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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