Jackal Builds On Hotline Miami With Physics And Unscripted Kills
The Miami-like label usually means a modern brush-up of the 2012 model, and Jackal's bet is that simulation-driven accidents, not memorized placement, give the genre a flavor of its own.
Reporting from 1 source: Game Spark.
Jackal is a top-down action game set in 1970s Las Vegas, where a drug-powered hitman raids mafia strongholds. Its combat leans on physics simulation: kicked tables and knocked-back enemies kill on impact, and collisions between enemies produce chain reactions. Enemies also hurt each other, swinging into allies or crossing a comrade's line of fire. Enemy AI aims and reacts more slowly than in Hotline Miami.
Most stages are indoor rooms furnished with tables, sofas and pool tables, and the player's kick has almost no power on its own. The kick matters because it sends objects and bodies flying into things that do kill: a table into a gangster, an enemy into a wall, one enemy into another and then into the wall behind.
Friendly fire runs the same way. Enemies swinging melee weapons at the protagonist sometimes hit the ally beside them, and a gunman taking aim can shoot a comrade who crosses the line of fire. The AI is built to aim and react like a person rather than spin and fire.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.