"Welcome to Miami"
A trio of Hotline Miami inspired artworks.
Shirts and prints available at my RedBubble page
(Spoiler: Rasmus is my favourite)
I was playing majora’s mask with my girlfriend yesterday, and when she opened the chest this bombchu was in the background.
it looked much more excited than link to see that treasure, like “YESSSSSS, THE COMPASSSSSSS.”
" It is lovely work, this first act, and I wish that I could unplay it so I could experience the game for the first time as a complete work. Instead, I’ll play a single game with a gap in the middle that will stretch months, picking it up again with the details lost and the nuance dulled by time. Or I could start over and lose the sense of exploration and wonder of those first introductory hours. No matter what, playing the first act now means giving up something later."
Hotline Miami Posters by Danny Rutledge
"In 2014, classic games face nearly the same problem that threatened classic films during cable TV’s rise to power. The proliferation of smartphones means that video games are now available to a previously untapped market, and studios haven’t been shy about drawing upon their archives to make a quick buck on the various app stores. Like a new generation of Ted Turners, publishers like Square-Enix and Sony, among others, have shown little respect for their industry’s past, viewing former technological constraints as fixable problems."
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Here’s a piece I created for Gallery 33’s upcoming video game boss/final level show, which opens February 14th! Go check it out if you’re in the area.
I’ve always been a huge metroid fan, and drawing samus is actually how I got into drawing in the first place. Composing ridley was super nerve racking, his body is so spindly and weird, but I’m happy with how it turned out!
"While it’s hard not to appreciate a game that allows you the choice of whether or not to bust up a sex club using a cricket bat, Falling Down-style, I’m less convinced that this is the kind of moral conundrum that is needed to propel a game like this. The Telltale Experience™ doesn’t ask for much in the way of action or exploration or even puzzle-solving, but it does require the player to navigate difficult positions with no obvious answers and a sense that your choices will have imminent and probably terrible consequences. “