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Wedin: At the beginning - before the game was picked up by Devolver - we were talking about doing a kind of Kick-Ass kind of scenario where you're like this superhero and we talked about how you would disguise yourself if you didn't have that much money and couldn't do Batman suits and stuff like that, so we decided we were just going to have some kind of mask. I played them also and I loved the games, but I don't think I used it as inspiration for the things in this game. I'm not sure if there was any direct inspiration from that in the game. I haven't played No More Heroes, but I played Killer 7 and I liked that a lot. They both have assassin main characters, a lot of grotesque violence, a neon colour palette, and a lot of surreal meta-humour where you don't really know what's real. I also noticed a lot of parallels to No More Heroes.
#Hotline miami corey movie
The music and feel to the story - not much dialogue and how the violence was portrayed in the movie - were a big inspiration. Wedin: No, that was a really big inspiration for the game.
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Was that a big inspiration to you, or was that purely coincidental? Who is that masked man, I wonder? The game is often compared to Nicolas Winding Refn's Drive. Söderström: We had some inspiration from Miami Vice when we designed some of the characters in the game as well.
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Wedin: So Jonatan saw the documentary and got very inspired to use that as a setting for the game because of all the violence and stuff like that.
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Söderström: No, it was the late 70s to mid 80s, or something like that. It's about drug trading in Miami and - was it the early 90s? Wedin: I think it has to do with a documentary called Cocaine Cowboys. Söderström: I think Wedin has an answer to this. So why Miami? Have either of you been to Miami before? "I was more afraid of the story not being confusing enough." Jonatan "Cactus" Söderström, co-founder, Dennaton Games Söderström: I guess it was when it got Game of the Show at Rezzed. We were always hoping people would like it.Īt what point did you realise you were really onto something with this? Wedin: But we were really happy with the game. We didn't really try to make a game for everyone, so we didn't know what to expect when we launched it. Söderström: I think it was a surprise to us both that the game did so well. Why do you think that is? Did you know that that would happen? You've made a lot of games before, but this seems to be the first one that's had a lot of mainstream attention. Söderström: We will probably be able to make a new game. Because we have a publisher now I'm not sure what their stance is with transparency.Īre you at least making your money back? Do you think you'll be able to fund a new game? Here's how that went down:Ĭan you share sales figures? Who you calling chicken? I too was left with Hotline Miami withdrawals, but instead of simply wanting to play it again (which I also did), I wanted to learn more about it, so I decided to have a little Skype chat with its creators Jonatan "Cactus" Söderström and Dennis Wedin. Once described as a "top-down f***-'em-up," it follows the exploits of an animal mask-wearing man cruising the neon streets of Miami with a thirst for blood.Īs Tom Bramwell attested to in his 10/10 Hotline Miami review, he was left wanting more, so he instantly started the game up again upon completing it. We here at Eurogamer are quite fond of a little game called Hotline Miami.