Wednesday, 14 May 2014

BA3: CS: Two character reviews

Hotline Miami: Jacket


Story
Jacket is a character in the retro game Hotline Miami part of the multi-character that storyline jacket is one of the longest storyline with an Hotline Miami taking a major portion of the game as his journey into murder. It all starts with jacket waking up in a room with no memory of what he is door Norway is bent then enters the next room with three people are sitting on couches all wearing different types of masks the asking three different questions the horse is represented as blue the chicken is represented as orange and the owl is represented as red as that give an indication into how they behave towards jacket. The horse is currently jacket asking simple questions like how are you and are you okay while the man in the chicken mask asks jacket direct questions directly correlating with his actions and offering brainteasers into jackets past for example he will talk about D like hurting people as a question and where are you right now to really probe the player’s mind into what actually is happening to them. The owl on the other hand is different to the other two in the way that he is immediately hostile towards jacket changing contempt like get our fear and why you even hear any more obviously not wanting to help jacket in his pursuit from knowledge and this past. These three characters take jacket onslaught of a past flashback into all things he has done over the last months starting off with his first introduction to the man in the chicken mask where the man in the check must forced into killing mobsters in order to gain a suitcase. This is the first mission that the player plays and introduces to all these characters and jacket. Throughout the current levels jacket gets mysterious phone calls from his apartment which seem innocent until they are subliminal messages telling him to go out and kill certain mobsters at certain places the point of the story is to work out who justice sending phone calls and why they are calling you throughout the game jacket gets multiple visits from the three masked men and the asking probing questions into how he feels about what he is doing and do even know why he’s doing it. Near the end of the game the masked men say goodbye to jacket so that they’ll never see him again is at this point were jacket flies off of from reality and goes solo in terms of vengeance. In early emissions jacket saves a prostitute from being killed then later on the prostitute is killed within his apartment as well jacket is shot important to occur this is the point where jacket breaks out and seeks revenge upon the killer finding out that the killer had also been receiving phone calls the same way he had he then goes on a final desperate mission to find out who is ringing him. As well as jacket story there is another story layered upon top about a mysterious biker but as you plays jacket you kill this biker but upon finishing jacket’s main story you get to play this by getting an alternative reality. Jacket at the end of the game defeating the final boss relaxes and takes a smoke while the game ends shown that jacket had taken down the entire mob single-handedly and this prompts the end of this story.

Charter function & design 

As with Hotline Miami has jacket is one of the main characters of the whole game the game does focus around him and his journey. Because of the games top-down shooter aspect and fast pace this only allows for a top-down view of jacket only shown his infamous jacket and the mask that he is wearing his character lock is very similar to the enemies that he fights but the only significant difference is that as the player is playing as them they cannot get confused as to which is which because of this the developers have to devise how to make jacket stand out from the other enemies on-screen as they look so similar to the way that this was adding custom masks with a player can choose a selection of masks which would give them certain buffs but would also show up on their character when they went in to play.

Character point of view 

In Hotline Miami the default camera setting is a top-down view of the character this does not change across any of the characters and is a constant throughout the entire game

Does the character conform to a certain character stereotype?

In the case of jacket he tends to conform to stereotypes the villain and the hero how we does this is that throughout his murderous campaign he kills without question and without proper reason even though it is almost beyond his control there is not a question of dust jacket hate what he is doing which offers a dark insights into how he really might feel but also in one of the missions jacket is offered a moment of compassion where he saves a prostitute from dying and nurses her back to full health some have speculated that this is meant to be a symbol of jackets humanity and with her death later on in the game this is meant to show the point in which jacket snaps and doesn’t take the orders from the phones any more than just goes from rampage which may show his full form in becoming a psychopath

What does the character look like and what style might have influenced?

The graphical designs in hotline Miami is very 1980s pixel-based graphics in my opinion I think this perfectly represents the game and shows that these graphics may be old but they are still beautiful as well as this it fits into the whole Miami in the 80s feel without showing the backgrounds of Miami though pixilated almost like that being viewed by someone on certain drugs. The pixel design is obvious the influenced by the early development of 2-D game and even interviews with the lead designer of the game is questioned why do you use old graphics and he says because they look amazing it truly is just a preference that the designer is using these graphics rather than a limitation or are graphical style but is very apparent from just playing the game that is inspired by a Lee 2-D shooters


Payday: the heist & Payday 2: Bain

Story
In payday to pain is a lesser character compared to the four main protagonists played through by the players gain is more of a back-door negotiator offering advice to the plays during in game pastes and also is the leader of crime net which is the criminal organisation which you use to plan your high street in payday to Bain organises all haste to you when you’re going to do along with his multiple deals on guns and different types asks your place to work. As head of crime that pain is in contact of multiple people at once such as arms dealers senators or just plain dirty mobsters is Bain’s job to put you in touch with these and get you the jobs to get you your payday. Baines real identities have revealed through payday and a storyline about him doesn't exist all information about pain points to a mysterious man who constructed a criminal organisation by himself and works alone.

Charter function & design 

With pain as a character he does not have much design or function within the game being mostly of voice-over telling you saying hints and giving you advice paint only design his voice-over his never seen by the player as a character or person which gives painless more elusive field towards his character so this doesn’t give pain a design purpose as he only has one function so does he does not have to conform to any set designed to fit that function

Character point of view

As this character is almost like a voice-over he never has a point of view within the game he only ever see is the heist from afar through video cameras or eyewitnesses

Does the character conform to a certain character stereotype?

In terms of stereotypes of characters being does conform to the “Hero helper” as he offers advice to the team coughing giving them pointers let the men on useful information other than this pain almost has no other character stereotype he is only existence is to help the player progress through their tasks of heisting

What does the character look like and what style might have influenced?

As Bain almost not shown at all in payday he has no influencing art style or locok to the only information gathered about him is his voice only small pieces of video of ever seen a pain but is taken from the live action images from the games web series and doesn’t actually show a particular art style that the character could have been influenced by


Bibliography:
http://payday.wikia.com/wiki/Bain : information gathered on the character pain
http://en.wikipedia.org/wiki/Hotline_Miami : information gathered on the character jacket

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