The poorly executed B - Spec mode, terrible music, lack of online play and limited cars in a race mean that development has leant more towards a technical
presentation than a gameplay oriented one.
Not exact matches
The MyPlayer mode is easily accessible, even to those that don't care for Franchise modes, and the improved
gameplay (for the most part) and
presentation make this game closer to the real thing
than the competition.
Though the
gameplay is a bit less fluid, the
presentation of Hotline Miami 2 is even slicker
than it ever was in the original.
Despite some notable upgrades to
presentation, graphics, sound and controls, it plays a bit more like an expansion pack
than a full - fledged sequel, providing more of the same dungeon exploration heavy
gameplay genre fans have grown to love.
So you have this
gameplay that feels challenging and interesting, on - field action that looks more fluid
than ever, and then this TV
presentation that makes your experiences seem like they're happening on Sunday and being watched by drunkards across the nation.
While it bears the marks of a game that has been brought onto a platform larger
than that which it was intended for (the sound quality really is fucking awful, guys), it manages to fill the space left by the lacklustre
presentation with fun, punchy
gameplay and a surprising amount of depth.
Despite some notable upgrades to
presentation, graphics, sound and controls, it plays a bit more like an expansion pack
than a full - fledged sequel, providing more of the same dungeon exploration heavy
gameplay genre fans have grown to love.
Streaming their
presentation to the world before showing us several days» worth of live
gameplay, they're prepared to show us exactly why the 3DS and Wii U are worth buying, rather
than just tell us.
The
presentation, which could have been disastrous (after all, there's a reason we moved on from creamed spinach coloured graphics) comes off as cute rather
than annoying, and the
gameplay is solid.
Much like the
presentation (or lack thereof) in arcade mode, the menus just feel very bland in a game that has more
than enough style to go around in the
gameplay.
Hazards, for example, provide more of a nuisance
than thought - provoking obstacles, and the obvious influences on
presentation reminiscent of M.C. Escher's famous works are nothing more
than visual eye candy that do nothing to enhance
gameplay.
The
gameplay falters more frequently
than it should around frustrating technical hiccups that are all the more glaring alongside Naughty Dog's bountiful upgrades to the
presentation.