
Hotline Miami
GameBy Dennaton Games · Released Oct 23, 2012
A top-down slasher/shooter with unlockable gameplay-altering masks and weapons, featuring a neon-flavoured electronic aesthetic, in which a hitman receives anonymous calls ordering him to travel to certain residences and crime dens and massacre those within, as he stumbles through unreal visions and inconsistencies without any answers to how, why or who.
Connections
Each row is a game or company named alongside Hotline Miami, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Oct 23, 2012
- Developer
- Dennaton Games
- Publisher
- Devolver Digital
- Genres
- Shooter, Indie, Arcade
- Platforms
- Google Stadia, Xbox Series X|S, PlayStation 3, PlayStation 4, Linux, Android, PC (Microsoft Windows), PlayStation 5
- Links
- Wikipedia
Game data from IGDB.com
Documents about Hotline Miami
Beyond Balatro: Why PlayStack doesn’t want a 100% hit rate
The modern gaming landscape is undergoing a fundamental shift where the traditional distinction between indie and AAA titles is becoming increasingly irrelevant.
- PlayStack strategically avoids a 100% hit rate to ensure resources are available for experimental projects that push genre boundaries.
- Maintaining an 85% profitability rate is the established benchmark for financial health at PlayStack.
- The traditional distinction between indie and AAA titles is becoming irrelevant, with success now driven by authentic, passion-led experiences rather than budget size.
Game Maker Studio 2 - Make a Game Before This Video Ends! (Tutorial)
GameMaker Studio 2 serves as a highly efficient and accessible engine for independent developers aiming to produce professional-grade 2D titles.
- GameMaker Studio 2 is a 2D-focused engine designed for rapid prototyping and deployment, as demonstrated by commercial titles like Hotline Miami and Risk of Rain.
- The engine utilizes an event-driven architecture where Create events define initial variables and Step events manage real-time input responsiveness, friction, and acceleration.
- Standardizing the frame rate at 60 FPS is a core practice for maintaining technical stability and a smooth user experience.
Nostalgia in Retro Game Design
Nostalgia in Retro Game Design examines how contemporary games draw on the aesthetics and conventions of earlier videogame eras, arguing that the category of "retro" games is far from uniform.
- Retro game design is not a uniform category: Maria Garda's distinction between restorative nostalgia (faithful preservation via emulation, re-releases, and retrogaming) and reflective nostalgia (creative recombination of the medium's historical styles) implies very different design goals.
- The report argues that perfect historical accuracy in restorative nostalgia is inherently unattainable, whereas reflective nostalgia openly embraces the gap between past and present.
- Hotline Miami is cited as reflective nostalgia that remediates the look of 1980s neo-noir cinema rather than specific gaming practices, producing a deliberately unfaithful analog feel.