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Post by yombie on Nov 4, 2012 1:14:49 GMT -5
Hey Cactusquid, let me say I've been a fan of your games for quite a while. You have an amazing artistic style that kinda reminds me of the graffiti artist Muto.
Your latest project, Hotline Miami is fucking insane! The Lynch-esque storyline that is a cross between Momento, Spun, American Psycho, Saw, and the recent, A Siberian Film.
I could go on and on about why I like this game (and I do), but let me get to the point.
There's been several interpretations of the game I've read so far including one by your friend Rami and to me, none of them have fully explained the story.
A few members of the Gamefaqs community have written our thoughts collectively in a thread and I was wondering if you would be interested in taking a look at the kinds of interpretations your game has garnered.
Thanks again for blowing my mind several times over with this epic piece of art. I don't know if it's possible, but Guillermo del Toro has displayed interest in creating a game that delivers a story much like yours has and I feel that you've captured the essence of exactly what you made, somehow.. someway, that man must experience this title.
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Post by yombie on Nov 4, 2012 1:15:47 GMT -5
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Post by cactus on Nov 18, 2012 13:24:46 GMT -5
I've been reading a couple of discussions about the plot and they are all interesting. People have some really cool interpretations, noting details that we weren't completely aware of even. It's nice that there's so many different understandings of the plot, I was a little worried things would be too clear when we released it.
I haven't seen anyone who has figured everything out 'correctly' (the way we intended), and there are some themes that I thought were included in the plot that no one has mentioned at all.
We will give a little bit more details on some of the plot points in the sequel, but we won't provide any straight up answers.
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Post by yombie on Nov 20, 2012 2:27:34 GMT -5
Thanks again for making such a badass game. I can't wait to experience more of your work. Perhaps you'd consider offering mod support, online leaderboards, and the opportunity to create, share, and rate levels (even if on the forums)? I think this would add a metric fuck-ton of much needed re-playability and a higher incentive to replay previous missions. Many fans of the game have voiced their desires for more maps and beyond user created levels. Many players have also voiced an interest in online and/or offline multiplayer gameplay. It's pretty unanimous that people feel that the platform your game offers would be great fun with multiple players. I've even seen lots of people begging for an expansion/dlc... so please consider this heavily. Community created content only adds to the game, quite literally. In addition to this, I see a few people complain about the $10 price tag is their sole reason for being deterred from the game despite their interest in it. I for one feel as though the game is worth much more than that, but I also realize that the exposure your game would get from being reduced in price would probably easily more than make up for the potential short-term loss. tinyurl.com/bo5dtsv/Have you considered porting it to Xbox live or PSN? There's a huge market there that isn't even aware that PC-gaming even exists, much less what hidden gems are found therein. Another one of my favorite developers, Ska Studios made helluva-bank with a $1 title after expanding the platforms and audience to which his games were available, it's literally the epitome of an overnight success story. There's also the numerous indie game bundles that are out there that seem to be missing this awesome game, what gives? Anyhow, I really dig what you're doing with the innovation you bring to your games and I cannot wait to see what you have in store for the future. Lastly, if you don't mind... please allow me to pick your brain a little. - You mention being interested in the many interpretations that your game has garnered; what were some of the more surprising ones that you have read?
- On that note, has there been any other aspects of your game, post-development that has surprised you as well?
- You also mentioned being worried about themes and plot elements coming across as too clear; Are there any of the more obvious ones that have been looked over that you could discuss here?
- What were some other developmental challenges you came across while creating the game?
- What about aspects that you were more particularly fond of?
- What would you say was your inspiration?
- I know there is many a fan who are eagerly awaiting new Hotline: Miami content; is there any tid-bits of information you could divulge about your plans for the sequel?
- Any info about your current or future projects?
- Is there anything you'd like mention that we haven't covered?
Thanks again for taking your time to read and respond, it's much appreciated.
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Post by videogames on Sept 3, 2013 10:39:38 GMT -5
Hotline Miami is one of the best games i played. I just drop in too say thanks for creating such a wonderful video game for us, the music, gameplay, graphics, story everything is 99% perfect.
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