POST 1: THE WEAPON IS ONLY PART OF THE PROBLEM
One of the things I wanted to cover after talking about Hotline Miami was the weapons. Both games have a lot more going on here than just picking up whatever happens to be on the floor and running into the next room.
A gun gives you reach, but the noise can bring more enemies into the situation. A melee weapon saves ammunition, but now you have to get close enough to use it. Throwing what you're holding can buy an opening, but then you have to decide what you're doing without it. And an execution that looks fine when the room is empty can become a very bad idea when somebody else is approaching.
The first game also gives Jacket a different kind of freedom from the sequel. Unlockable weapons enter its weapon pool, while particular masks and scenes provide their own equipment. Wrong Number ties much more of your arsenal to the character, their selected style, and the level. A weapon existing in both games' files does not mean you can casually pick it up in both campaigns.
So this is a breakdown of the actual choices, including the odd stuff. I'm not trying to pretend every item deserves the same recommendation. Sometimes the sensible choice is the weapon that lets you deal with the next doorway without turning the entire room into a mess.
POST 1: THE WEAPON IS ONLY PART OF THE PROBLEM
· Games / Hotline Miami Series