The one with? That one is pretty cake compared to later "Chapter"s, especially the Epilogue(s) chapters.the laser
This is going to be impossible to get all A+ on. No way I'm getting this plat.
You don't have to put any bullets in them, chainsaw will do just fine. It's the shotgunners you have to worry about
Protip: Chainsaw kill a fat dude through a wall and you'll glitch through the wall into the same room as him
EDIT: And yeah this game is buggy as fuck. Chainsaw/Gunner character is awesome but the AI partner really sucks. Dual uzi guy doesn't have nearly enough ammo to be impressive. The Detective is hilarious though, the Writer is a fun twist on the gameplay, and Fists Of Fury is still my favorite (despite the loss of weapon usage)
Yep, that one.
Will probably rebuy it on PS4/Vita and beat it sometime.
Whats the twist? seems like a melee only jacket to me
also holy shit I can't beat stronghold the big dudes are made of steel
(Mechanics spoilers, nothing story related)Whats the twist? seems like a melee only jacket to me
The Writer/Journalist spoiler:He's a pacifist and rewards HUGE points if you beat enemies down and don't execute them (but melee them with a melee weapon to take them out of the game) while picking up guns will remove ammo from the gun/make it useless and not able to be picked up for 1000 points.
HOWEVER the twist is: If you execute enough enemies by ground-pounding them with your fists, the Writer will change clothes and turn into HULK MODE: ON and then you can use guns to play the game like normal
Took me a while to figure out the twist, and then took me a while more to figure out the point gain, but once you do it's a really nice "twist" to the normal gameplay. Gonna be interesting to see Steam Workshop levels for that particular character.
(Mechanics spoilers, nothing story related)
He's all about disarming and not killing. When you down an enemy you hit them twice to get points (knocking them unconscious) It seems like if you do any more to kill them after that the screen starts going red like you're taking damage in a modern FPS or something lol. I assume either it's supposed to be him going insane or he just isn't supposed to be killing people
Technoir is one of my favorite Pertubator songs so I was very happy when I heard it in game.This soundtrack tho.
Technoir man, Technoir.
Am currently stuck at level Death Wish, which is stupidly hard, but still had me addicted as fuck. Good stuff.
I went through the first game without using some of the mechanics. Never used the lock-on. Hardly ever used the Look option, etc.
It's almost impossible to beat this game without using those things. A good thing, IMHO. It really feels like this was made for those who've finished the first game.
As someone who platinumed the first game I'm disappointed with the quality of the level design in this. They don't flow well at all and they are way too long, It feels like I'm playing a ROM hack rather than the actual sequel.
Beat first 2 levels and already liking the music more than hotline 1! 3rd level with theis pretty tough so farwindows
Yeah, the two main issues are that you simply can't see some enemies and get killed by them while they're offscreen, and that the levels heavily encourage baiting out enemies and piling up bodies at a chokepoint, a stark contrast to the first game's seamless brutality.
Beat first 2 levels and already liking the music more than hotline 1! 3rd level with theis pretty tough so farwindows
Just finished Act 2.
Am I the only whose gradually getting worse rankings in this game moreso than the first one?
Likely because there's more "open concept" levels this time around which is more of a pain in the ass.
Yeah, I'd like to echo these sentiments; this is definitely a different beast than its predecessor, partially because of the bigger levels. (That said, I never felt like the off-screen deaths were cheap. It felt like I didn't use Look well and often enough.) It pays off to play much more defensively, yeah, but I don't necessarily see that as a bad thing; it's just different from its predecessor's more amphetamine-like pace.
I like sequels that are the same, yet... not. [/NicolasCage]
I don't understand the title, someone help?
I was getting stomped in some of the bigger levels for a good while before I figured out that I really needed to pay attention to cover points and adopt a more methodical approach. There's plenty of hard cover pieces if you look for them.
Just finished Act 2.
Am I the only whose gradually getting worse rankings in this game moreso than the first one?
Likely because there's more "open concept" levels this time around which is more of a pain in the ass.
Also, HOT TIP FOR PLAYERS STRUGGLING WITH THE SOLDIER: Ammo only spawns at supply crates when your gun is empty.
The level design is certainly different...in the first each level was fairly confined with lots of small rooms.
I find in HM2, it encourages rambo-like charges through the levels, whereas in HM1, I could do many levels with just the knife / with stealth
I agree. My time in HM2 has largely been spent figuring out where off-screen enemies are and going cover to cover to draw them out. HM1's level design and level size was such that you could run through, get a sense of your surroundings and react immediately. There's just too much shit in too much open space in 2 to do thst.Really? How interesting, I had the opposite experience. In HM1 I can seamlessly glide through a level cutting shit up without stopping for a single breath. In HM2 its very stop and go. Go to safe point, survey area, bait enemies, kill them, move to next safe point. Throw in the occasional off-screen kill and you've got Hotline Miami 2's level design.
This is going to be impossible to get all A+ on. No way I'm getting this plat.
Might want to add that you only replenish some ammo, and can only do so if you have the gun equipped. Not the knife.Also, HOT TIP FOR PLAYERS STRUGGLING WITH THE SOLDIER: Ammo only spawns at supply crates when your gun is empty.
Till yesterday I thought it is impossible to get A+ in HM1. Now iam rushing through and everything is fine. Do you need to get A+ in the Hard Mode?
These two things... wooooo, they've pissed me off countless times already. So bad.Anyone really turned off by the redone controls? I can't even edit it properly because they bind two actions to the same button.
Apparently I can't drop a weapon without throwing it? When I pick up a new weapon, I throw the old one across the screen. Why?
Then there's accidentally rolling when using "X" to melee someone to death.
I can't seem to walk up behind someone while holding a weapon and stealth execute like I used to...
Am I remembering HM1 correctly? I feel like it was very different in HM1, and more sensible too
But this...Also the pause screen is soooooooooo awesome!
Like, GOAT worthy
The level design is certainly different...in the first each level was fairly confined with lots of small rooms.
I find in HM2, it encourages rambo-like charges through the levels, whereas in HM1, I could do many levels with just the knife / with stealth
Honestly, I haven't played enough yet to totally back this statement--but I think you're both right and you're both wrong. It might seem asshat of me to put it so lucidly, but honestly I think it's just a matter of getting good, adjusting to the pace, and memorizing placement. I remember when first played HM 1 I often resorted to the camping and baiting strategy when I got stuck or frustrated. I've had to resort to that again a little bit in HM 2 since it's so amped up. But I've also had some successes Rambo-ing goombas left and right. Also consider how different all the characters are and how the levels are designed each of their vocations, I'm sure that's certainly playing into it too. You see what I'm getting at?Really? How interesting, I had the opposite experience. In HM1 I can seamlessly glide through a level cutting shit up without stopping for a single breath. In HM2 its very stop and go. Go to safe point, survey area, bait enemies, kill them, move to next safe point. Throw in the occasional off-screen kill and you've got Hotline Miami 2's level design.