them. Although there are different masks that you can wear for each mission, they do not seem to play as much role in Hotline Miami than in Hotline Miami 2: Wrong Number. While the masks play a big role in both games, the second title makes it essential to know which mask is best for which level, while the first game was more random, allowing you to fill missions with any mask..
The two games have fantastic soundtracks and bright neon colors contrasted by the dark criminal world of the 1980s. The art and the sound direction of these games are perfect, and it is clear that the developers of Denton Games knew it when they knew when they knew Have worked on Hotline Miami 2: Wrong Number, keeping both sound, music and artistic quality. Although there are many disturbing moments in games, things seem almost too realistic in some cases and I could listen to the band alone as the best OST. While the first game offered an ambiguous story that allowed players to restore history pieces to create their own global narrative, the second title includes a more specific and coherent plot that is effectively told. The descending perspective of the game makes some unavoidable deaths, can not see the enemies that are too far but because they are in a corridor, they can shoot you. In some cases, they can even shoot you before seeing them. To mitigate this problem, console players can target nearby enemies on Hotline Miami and look around by pressing a trigger in Hotline Miami 2: Wrong Number. This definitely minimizes potential problems, but I have noticed problems with the passage of a targeting of an enemy to moving the cursor by myself using the right joystick. It's a bit awkward and I wish it automatically turns away my concentration from an enemy as soon as I move the stick. There are frustrating moments that would not be as visible on PC because of the clumsy controls of a console. Although the Xbox controller is definitely the ideal for use when reading these titles, it nevertheless has disadvantages. An example of this is when you use doors for you enemies, or you attack in some way near a door. The doors are less predictable than the weapons generated randomly around each level because they sometimes slaughter an enemy as you wait there and other times, they open a little less than another time and ruin your game plan. Shooting near a door can also be bad, the door absorbing all the damage without moving if you are aiming in the general direction. Due to the random nature of both games, it's not a problem, but enemies can certainly use the doors to their advantage as much as you can. A door can make or undo your killing combo, then use them judiciously.
Some levels will frustrate you and others will surprise you, following a significantly difficult level with a pretty basic level. An important aspect of the gameplay requires luck and in some cases you will be fucked if a melee weapon does not appear in a specific room. My most biting experiences have been felt when luck was against me, but I still succeeded, using an empty gun as a launching weapon to take a baseball bat to hit another enemy with to take their rifle hunting and following these murders with three explosions of successful pump rifle through a door through the coffers of several gangsters. Although you can do the job using your fists, the second where you meet a dog is the end of your dream to finish a non-armed game of Miami's hotline. Due to the random loot, your game experience changes for each death as a thief like, but Hotline Miami is much more indulgent in the sense that if you are skilled with the gameplay, you can transform bad luck in good luck. If you feel sympathy for fictitious enemies, you can find comfort in the fact that levels include doing things like torture. The scenography of each level varies, but only slightly in the first title. The levels range from the narrow disco with multistory structures that involve scaling the edge to a restaurant filled with armed servers and waitresses. Although the variety does not feel much from one room to another, it is perceptible if you walk in the level and take all this in one step. The two titles include a seemingly unlimited bloodbath, but I really did not feel the impact of my actions in the second title with the way the intrigue of the first title is everywhere.
Hotline Miami 2: Wrong Number includes a level editor, allowing fans to create their ideal Hotline Miami experience, which makes this title constantly reclaimable. Although it has not been established as well on the consoles and on PC, it will only be a matter of time before the fans of the Hotline Miami console perform impossible levels that make the highest campaign level blush. Hard. Hotline Miami 2: Wrong Number is the definition of a suite, bringing the same thing to the fans of the original without changing the structure. The only thing beyond the plot I noticed had changed was the difficulty, but if you completely play the first game, the second will not be intimidating. I certainly do not recommend charging the second title without playing the first. Hotline Miami 2: Wrong Number consists in bringing more to the table; More enemies, more weapons, more masks, more scene clutter, etc. In general, I will complain about a developer not changing enough from one title to another but as a big fan of the first Miami Hotline, it did not bother me too much. Both titles being grouped together, it looks like a big game that simply improves from one half to half.
While I had a little problem from time to time in Hotline Miami, none was too intrusive. I noticed a bug that I could recreate reliably that got me out of my game when I interrupted just after hanging up to receive a mission. This happened several times, but most were intentional, assuring me that I did not support on a bad button and that the buttons on my controller were not pantyhose. The Miami Hotline graphics and Hotline Miami 2: Wrong Number may not impress anyone, but these are the best stealthy games at which I have ever played. I would say that both games are not just my favorite titles of Denton Games but also my games published by Preferred Revolver Digital. The bloodshed of the pledge killer is wild, but because of the low visuals, the blood is even less traumatic than the original Combat mortal games. These titles seemed risky to start, but for me, this risk paid. These are essential games for all those looking to build an independent collection and recommend them to all fans of stealth or shoot'em up. The soundtrack and the visuals in neon alone are worth checking these games, but if you like strange intrigues, the movies of Quentin Tarantino or the 1980s, I also recommend this collection. There is a lot of fun to have on both titles if you have patients. Some moments will give the impression of bumping your head against the wall and others will feel like this little crack that crumbles a dam. The difference between a successful Run and a failure is the timing of the clutch and a little luck. Bloodshed has never been so beautiful from top to bottom.
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