POST 2 OF 7: FISTS, DOORS, AND STARTING WITH SOMETHING USEFUL
Tony, the tiger, gives Jacket lethal punches against ordinary enemies and very fast unarmed finishes. Importantly, in the first game you can still pick up weapons. That makes it a forgiving choice when you lose a weapon or rush an ordinary enemy before finding one. Don't confuse that with being able to punch every enemy type to death, especially the large thugs.
Don Juan, the horse, makes door impacts lethal against ordinary enemies. A door becomes part of your route rather than just something you move through. Think about which way it opens and where the enemy is standing. It's useful when the entrance to a room is the dangerous part, but it doesn't make every doorway an automatic safe zone.
Dennis, the wolf, starts you with a knife. The obvious benefit is having an answer to the first enemy without improvising an unarmed opening. A short-range weapon still means you need to get close, though. A reliable first move is worth more than charging into a room because you happen to have something sharp.
Carl, the grasshopper, starts you with a drill. This is a specialist execution weapon, not a normal blade that kills everything with a swing. Its ordinary hit knocks down standard enemies, and you finish them on the ground. Dogs and large thugs are a problem. It can support an execution-focused run, but the time spent finishing somebody needs to be accounted for.
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POST 2 OF 7: FISTS, DOORS, AND STARTING WITH SOMETHING USEFUL
· Games / Hotline Miami