Finally, they found a potentially feasible solution, and now the group could finally get started.
Although the project is impressive, it's ultimately just a 2D top-down action game, so it really doesn't require the entire Gamenova team to be involved.
Carmack was temporarily brought in to work on the algorithm, Lin Lixin was in charge of gameplay implementation, Sam handled the map design.
With Hideo Kojima was in charge of series composition and storyboard design, and Hans Zimmer, who composed the music, the project team for " Hotline Miami " was officially established.
Later that evening, the group formally gathered in the meeting room.
The routine pre-project brainstorming session.
After the previous conversations with the others, everyone present now has a general understanding of Lin Lixin's plan.
"Although we've already determined the core gameplay of the project, we still need to discuss the design philosophy in detail."
Lin Lixin looked at Hans Zimmer and Hideo Kojima sitting to one side.
The two of them were the key figures behind the "stylization" aspect of this project.
" Kojima, you've done a deep study of Metal Gear, and if I'm not mistaken, you're quite interested in war, especially the Cold War, right?"
In a sense, Hotline Miami is indeed a work with a strong "Konami flavor." Although Metal Gear is Hideo Kojima's breakthrough work, in fact, when he first Konami, he didn't actually want to make a stealth game like this.
On the contrary, from the very beginning, Hideo Kojima had a strong affinity for war themes and intended to develop a comprehensive shooting game.
But at that time, their team could only develop on the MSX, a PC with very poor performance.
The MSX simply couldn't possibly support the scene he dreamed of.
He couldn't achieve what he wanted: many characters on screen together or intense battles.
Instead, Kojima recalled playing hide-and-seek as a child.
That's when the idea for Metal Gear was truly born.
This new work unexpectedly reawakened that memory from back then, and it began to expand uncontrollably.
Game development must effectively integrate with the hardware environment and adapt to local conditions.
This is Kojima's philosophy on games.
But this time... they're going to make arcade games!
Kojima looked at Lin Lixin, his eyes sparkling. Even if this project wasn't his beloved " Metal Gear," it was enough to excite him.
"Yes! Although it's not a stealth-based gameplay, this fast-paced, exhilarating combat is also very fun!"
"Hey, that's good."
Lin Lixin nodded in satisfaction, which could be considered as finding him a suitable platform to fully display his talents.
Although their final product may differ somewhat from " Hotline Miami " in its narrative core, thanks to Kojima's personal philosophy, the final product will definitely not be bad; it will simply be excellent in a different direction.
"However... I never said this time it wasn't a stealth-based gameplay mode."
Upon hearing this, everyone present was stunned for a moment.
Left brain battling right brain.
It was just described as a fast-paced action shooter, how did it turn into a stealth game?
Realizing that his words might have caused some unnecessary misunderstanding, Lin Lixin smiled and waved his hand, explaining:
"Oh, that's not what I meant. How should I put it... do you remember when I said we should learn from the one-hit-kill mechanics of ' Dragon's Lair '?" Lin Lixin scratched his head, pondering how to express this strange commonality.
He glanced at the clutter on the table, found the sketch he had drawn for Sam, picked it up, and showed it to the group.
"Look, suppose we're not making this new game, but a sequel to Metal Gear, how would we design this? For example, how would we position the enemies?"
"If it were me, I'd probably place a soldier here. That way, the cone-shaped field of view would perfectly cover the route, allowing players to pass through during the extremely short window of opportunity, using the cardboard boxes as cover..."
Seeing Lin Lixin's gaze fall on him, Kojima understood that he was being asked to speak, so he reached out and pointed to a corner on the map.
"Pretty much. I'd probably set up a patrolling soldier; if they're fast enough, they can catch a moment to bypass it."
Sam chimed in.
He was responsible for more than half of the levels in Metal Gear, so when it comes to having a say, he's definitely on par with the others.
Lin Lixin nodded, put the map back on the table, and then continued:
"You see, in Metal Gear Solid, the behavioral patterns within a level are actually very clear."
"Enter the new area, observe enemy activity, confirm patrol routes, and identify security vulnerabilities such as blind spots."
"Next comes planning, mentally simulating a reliable route and plan." "Finally, the plan must be executed, eliminating everyone while remaining as undetected as possible."
As he spoke, noticing a subtle change in Kojima's expression, he pressed on and explained the most crucial part:
"What if we speed up this process? What if we reduce the time spent on rational gameplay while keeping the core mechanics the same?"
"Varied..."
Kojima opened his mouth, but with Lin Lixin's guidance, he began to try to construct such a world in his mind.
A clumsy snake that doesn't make any plans and acts solely on reflexes.
He kicked open the door, spent less than a second observing and confirming the enemy's situation, and then quickly began to execute his strategy.
Perhaps it's best to eliminate the nearest enemy first, or perhaps it's best to throw your weapon to disrupt the enemy's reaction.
Were we discovered?
With the envisioned instant resurrection technology, one can either start over in a single breath or eliminate everyone with lightning-fast reflexes!
This can be applied to the "Game Loop" chapter of the latest edition of " Lin's Game Design Theory ".
This model is like compressing a Metal Gear loop that would normally take several minutes into just a few seconds: observe, plan, execute.
However, in Metal Gear Solid, players rely on reason, while in Hotline Miami, it's all about instinct.
It's a proxy account for the spine.
"Understood?"
Lin Lixin smiled, noticing everyone's thoughtful expressions, and instead of rushing to bring up anything new, he added a sentence on this point.
"What we need to do is design a map that is almost impossible to navigate perfectly."
After saying that, he looked at Sam.
Kojima that he's had an epiphany, he still needs to say a few words to Sam.
" Hotline Miami is Metal Gear Solid, it's Dragon's Lair, it's Metal Slug, but it's also... a puzzle game."
Quite counterintuitive, Hotline Miami is supposed to be a fast-paced game, but its level design core has a lot of "puzzle" elements.
Of course, it's not the kind of inexplicable puzzle-solving found in Biohazard, but rather a design that's cleverly integrated with the gameplay itself.
"You see, when the enemy's lines of sight overlap and their patrol routes are spread throughout the entire map, it's actually very difficult for players to complete the game in one life." Unless you memorize the map, even the fastest player will inevitably die unexpectedly.
This isn't just because of the incredibly overpowered one-hit kill mechanic...
Sam blinked, his mouth slightly agape.
Combining the information Lin Lixin had just provided, he immediately understood what "it's a puzzle game" really meant.
Intelligence! Information gap!
It is actually very difficult to fully analyze the situation of a level just by looking at it with the naked eye.
Whether it's the actions of each enemy after the alert is triggered, their equipment configuration, or the complete field of view, none of these can be clearly seen at first glance.
"I get it. So that's why you're so obsessed with instant resurrection, right? Blindly testing and failing... how despicable..."
"Hehe, isn't this all to improve our business situation?"
Lin Lixin chuckled.
"That's right. Unlike other games, in Hotline Miami, death is not a problem at all. It doesn't give you any negative feedback or frustration."
"Hmm... the only thing that could be considered negative feedback is probably the players' frantically spent in-game currency." "In short, every death is a process of trial and error, a way to gather information about the level in order to find the perfect route."
"Taking the wrong path, reacting too slowly, or not noticing an enemy standing in the distance... these problems can cause players to die instantly, but they can also be easily overcome within seconds."
This is what makes Hotline Miami truly terrifying.
In this game, death is not scary.
It's like a condensed version of Souls-like games.
Every time a player dies, they receive a reward in the next instant.
One second he was riddled with bullets by a gunman hiding in the corner, the next he was already there with a crowbar.
While the psychedelic electronic world is so dreamlike and utterly mind-numbing, the pure aesthetics of violence, with its blood-soaked landscapes, are enough to shatter all reason.
Death, starting over, being killed by new problems, starting over again...
An entire game loop lasts only a few seconds.
It doesn't use any forceful methods to compel players to speed up.
In fact, even if you really intend to play like Metal Gear or Assassin's Creed, that's perfectly fine. Players can spend a few minutes behind the door figuring out the layout of the entire map before steadily clearing it out step by step.
But when actually facing this game... almost no one can do that.
The psychedelic electronic and synthesizer wave brought a rhythm almost synchronized with your heartbeat, blood splattering everywhere, a solid, visceral sense of impact, and a game that can be restarted in the blink of an eye...
This is an elaborate trap, filled with hallucinogenic poisons...
It's so addictive, it makes it hard to control your heartbeat, your mind, or even a shred of rationality.
California, Hollywood.
The young Keanu Reeves received an invitation.
An invitation he had never seen before in his life.
Perhaps even ten or twenty years from now, Keanu Reeves will still think of it from time to time.
On that ordinary afternoon, a letter from Lucasfilm, signed "gamenova_Lin Lixin", arrived in my hands.