@mpgeist: The key is to kill them as quickly as possible. Doesn't matter whether you're character's fast or not. Long as they deal strong damage consistently, then it's all a matter of staying alive, either through expert evasive maneuvers or loading up on poise and tanking hits. A shield with good magic defense (the Crest Shield, for instance) should help, since their spells are often their most powerful attacks. Great magic barrier is also an option should you be proficient in sorcery.
I've been swapping between Demon's and Dark Souls (mostly the latter, though) while I wait for Dark Souls 2. Probably played those two games more than any other this year. They're so good. Surprised I haven't gotten bored of them yet.
The Black Armor edition's the better deal. Same price as the standard edition, plus you get the soundtrack. Still need to see if I can pre-order that anywhere locally. Would rather be able to pick the game up on day-one than wait for it to arrive via the mail.
That's a fair point -- there is at least a certain thematic consistency to the art style. But at the same time, I don't think chunky pixel art was a necessary aspect of the game's overall vibe, and I don't think it's even particularly well-executed pixel art. It's fine for what it is, but the music is what makes Hotline Miami's style noteworthy.
My issue here isn't really with Hotline Miami in isolation, its with indie darlings so often coming back to the same played-out (S)NES nostalgia well, and with very few people being willing to address the obvious reality that relatively good-looking chunky pixel art is relatively easy to create. At what point is this same pandering, low-budget art style no longer going to cut it?
Don't know. I assume most resort to pixel art because its easy to produce on the cheap. Maybe as more indie developers receive bigger budgets we'll start seeing pixel art become less dominant.
Proofreading's daunting work sometimes, but I enjoy it on the whole. Pays decently, hours are flexible, and it's at least somewhat connected to writing. Would rather find a paying writing gig, but it pays the bills, so...
I always saw Hotline Miami's choice of art style deliberate based on the '80s setting (that's basically what games looked like back then, not to mention how correlates with the general gritty, ugly tone of the story and atmosphere), just like how the soundtrack is heavy on the synthesizers. Thought it was a nice touch.
I played some of the Vita version at E3 and, yeah -- the game doesn't play quite as well on a gamepad set-up. Felt really awkward and sluggish. Couldn't get into the same rhythm I can while playing on PC. I hope they improve on that with Hotline Miami 2, but... I don't know. So much of those problems stem from core design choices. Unless they manage to rebuild the mechanics, I don't foresee it fixing those issues on console.
I wouldn't worry about what armor to use. Every set is just as viable as the next, so just use whatever you think looks cool. Only thing I'd be wary of is the equip burden. I'd recommend staying below 50% to maintain some mobility, but you'd rather be a tank, then just make sure it doesn't surpass 100%.
I'm going to have to disagree with this. Balancing defense, poise, and equip burden absolutely makes a difference. If you're a speedy character you'll probably want to keep your equip burden below 25% so you can fast roll. But if you're using slow heavy weapons you absolutely want some decent defense and poise, otherwise even the slightest attack will stun you. At least some poise is nice to have on any character though, as it sucks to get stun-locked by even the weakest of attacks. I wouldn't necessarily worry about mixing and matching the perfect set of gear, but you definitely should consider how your armor compliments your build.
He can use rings to balance things out then. The Wolf Ring and Havel's Ring can cover poise and equip burden nicely. With either of those active he can just about use whatever without lacking much in either department. At the very least, they'll allow him to experiment more easily until he finds something to settle on.