i might be one of the 17 people in the whole world to think this one is just as good as the first one.
its way more ambitious, the levels have a different design philosophy to them which makes it so you can just rush through the stages carelessly, you have to take a balance between quick thinking, fast reflexes and recklesness, which in turn makes it way more satisfying to get an S rank on almost every level.
Contrary to popular belief i think the levels with beard are actually pretty solid even tho they're by far the weakest ones in the whole game
fuck the Genocide achievement tho
that shit can go suck my nuts.
its way more ambitious, the levels have a different design philosophy to them which makes it so you can just rush through the stages carelessly, you have to take a balance between quick thinking, fast reflexes and recklesness, which in turn makes it way more satisfying to get an S rank on almost every level.
Contrary to popular belief i think the levels with beard are actually pretty solid even tho they're by far the weakest ones in the whole game
fuck the Genocide achievement tho
that shit can go suck my nuts.
Many point how frustrating it can become, but it might be all in purpose of an anti-war narrative. If the first game starts questioning the player if "we liked violence", this one starts assuring that we do. So then, following that thread, the game will expose us to these irritating levels in which someone can question itself if they do really like violence. Pretty meta-narrative.
Now this…this is what I needed. Fast paced action with some thumpin music to get the blood pumpin. Absolutely terrible at it, much like the first game, but incredibly addicting and fun. When a game keeps pulling you back for that “one more time” only to find yourself still at it an hour later – you know it’s good.
Hotline Miami 2: Wrong Number is that kind of game. I imagine the over-the-top explosions of blood can be a bit much for some, but it reinforces the balls-to-the-wall approach. The story didn’t hook me any, probably because I felt like I needed to be on PCP to understand the trippiness aspects of it, but it didn’t diminish anything from the experience.
If anyone was wanting more Hotline Miami, Hotline Miami 2: Wrong Number will not disappoint. From the look of the game to the various weapons at your disposal, this sequel reminds me of the predecessor. Even the inclusion of masks that change how you approach levels carries over and can both challenge and compliment your play style. I’m awful with guns, so I much rather having deadly punches.
I do have to say though, there were moments frustration would take hold. Near the end of the game, certain enemies felt cheap whether it dogs or the prisoners who could pounce on you. Sometimes it felt like they didn’t cross thresholds of rooms properly, so hiding for the right angle to get the jump on them wouldn’t work. Not a dealbreaker for sure, but definitely an irksome element in late game levels.
The only other knock against it would be the checkpointing. Since stages are broken up into sections, it can be tempting to take a break during a transition and turn the game off, but (unless I’m doing something wrong) this leads to restarting from the beginning. The levels are short, but considering the difficulty, is also a bummer.
Hotline Miami 2: Wrong Number was a blast. I’m not sure if a third is planned or not, but I wojld gladly play one if it released. At the very least, even if the game isn’t in your wheelhouse, at least give the soundtrack a listen. I’m not one to listen to soundtracks typically, but this had me searching for it to listen to in my free time.
Hotline Miami 2: Wrong Number is that kind of game. I imagine the over-the-top explosions of blood can be a bit much for some, but it reinforces the balls-to-the-wall approach. The story didn’t hook me any, probably because I felt like I needed to be on PCP to understand the trippiness aspects of it, but it didn’t diminish anything from the experience.
If anyone was wanting more Hotline Miami, Hotline Miami 2: Wrong Number will not disappoint. From the look of the game to the various weapons at your disposal, this sequel reminds me of the predecessor. Even the inclusion of masks that change how you approach levels carries over and can both challenge and compliment your play style. I’m awful with guns, so I much rather having deadly punches.
I do have to say though, there were moments frustration would take hold. Near the end of the game, certain enemies felt cheap whether it dogs or the prisoners who could pounce on you. Sometimes it felt like they didn’t cross thresholds of rooms properly, so hiding for the right angle to get the jump on them wouldn’t work. Not a dealbreaker for sure, but definitely an irksome element in late game levels.
The only other knock against it would be the checkpointing. Since stages are broken up into sections, it can be tempting to take a break during a transition and turn the game off, but (unless I’m doing something wrong) this leads to restarting from the beginning. The levels are short, but considering the difficulty, is also a bummer.
Hotline Miami 2: Wrong Number was a blast. I’m not sure if a third is planned or not, but I wojld gladly play one if it released. At the very least, even if the game isn’t in your wheelhouse, at least give the soundtrack a listen. I’m not one to listen to soundtracks typically, but this had me searching for it to listen to in my free time.
Still the same game than the first one but with more weapons, more characters (which this time alter the way you approach the levels), more levels and deeper, more convoluted and A LOT more interesting story and narrative.
Both are amazing games, both some of my favorites ever and both are a must play.
Both are amazing games, both some of my favorites ever and both are a must play.