Controlled Elimination: Hotline Miami Gamepad Support

By Adam Smith on November 5th, 2012 at 3:00 pm.

Hotline Miami now allows players to throttle their flatmates with controller cords. Either that or it’s actually possible to play the game with a controller but that seems unlikely. That’s not the only fix/addition that the update brings and there’s also a native Mac version in the works. Important additions: new environmental graphics, a bonus stage unlocked when the campaign is finished, “more gore with the Jones mask” and “the pot of boiling water has been updated”. We should compile a ‘patch note of the year’ list just so that the pot of boiling water can win some sort of trophy. The update should already be live on Steam.

__________________

« | »

, , .

54 Comments »

  1. Zanpa says:

    Please do create a “patch note of the year”. I fully support this.

    • McDan says:

      Hear hear, this should definetely be a thing.

    • Aerothorn says:

      The Planetside 2 beta has had some amazing patch notes.

    • RaveTurned says:

      The patch notes for Dwarf Fortress can be similarly hilarious at times. Some from earlier this year:

      - stopped vampires from bragging about their kills
      - stopped zombie cats from adopting dwarves
      - stopped ghosts from maintaining secret identities
      - stopped vampires from pinning their crimes on babies and children

      • bladedsmoke says:

        “demons masquerading as gods will try a little harder”

      • Crazy Horse says:

        The only patch note I’d like to see from Dwarf Fortress is:

        - Game no longer features the player going insane while attempting to set up a militia.

      • Acehalo2 says:

        I think my favorite one that I can remember is

        "Stopped dwarfs from suffocating after putting on helmets."

    • Clavus says:

      The Magicka patch notes are fun to read too. Recent example: http://store.steampowered.com/news/9199/

    • BubuIIC says:

      I vote for Dungeons of Dredmor:
      - FIXED: Achievements.
      - ADDED: More achievements. (They’re probably broken.)
      - FIXED: Removed the Mushroom Shuffler. You don’t need to know what this is; just be thankful that we removed it.
      - FIXED: Bolt machines. (We’re not sure what we fixed; the notes just say “Bolt Machines.” So that’s fixed.)

      And in some other patch:
      - FIXED: Ravens now make proper sounds. Quothing is involved.
      - FIXED: Multiple, multiple issues with the Arcane Capacitor. Who thought it was a good idea to have a spell with 200 lines of scripts for it anyway?
      - GAMEPLAY: Added new achievements! (Nobody expects these to work at this point, do they? Nah.)

    • Jay says:

      Sword of the Stars 2 does it for me. These are firmly from the Boiling Point school of genuinely broken mechanics rather than intentionally funny asides, though. Here’s a few highlights:

      - The Continue Game button is now working.
      - Fixed bug where fleets were getting forced to center of the sun.
      - Fixed a number of turret errors (placed inside ship, placed backwards, etc.)
      - Restored sound.
      - AI no longer retires ships constantly.
      - Fixed bug that allowed meteors to capture admirals.

      That last one always gets me.

  2. vonkrieger says:

    Great news, just in time for my scheduled purchase.

    Sorry guys, my original comment seemed a bit snarky so I decided to be boring instead.

  3. Damn Skippy says:

    Been playing the absolute crap out of this over the weekend, pulling me away from everything else I’ve been playing (save for a few games of FTL). When I first started playing it last week, I was looking for gamepad support to play it like a dual-stick shooter, but as I’ve gotten better with the controls as they are I’ve grown to appreciate the accurracy the mouse provides. When the line between success and failure is as razor thin as it can be in this game, that extra bit of accuracy is invaluable.

    Also, need to mention the soundtrack, I’ve been listening to that all the time outside the game as well (thank you devs for just putting the ogg files right in there). Between that and the game, it’s the best $10 i’ve spent on entertainment this year.

    • Oozo says:

      At least with the gamepad, the “Human Shield”-button would be easier to trigger.
      Finished the game without using it once, though, so I’m not sure if it’s even necessary or a valuable addition to the game anyway.

      • rawrty says:

        I didn’t even know that human shield was a thing until I accidentally triggered it on the second to last level.

      • HothMonster says:

        I’ve never had an issue with the human shield. It only works with one handed guns though, so if you have a two-handed gun and hit space you just mount them for the kill.

  4. Noburu says:

    To me a gamepad would make the game harder when it comes to aiming.

    • Inglourious Badger says:

      Aye, don’t know what the gamepad desires are about. If it works though, good luck to Cactus getting it on Xbox arcade etc. It deserves the biggest audience possible.

    • Totally heterosexual says:

      Twinstick shooter nostalgia I guess.

  5. Radiant says:

    I don’t understand why this has got rave reviews across the board. [a eurogamer 10?]

    Mechanically there are plenty of bugs.
    The game itself is ok… *makes wavy hand gesture*
    You can really see how straight forward the gameplay is when you run through it a second time.

    I don’t know.
    As a game maker I find myself looking at it and thinking “Is this what it takes to get indie acclaim?”

    • iucounu says:

      This is one of those games that you either get or you don’t. I get it, and I think it’s bloody brilliant. I love the straightforwardness. It’s the first game for ages that makes me feel the same way games did when I was crouched over a Commodore 64.

      It probably wouldn’t work if you changed anything about the presentation, or the gameplay, or the writing even. If it strikes you as being an easy path to acclaim, please take a shot at emulating it! If you can do it, I’ll buy it.

      • SkittleDiddler says:

        Ah, the old “design it yourself” counterargument. Works every time but not really.

        • iucounu says:

          I kind of thought that was the argument I was responding to. It’s so straightforward – as a game designer it seems meh, that sort of thing. What I’m saying is that if it’s so straightforward, please by all means repeat the formula as often as you can.

          • Radiant says:

            I see what you’re saying. I agree in the most part.
            What I meant was that it pretty cynically ticks all the indie game boxes and treats the player with disdain.

            It’s a game made by Nathan Barley.
            If this game was a person it would live in Hoxton.

          • iucounu says:

            Haha that’s as brutal as anything in the game…

            I know what you’re saying. Why do I feel such exhilaration playing it, though? (I can’t afford to live in Hoxton.) There’s something going on in there.

          • Inglourious Badger says:

            @Radiant – I know what you mean with the Nathan Barley comment, but it’s still a brilliant game without the story, the music and general hipness. That said, I also love all of that. I think it’s because it’s so confident in its style it feels refreshing and new and… cool. Too many games will hide their innovative play mechanics behind fantasy and sci-fi skins for fear of putting people off otherwise. It’s nice to be able to say “look at this game, non-gamers, look how it is a thing and not just some more game”

          • DrGonzo says:

            That’s the thing, I don’t think it’s even vaguely Nathan Barley. It’s just a shooter, that happens to be cool. Dear Esther, or something claiming to be meaningful is more suited to the shoreditch twat.

      • valz says:

        Um, he just said he didn’t want to emulate it, more or less, because he doesn’t think it’s very interesting. So… you counter that argument by saying “emulate it, please!” I think you might be a little confused.

        • iucounu says:

          This is a boring discussion, eh, but anyway.

          I’m saying I don’t think it’s that easy to emulate.

          I know the ‘you can’t criticise it unless you can do it’ argument is bullshit under most circumstances. Here, I think Radiant’s critique is that the game is straightforward and ‘makes wavy hand gesture’, and that s/he feels disappointed somehow that the path to acclaim is this simple and uninteresting. So I think there’s a valid question: if it’s easy and straightforward for a game maker like Radiant to make a game that gets 10s from Eurogamer et al – if Radiant can see how to do it, and if it lacks depth and is just OK – then why aren’t there more HOTLINE MIAMIs?

          I didn’t intend to couch my original response as snark, by the way – I’m genuinely interested in Radiant’s perspective on this.

          • DerNebel says:

            I think I remember RPS writing something like “The game is so obviously fun that it’s a wonder we haven’t seen something like this yet” back around the Rezzed showcase. It might have been some other site, but the point is still relevant: It is such a raw game, with so precious few mechanics and so little technical showcase that it might be percieved as “simple” or even “uninteresting”.

            What this game has, its monumental achievement, is that it makes the gameplay so massively appealing and fun to so many people. It is rock hard, but not punishing. It is a fast, fun, fair game that is ruthless in its execution and has the best soundtrack I’ve heard since Bastion. How many games can you say that for? How many games can you sit down and within five minutes your adrenaline is pumping and you’re totally engrossed in the challenge of the game?

            It is not a complex game. It is, to an extent, not a thinking man’s game. It is a hard game, but not punishingly so. And it is a fun game. And that is important. Fun game, like they were supposed to be. Hotline Miami is, to an extent, Runman’s darker, bloodier brother. The gameplay is simple, yet rewardgin, and both are clearly attempts at making a game that is simply fun. Don’t expect a DOTA, don’t expect a Counter Strike, don’t expect a XCOM, expect a Runman. And that is great. Not fine, not okay, great.

    • Foxfoxfox says:

      I was totally on your side of the fence when I first played it.. The controls seemed awkward and buggy, the game itself seemed unremarkable and poorly presented.

      Half an hour later I was shouting at it with a friend, suddenly wearing a tank top and sweating and feeling like a weird murderer because I wanted, needed to walk into that room slam a mans head into a door, throw a knife at that other guy stamp on a thirds head then wait two three turn around a hit a dog with a bat – it’s got a crazy murderous rythm that just sort of seeps into you if you’ll let it.

      • Noburu says:

        Exactly how I felt playing it. The whole time Im shouting out loud, especially when I get to the end of a level and die. This game is pure bananas (in a good way).

    • DrGonzo says:

      The game is far beyond ok. And simplicity of gameplay doesn’t mean simple design. It’s how tight the controls are, how responsive and natural it feels.

      If you study game design, then you should easily be able to appreciate Hotline Miami. It’s incredibly simple on the surface yet has tons and of emergent gameplay. Which is very tricky to do, as I’m sure you know.

      • puppybeard says:

        Maybe I just don’t have my desk set up right, but all too often I feel like a horse trying to unhook a bra when I’m playing this game.

        I think it’s the visibility of the cursor rather than the controls themselves.

        • Miltrivd says:

          After a bit I just stopped watching the cursor itself and just paying attention to where the arms of my character were aiming. Switching from melee to guns, to throw the gun, to melee again became a seamless process.

          It could be nice if there was an option to make the cursor more visible to people that want to, agreed on that.

    • rawrty says:

      Great gameplay, it doesn’t try to be more than it has to be and has an interesting enough story to make you want to find out more. I only wish more games nailed these basics.

    • Radiant says:

      I don’t think it’s as emergent as it appears.

      I had a look on youtube for game runs and they all pretty much play the same way I did.
      The weapons aren’t as varied as they should be.

      When you boil it down the best weapons to use are the knife, 6 round shotgun and 26 round assault rifle.

      The others weps are either poor versions of those three or rendered completely useless [body shield guns for instance] in comparison.

      I’ve pretty much A+’d the whole game [a few maps left; I can't get a good head of speed on the map with the guys waiting to shoot you behind glass, the ones you need to kill with the silenced pistol grabbed at the start] and found all the masks.

      You only really need to use those 3 weapons and the Don Juan killer door mask; or Rasmus if you need help finding the puzzle dots for the literally pointless, score wise, alternative ending.

      The game just doesn’t reward you to do anything different.

      • mseifullah says:

        About 3 or 4 maps in, I realized that Hotline Miami is a very cleverly disguised puzzle game rather than an action game; you’re shown the map layout and enemy patrols, and you need to come up with a solution to kill everyone without getting killed yourself. The solutions that people come up with are mostly going to be the same, but between the masks, weapons, and enemy patrols, there’s some flexibility to be had.

    • puppybeard says:

      I can see how it would be easy to dislike, but I really like it.

      Could something with such a strong flavour ever be to everyone’s tastes?

      For me this is a good example of the charm of indie games. You can make something that less people like, but they like it more than thy would something more refined, and still be a commercial success.

  6. stiffkittin says:

    Great! Hopefully it appears on GOG sometime in the next few weeks too. Because I am still literally unable to startup this game after purchasing on launch day. On two separate PC’s. I hear it’s really great though.

    • wccrawford says:

      I purchased it on GoG back on the 26th. It’s definitely already on there.

      I’m really glad to hear it’s got controller support. I’m going to have to try that soon. It was fun enough with the kb/mouse, but controller really works better for me with most games.

      • stiffkittin says:

        Oh yeah, I bought it on GOG too. I actually meant the patch. It’d be a cold day in hell that I buy a game on a second platform just to get a working copy.

  7. pingu666 says:

    erm it launched on gog at same time as steam etc? dont know if the patch is on gog yet tho

  8. BathroomCitizen says:

    Noooooo!!!! The new patch broke the game for me :( cannot launch it anymore without getting a weird error.

    I’m really sad because I love this game.

  9. puppybeard says:

    Does this mean that the pot of boiling water no longer has the ability to make a complete show of me?

  10. Tacroy says:

    What’s the deal with the secret level? You don’t get a grade for it or anything.

    I guess it’s just the game being without scrute again :(

  11. Vandelay says:

    Anyone know whether the slowdown bug has been fixed? It was working absolutely fine for me until the last update, which made it pretty much unplayable. The game begins fine, but gradually gets slower and slower, until everything becomes a complete crawl. Waiting for a lift door to open took about 5 seconds, for example. The worst part is when it shows you all of the scores and combos. Waiting for each of 30-odd lines of “Door Slam”, “exposure” etc when each takes a few seconds to appear was infuriating.

    On the positive side, it did make me wish for them to add a slow-mo ability. Dodging shotgun blasts is cool.

    Edit: Not gone away. Takes longer for it slow right down, but still noticeable within a few seconds of starting a level.

  12. Inglourious Badger says:

    Hmm, yeah the bonus level is a little detached. No score at the end. You can go in the room and the middle but can’t do anything in there. It’s only one floor and then chapter complete. A lil rushed, but I don’t mind if they keep them coming!