Hearted Youtube comments on Jimmy McGee (@JimmyMcG33) channel.
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I was relistening to this video over some gameplay since it can be hard to find a good backdrop at times, and I found a couple more things to say than just "oh nice vid".
The music you made and played at the end was very good for it's purpose, whether you made it as it's own piece of crescendo or specifically for that part of the video, it was very fitting.
What I wanted to talk about (initially when I started writing this comment) was about Richter and his plotline. If I remember correctly, one of the writers lost their mom at some point roughly during HM2's development time (or some period shortly before). From what I understand, his story was more of a bit of self-reflection and grievance over losing her than just an expression of internalized violence amorally, although I do believe it's pretty good from that angle. I just think that's a bit of context that may help you understand that section of the game a bit more. Ultimately it can be more than just one or the other.
The irony of Hotline Miami 1 and 2 being so ahead of it's time is crazy in retrospect. 1 being monumental in the moment, inspiring a lot internet culture even to this day a decade later. 2 having a lot to say and being completely misunderstood in 2015 and receiving far better feedback over 5 years later (which is quite a bit later for a game made by a small team). It makes me wish that the duo had stuck it out and tried their hands at other projects after freeing themselves from the "shackles" of their cocaine cowboy beginnings. While the nuke has many purposes narratively, it was also a direct way for them to say "look, we've done Hotline Miami. Stop asking for more" in a rather literal way - I believe they said at some point it was one of the many motivations for ending the game like that.
After all the backlash, they kinda fell out of the public eye. Dennis eventually went silent, but Jonatan has kept somewhat active on Twitter, and has alluded to working off and on with a passion project since 2021. I think making the level editor in the midst of everyone complaining to them really broke their drive to make games, which is a damn shame to see from a duo that obviously had a lot they could deliver, and the sheer connections that would allow them to pull off just about anything they were interested in. On one hand I want to say "time will tell if they ever decide to release something, together or otherwise, again" but on the other I'm not so sure it will happen all this time later as it is.
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"there is no way to discern from a safe or unsafe fall" that actually isn't true! you can tell which falls are death pits based on whether or not there's a black fade at the bottom of the screen. at 1:03:04, you can see the screen has a slight black fade at the bottom, indicating a death pit. it's a very minute detail though, so newer players wouldn't recognize them as easily as an experienced or veteran player. another way to recognize a death pit from a regular fall is if there's an actual way to get down there other than taking a pipe. if there's no poles or vents leading downward, then it's most likely a death pit. in rooms such as the one at 1:03:13, you can see poles and vents that would bring you downward, and no black fade. falling is still death though, there's no floor at the bottom of this room.
SLIGHT ENDGAME SPOILERS BEYOND THIS POINT!
one outlier is the pitfall right before the entrance to the depths, there's no vents, pipes, or poles leading downward, however it isn't a death pit. it's just a long fall, but the fall damage does insta kill you because it's such a long fall. you have to cling to the side of the pit to make it down safely.
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Really glad to see this come out, your initial Rain World video was what tempted me to give the game a second, third, and eventually fourth chance. Each time I quit the game, I eventually made it back to your video and would always pause right as you reached Moon. Somehow that moment kept convincing me the effort would be worth it, and evidently it was. The entirety of Five Pebbles as a region was something to behold unspoiled. So thanks for that man, I mean it.
For Downpour though, it's pretty vindicating to know I wasn't alone in my criticisms of it. This is obviously a consequence of the extra Slugcats being made by different devs, but the entire design of Downpour feels much more "Video Gamey". That's not necessarily a bad thing, but it was something I kept feeling now and then while playing, and that feeling never fully went away.
That being said, The Saint really was the closest I'd gotten to re-experiencing Rain World again. Putting aside how much the whole world you explore had changed, the entire ending sequence managed to give me the same confusion and awe as the initial Survivor ending, except with an even stronger sense of finality. It's honestly an excellent example of how important it is to stick the landing to a story. Without it, I might have had a much more middling opinion of the whole DLC.
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