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Hotline Miami 2 is a bad game

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May 18th, 2016
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  1. ~~~General~~~
  2. -Weapon pickup mechanic is faulty and breaks when near walls for seemingly no reason
  3. -Camera control near the edges of some screens is forcibly taken away from the player, disorienting both their aim and movement
  4. -The delayed checkpoint system makes restarting certain screens significantly more dangerous than others
  5. -The delayed checkpoint system can potentially softlock the game on numerous screens
  6. -AI response times, while more consistent, disapprove of any use melee throughout levels over using a firearm
  7. -AI gunmen walking away from the character when too close commonly pass through them, making their movement difficult to predict
  8. -AI's consistent reactions to gunshots make using melee or low ammo count/ silenced weapons even less viable
  9. -All firearm accuracy has been significantly reduced
  10. -All bullets were slowed down making peeking out from corners the dominant strategy against gunmen in all circumstances
  11. -AI respond so fast to gunshots that if on the other side of a door they will pass through it and get shot before it's finished opening
  12. -Guns generally fall into two categories: the two good guns (AK/ Mendoza), or guns you use when you don't have the two good guns
  13. -Fat people's rebooted health system only makes them more obnoxious in dealing with
  14. -Terrible hitboxes make getting around certain corners/ through certain doorways needlessly difficult
  15. -The significant nerf to the corner pushing system makes the game play feel far more clunky than the original
  16. -Most executions have been needlessly elongated making knocking down enemies more time consuming and risky than ever before
  17. -Executions still CAN be useful depending on the weapon drops you get in a level, making some strategies luck dependent
  18. -Some firearms outperform others in all circumstances, meaning that certain strategies are significantly effected by weapon luck
  19. -Certain corners allow for melee enemies to pass through them and attack safely from any incoming attacks from the player
  20. -Hotline 2 has a tendency to not shut down correctly, needing you to open task manager before opening the game again
  21. -Thrown weapons do not bounce off of walls and instead will immediately stop midair on their invisible hitboxes
  22. -The player and wall's hitboxes at corners regularly allow you to be shot around them after taking cover
  23. -The developers even slightly encourage the concept of unironically using a controller to play Hotline; unforgivable
  24.  
  25. ~~~Characters~~~
  26. -Corey's roll is semiuseless against melee enemies as they'll continue to follow you until your roll wears off and then kill you
  27. -Corey's roll can't turn so it's useless at approaching any enemy who is behind something
  28. -Corey cannot roll when standing over a knocked down enemy
  29. -Tony has zero ranged options and, coupled with the heavy reliance on gunplay and wide open areas, is effectively useless
  30. -Mark's smgs cannot be dropped until empty, so they must be used before any other option
  31. -One of Mark's greatest strengths, shooting through walls, is just an unintentional glitch
  32. -Alex suffers from the same problem as Tony, except she has a mentally handicapped swan following her
  33. -Ash's AI consistently breaks and prevents him from moving through certain areas
  34. -Ash's AI only loosely follows the player; coupled with him randomly stopping makes precise control of him nearly impossible
  35. -Jake received heavy nerfs because of the changed thrown weapon physics, rendering him significantly less useful
  36. -Jake's thrown weapons now stop when they kill an enemy and are only able to kill one enemy per throw
  37. -Irvin is a nerfed version of Richter from the first game
  38. -Dallas is a gimmicky version of Tony and as such is still completely useless
  39. -Richter has a decreasingly slow rate of fire with pump shotguns for no reason
  40. -Richter seems to have lost his silenced uzi from the first game
  41. -The Soldier's rifle is just a worse version of the machine gun
  42. -The Son's executions tend to take even longer than normal
  43. -Evan's blood rage mode takes a long while to activate for very little benefit since most enemies can just be lured at corners
  44. -The Pig Butcher, Mark, and Jake are fat, so they have larger hitboxes, use weapons differently, and have different executions
  45.  
  46. ~~~Pilot~~~
  47. -The tutorial is irrelevant once the controls are understood, but significantly longer than in the original
  48. -Hotline 2's tutorial has no option for skipping it like in the original
  49.  
  50. ~~~Down Under~~~
  51. -Poor prop placement at corners
  52. -Large open areas with random roaming gunmen
  53. -Useful weapons placed in non-useful places
  54.  
  55. ~~~Homicide~~~
  56. -Doors in tight corridors on the second floor constantly knock enemies down unavoidably
  57. -Patrolling gunmen in open hallways outside your vision
  58.  
  59. ~~~Hard News~~~
  60. -Windows everywhere
  61. -Very large rooms and lines of sight coupled with random roaming/ patrolling gunmen
  62. -Large closed off rooms with room for random roaming AI to be too far away to respond to gunshots
  63. -Large amounts of bullet stopping props that are basically worthless
  64. -Long lines of sight through multiple windows with multiple gunmen behind them
  65. -Numerous props placed in the centers of rooms limiting movement to just the perimeter
  66.  
  67. ~~~Final Cut~~~
  68. -Very large hallways with random roaming gunmen
  69. -Potential to crash to desktop on the final screen
  70. -Plants that completely visually cover enemies in the middle of a room
  71.  
  72. ~~~First Trial~~~
  73. -Bushes that can cover the random roaming AI around corners
  74.  
  75. ~~~Moving Up~~~
  76. -Cramped corridors lead to numerous knockdowns in doorways and numerous lures from a single gunshot
  77. -Final floor renders melee completely unplayable and forces strict gun use the entire way through
  78. -Unless rationing shots with Mark, the final floor's fastest strategy is luck dependent on getting multiple uzis
  79.  
  80. ~~~No Mercy~~~
  81. -Misaligned doorways make walking through the first floor significantly
  82.  
  83. ~~~Execution~~~
  84. -The layout of both floors require backtracking to clear each floor
  85.  
  86. ~~~Ambush~~~
  87. -The positions of random roaming AI can make knockdowns in some doorways unavoidable
  88.  
  89. ~~~Into The Pit~~~
  90. -The entire level just gets skipped because of awful programming
  91. -The rest of it consists of very large open rooms connected by very large hallways with numerous gunmen out of line of sight
  92.  
  93. ~~~Dead Ahead~~~
  94. -The layouts of the levels require hopping from gun to gun, making the level very dependent on weapon luck
  95.  
  96. ~~~Death Wish~~~
  97. -http://pastebin.com/JL1wYs9r
  98.  
  99. ~~~Subway~~~
  100. -There's a chance the very first enemy will be knocked down flat instead of against a wall, wasting time
  101. -Random roaming AI can negatively effect some routes through the level
  102.  
  103. ~~~Stronghold~~~
  104. -VERY large levels with no way to effectively kill enemies at range makes clearing them out take forever
  105. -Open areas/ long hallways with gunmen out of your vision
  106.  
  107. ~~~Withdrawal~~~
  108. -Has the potential to soft lock on the final floor
  109. -Explosions on multiple floors are more visually distracting than in the original as well as not killing many enemies
  110. -Enemies get lured during the explosion and immediately run through the room while it's still combusting
  111.  
  112. ~~~Casualties~~~
  113. -VERY large open areas with numerous random roaming/ patrolling gunmen
  114.  
  115. ~~~First Blood~~~
  116. -Gun luck significantly changes the opening of the first floor
  117. -The random roaming gunman on the first floor cannot be safely approached with melee, only with a gun or thrown weapon
  118.  
  119. ~~~Demolition~~~
  120. -Random roaming AI on the first floor can make the fast strategy impossible to do
  121. -Inconsistent AI sometimes see you through small gaps and doorways; other times they don't
  122.  
  123. ~~~House Call~~~
  124. -Large windows and hallways make knockdowns and gun luck infuriating
  125.  
  126. ~~~Release~~~
  127. -Prisoners regularly grab and kill you through walls
  128. -Contains the Biker 2.0 boss fight; almost as poorly handled as the first
  129. -https://www.twitch.tv/dingodrole/v/8571453
  130.  
  131. ~~~Seizure~~~
  132. -Black enemies on a black floor with dimmed lights
  133. -Bushes covering potential hiding spots for random roaming gunmen
  134. -Very long hallways with plenty of random roaming AI nearby
  135.  
  136. ~~~Blood Money~~~
  137. -The largest rooms in the world with white tile flooring making keeping track of your cursor a pain
  138. -The entire level focuses 100% on guns and discourages the use of melee at literally every point of every screen
  139.  
  140. ~~~Caught~~~
  141. -Random roaming AI can make getting a gun on the first floor very tedious and luck dependent
  142.  
  143. ~~~Takeover~~~
  144. -Very large screens with large open areas
  145. -Lots of windows and large hallways filled with gunmen
  146. -So long that playing through it can feel tedious nearing the end since you have to scour every corner to clear every level
  147.  
  148. ~~~Apocalypse~~~
  149. -Reversed controls were needlessly removed because entertaining gameplay is not the focus of Hotline 2
  150.  
  151. ~~~Editor~~~
  152. -Not done
  153. -https://www.twitch.tv/snowfats/v/29341549
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Comments
  • # text 0.19 KB | 0 0
    1. ~~~Takeover~~~
    2. -A dog can glitch behind a fountain which is unable to be reached by the player. If you chose Dirty Hands (Tony) at the beginning of the level, this can and will softlock you.
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