Let's Install - Hotline Miami [Xbox Series X] #gaming

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Hotline Miami
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Geek Aloud's #LetsInstall of #hotlinemiami on the ‪@xbox‬ Series X. This install was from a digital copy of the game. Internet connection speed is 900MB/s down, 40MB/s up.

From the Wikipedia (https://en.wikipedia.org/wiki/Hotline_Miami):
Hotline Miami is a 2012 top-down shooter game developed by Dennaton Games and published by Devolver Digital for Windows. The game is set in 1989 Miami, and revolves primarily around an unnamed silent protagonist—dubbed "Jacket" by fans—receiving coded messages on his answering machine instructing him to commit massacres against the local Russian mafia. The gameplay blends a top-down perspective with stealth, and the story features extreme violence and surreal storytelling, along with a soundtrack and visuals inspired by 1980s culture.

The game was developed as a spiritual successor to a cancelled game from 2004 referred to as Super Carnage, where the goal was to kill as many people as possible. The game was developed within a nine month span and released on 23 October 2012 for Windows. In 2013, the game was ported to OS X and Linux on 18 March and 9 September, respectively, while Abstraction Games ported the game to the PlayStation 3 and PlayStation Vita on 25 June 2013 and PlayStation 4 on 19 August 2014.

Upon release, Hotline Miami received critical acclaim, with praise regarding its narrative, themes, music and gameplay. It has since been considered to be one of the greatest games of all time, along with being cited as a highly influential independent video game and as a notable cult video game. The success of Hotline Miami has been attributed to the success of its publisher, Devolver Digital. A sequel, Hotline Miami 2: Wrong Number, was released in March 2015. Hotline Miami was re-released alongside its sequel as part of Hotline Miami: Collected Edition in Japan in 2015 and as part of the Hotline Miami Collection in August 2019.

In 2004, Jonatan Söderström began work on a game known as Super Carnage and was one of his first games, developed with the goal being for him to make the "goriest game possible".[6] The game was a top-down shoot-em-up with the goal to kill as many people as possible. The game was remade a year later, but was cancelled following difficulties with programming AI pathfinding.[6] The game was cancelled and tossed into the "'unfinished and unreleased' box" alongside an estimated 150 other unfinished prototypes.[7][8][9] Years later, Söderström met Dennis Wedin, singer and keyboard player in the band Fucking Werewolf Asso. The two would go on to create a promotional game for it titled Keyboard Drumset Fucking Werewolf and a game known as Life/Death/Island. After the cancellation of Life/Death/Island, Söderström and Wedin encountered financial difficulties, which they then decided their next game would be a commercial release. Going through Söderström’s unfinished games, Wedin saw the potential of the Super Carnage prototype and the two began development.[7] This new project was originally called Cocaine Cowboy, named after the documentary of the same name.[10]

The game began development in 2011 using GameMaker as the first game of the newly founded Dennaton Games. Shortly after development began, Cocaine Cowboy was renamed to Hotline Miami.[10] The game was developed over the span of nine months with little budget, no proper release planning, and was described by Wedin as "fucking hard".[7] The team experienced various challenges with developing the game's pathfinding and the limitations of an outdated version of GameMaker.[7] One issue that was described as a "pain in the ass" for the developers was when playtesters experienced frequent game crashes when a printer was connected to their computer.[11]

The game was designed with fluid combat and combo windows in mind, going as far as to make sure enemies would not run away from players. While the developers did not want to have a large amount of dialog and cutscenes in the game, prioritizing gameplay first and foremost, the developers added the game's masked personas to try and push an anti-violence message and prevent real world massacres.[11] Influences for the game included David Lynch, Gordon Freeman from the Half-Life series, and the movies Kick-Ass and Drive.[12][13] During the games difficult development, the developers stayed in contact with other teams, and a copy of the game was sent to Devolver Digital by Vlambeer. After playing the demo, Devolver Digital contacted Dennaton, offering to publish the full game. While they were initially hesitant with working with a publisher, they agreed to do it[11][7] as the publishing contract was very simple.[14]

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