Reviews from

in the past


this game fucking sucks and i hate it but a video essayist said its good so i like it now

The second part turned out to be excellent, interesting historical characters, the same interesting gameplay as in the first part, very difficult in some places.
There is a hard mod that will make you go through the game again.
And there are many more interesting soundtracks to enjoy.

Kind of funny how I replayed Hotline Miami, which was one of my favorite games, then disappointingly realized it aged poorly, followed by its sequel bringing back the familiar satisfaction the original made me feel in 2012.

Hotline Miami 2 recontextualizes the original's flawed commentary about violence, changing the framing approach to the issue by using elements that were already in the first game, bringing it to a whole another level of complexity. This sequel isn't so much about merely shaming players for enjoying violent video games, but a reflection of human nature's self-destructiveness on the cycle of violence, and the insidious influence of nationalism and propaganda. While secondarily working as a criticism of the film industry, similarly as how Hotline Miami was to gaming, still flirting with the notion of glorifying violence, it does so in a more nuanced and thought-provoking manner.

If you enjoy games that make you think about its themes and philosophy, this is your wet dream. It's been a long time since a game made me ramble in my own thoughts this much. I do have to point out that there are some ideas here that maybe I don't know if I 100% agree that much, mostly about how nihilistic some of its commentary is, but overall, this game is fucking awesome, and a reminder as to why I love this medium so much.

Lastly, something I have to mention. I'm seeing a recurring complaint people have about this game and its level design, which is players dying by off-screen fire... Question, you all know you can press SHIFT to move the camera further, right? I know it sounds like I'm being an asshole, but I'm not. I didn't know either; I tried like 3-4 different times to get into this game, but never could... and I think not knowing I could use the SHIFT button was the main reason. So, yeah... use it, lol.

★★★★ – Excellent ✅




incrível, simplesmente incrivel, a ambientação desse jogo é um absurdo, corrige alguns bugs do jogo anterior e adiciona muito a história, não preciso nem falar dos designs e trilha sonora, é tudo muito bom, a gameplay é fluida e divertida e eu amo como os personagens novos fazem voce jogar de maneiras diferentes.

Uma sequência perfeita. Tem os mesmos problemas que citei na minha análise do primeiro Hotline Miami, mas isso não tira o mérito dele. Tem uma história que abrange mais personagens e explica várias coisas. As fases e o jogo como um todo é bem maior que o primeiro, teve fase que eu demorei 20min pra completar mas não acho isso um defeito. Recomendo
Obs: zerei em 7h


so good game . love lsd part . maybe i will see animal if i do lsd too !

the best sequel ever. hotline miami is a fantastic game, and hotline miami 2 sets a new bar of excellence. the soundtracks in these games are amazing, the gameplay is amazing, and everything the games mean to convey is done in a clever and enigmatic manner.

Esquizofrenia desse jogo >>> esquizofrenia do Hellblade
(Change my mind)

Todo mundo tem alguma opinião controversa, achar esse melhor que o primeiro é a minha.

A much bigger and more dynamic sequel which while that lends itself to having more exciting locations and more diverse characters, kills some of the simplicity that made the first game one of my favorite indie games.

HM1's tighter level design allowed a greater sense of surveying the environment and greater control over what has happening. The bigger levels in the sequel do allow for more sprawling and exciting environments but it comes at the cost of being overstuffed as there's way too many enemies with some being out of sight unfairly sniping you without even being registered on your radar. It leads to a lot of deaths feeling cheap and the feeling of having to restart after making good progress on a floor even more frustrating.

This game's structure functions around the non linear story taking place before, during and after Jacket's rampage in the first game. There's multiple characters you play as throughout so different characters may have different abilities and level design suited around what the story is. A lot of it is really cool with one character having cover shooting come into play and others coming with fun twists on the formula like duel machine guns and a duo character. However this does create some issues like a lack of consistency and apparent progression as the mask system is way less emphasized with the characters that use them being spread out far in the campaign. The story was unfortunately a confusing mess with very little time spent on one storyline before it's jumped around and eventually wrapped up making it's shocking ending leave less of an impact on me.

I was harsh on this game but that's mostly because I loved the first game so much and this game really did change things that made that one great. It's still a fantastic top down shooter and is endlessly replayable thanks to custom levels via Steam Workshop.

A sequel that surpasses it's predecessor is such a rare thing in any form of storytelling media. This game is how you do a sequel, the story expanded, the gameplay improved, the music fucks so hard it will make your heart fail in a blind rage induced boner. The level design was a major step up from the first game and each level incorporates so much detail and story into a satisfying playground of bullets and corpses. It's so hard to really wrap your head around the amazing narrative of this game but it doesn't even matter because you'll want to play it over and over again just because of how fun it all is. Characters were awesome and compelling, visually things pop a ooze style. Go play the first game and then strap the fuck in for this bad boy.

Locuragem Violenta 2, relembrando a gameplay satisfatória.
Prefiro o primeiro jogo mas esse tem mais história, personagens, armas, inimigos e completa o enredo do jogo anterior.
Leva de 3 a 10 horas pra zerar.


Uma das melhores e mais alucinantes experiências que tive com videojogos. Música, gameplay, personagens, violência, tudo de mais insano pra chegar onde chegou no final.
O que diferência do primeiro é sua ambiciosidade em contar uma história bem maior e ser muito mais desafiador com fases enormes, mas que também dão perfeitas chances pro jogador montar uma estratégia conforme vai tentando e tentando novamente. Exige paciência, mas isso é o máximo que ele pode exigir de você. Seu papel é sentar, espancar pessoas e contemplar essa obra de arte

This review contains spoilers

Oh boy! I sure do love my beloved rat boy Richter :3! I sure hope nothing bad happens to hi-

I feel really, really bad by doing this. Look, I love the first game, it's probably my favorite indie game of all time, but this? What the hell, Dennaton?

I find Hotline Miami 2 to be a very unenjoyable experience, and the main reason for that has to be the level design. This game basically consists of ridiculously open football field sized buildings made entirely out of glass that are packed with dogs, fat dudes, and gun-wielding enemies that react to you in a nanosecond and kill you off-screen. This game is fucking hard, but not in a good, fun way like the first game. It's hard in a frustrating, bullshitty way.

In Hotline Miami 1, when you died, 90% of the time it was totally your fault. This time around though, 90% of your deaths are due to the god awful level design or to some cheap glitch. Hope you like doing nothing but using guns to try and snipe off-screen enemies two miles away while constantly holding shift for the entirety of the game, something that contrasts greatly with how you could almost exclusively use melee weapons to complete most levels in Hotline Miami 1 (with the exception of quickly picking up a gun to kill fat guys or enemies in inaccessible areas). The fact is, there are less ways to get through each level compared to HM1 since the level design often forces you to play in a specific way only. The game barely ever allows for creative strategies. The first game encouraged you to be reckless, it told you it was okay to fail, but this game forces you to be slow and methodical, which just feels like the antithesis to what Hotline Miami should be about. Something else that contributes to the levels being poorly designed is readability, which can often be abysmal. Sometimes it's very hard to differentiate between what you can be shot through and what is proper cover. Honestly, most stages feel like they were ripped out of some hardmode fangame: they're poorly designed and unfairly hard.

On the technical side of things, this game is an absolute mess. Hotline Miami 1 wasn't exactly polished but, in my experience, I've encountered far more glitches with this game that often got me killed, and the fact that a single floor in HM2 can take several minutes to get through just makes dying to a cheap glitch MUCH more frustrating than when it happened in the first game. The enemies react more like robots than ever, like how common it is for them to witness dozens of their buddies dying right in front of them and not react at all, as well as hearing gunshots going off right beside them and not get alerted. There are some "special" enemies like the dogs and the prisoners that run at a supersonic speed to try to strangle you that can just materialize through doors, and if you are even near a door when one of them is chasing you have absolutely zero chances of surviving. Also, HM2 has a lot of input lag by default because turning VSync off in-game doesn't work, you're gonna have to do it manually through your graphics card's control panel. Wish I knew this earlier, because I played through the entire game (INCLUDING HARD MODE) with that horrible input lag at first.

The game carries something that was a minor annoyance in the first game and turns it into a major one: there's no way to know what weapon you'll get from a pile of guns. Since the best strategy to kill enemies in this fucking game is to show yourself for a second to lure them to a corner, you'll just end up with dozens of weapons stacked on top of each other, and then you'll try to pick up one of them to kill that fat guy that is running towards you and you'll just die horribly because you picked up a gun with no bullets or a melee weapon.

Another thing that heavily frustrates me is how you are now unable to get points by knocking enemies down, unlike the first game. It's absolutely infuriating to accidentally knock over a large group of enemies now, since HM2 has excruciatingly long animations for executions and no way to cancel them, so knocking enemies over can easily make you lose you combo or even get you killed. Thanks to this mechanic I never even try to go for highscores here, which is something I loved doing in HM1.

And then there's hard mode. I'm willing to believe this is just a sick practical joke implemented by Dennaton to laugh at our faces. It's pretty much impossible to finish the game on it without cheaply dying at least a couple hundred times. Forcing myself to beat Hotline Miami 2 on hard mode was one of the worst experiences of my life, not even joking. I got no gratification or feeling of accomplishment from it, just a feeling of "thank god that's over."

Now, some people might appeal to the braindead """argument""" of "you're just bad at the game" while ignoring all of my points entirely. My dude, just check my Steam stats for both this game and the first. I got all the achievements, which means I finished the game on hard mode, and I'm able to get an S ranking on most stages with relative ease, so these opinions are coming from someone who's very experienced with both Hotline Miami games and probably much better than you are. I don't wanna come off as being arrogant here, but some people are just unbelievably dense and can't provide a single counter-point to refute me outside of that.

One thing I feel like could have been done to improve the game quite a bit would be the implementation of a system where, after you beat the level for the first time using the character that's supposed to be there for the story, you could choose any other character when you play that level again, like in the LEGO games. Maybe let you play as Jacket (with all the original masks) and maybe even Biker. From a story perspective that wouldn't make sense of course, but why should that matter? Fun/replayability/variety should be the priority here.

Now, for some actual positives. The soundtrack is absolutely incredible, as expected. Go and listen to Roller Mobster, The Way Home, Le Perv, In The Face of Evil, Bloodline... Hell, just listen to the entire damn thing. Graphics also look fantastic. Very stylized like the first game while managing to look much smoother and being able to pack much more detail into every level. Only problem is, that detail can sometimes make enemies harder to see, and there were times when I died to an enemy that was behind foliage or something like that, but again, that's more of a problem with the level design than anything else. Animations are also pretty good and generally smoother than the first game. And finally, I actually think they did a pretty good job with writing an interesting story, deepening the lore, and tying everything together with the first game, but (without spoiling anything) the ending just felt like a lazy cop-out.

So, in conclusion, if you're a HUGE fan of Hotline Miami 1 you might want to grab this for the story, but if you're just looking for some reckless, fast-paced and fun gameplay you're better off playing through the first game again.

It’s always surprised me how much harsher the general opinion of Hotline Miami 2 is in comparison to the first one. Like I mentioned in my review of Hotline Miami 1, both games are extremely important to me, and 2 is no exception. I’ve always enjoyed this game, to the point where I’ve spent a little over 100 hours playing and replaying it in comparison to the 20 hours I’ve spent with the original. I understand and sympathize with a few of the reasons why most people don’t seem to like it. Its approach to level design is vastly different from the previous game, and a good amount of the levels don’t accommodate the way a majority of people preferred to play the original. I don’t believe that this makes the game inherently bad, though. It definitely has some problems, a few of which are shared with the first game, but overall I think that Hotline Miami 2 is a fantastic successor and most people judge it a little unfairly.

Nothing has really changed between the first game and the second in terms of core gameplay. You’re still clearing out rooms of enemies that all die in one hit while avoiding that instant death yourself. This is both to Wrong Number’s benefit and it’s detriment, as pretty much every single problem with Hotline Miami 1’s gameplay goes unaddressed here. Enemies still don’t react if someone in front of them gets shot, and it’s still a bit random whether or not they’ll consistently react to the sound of gunfire. The cursor is still really thin and hard to see, it doesn’t contrast well with the game’s environments at all. There’s still the problem of not being able to tell which weapon you’ll pick up from the ground when multiple weapons are in close proximity to one another. It’s actually a bit of a worse problem here because the level design of Hotline Miami 2 generally forces you to manipulate enemies by alerting a squad of them to your location and ambushing them, meaning you have to frantically comb through piles of weapons stacked on top of each other rather frequently. It’s pretty disappointing that these problems from the first game don’t really get addressed here.

What does get addressed though, is the undercooked mask system. It’s pretty heavily reworked to fit the large cast of playable characters. Some characters have a smaller selection of minor gameplay modifiers you can pick before a level, like Jake and The Son. Others like Beard and Evan Wright have their own playstyle or spin on the core gameplay. I greatly prefer the changes Hotline Miami 2 has made in this regard. I really enjoy being forced to vary my tactics slightly depending on who I’m playing as, it keeps things feeling fresh.

The biggest and most controversial change from Hotline Miami 1 is Wrong Number’s approach to level design. While the game starts off with shorter and more cramped levels comparable to those of the first game, the levels gradually increase in terms of scale. They get much, much bigger and far more open. These levels can force you to change up how you approach them compared to the smaller and more claustrophobic levels of the first game. You can’t really run through them guns blazing, as constantly exposing yourself will subject you to gunfire from enemies that aren’t even on the screen. Instead, they require you to rely on manipulating enemy behavior and having them come to you, either by briefly exposing yourself to their line of sight before taking cover, or with the sound of gunfire. This allows you to take out groups of 6, 7, 8+ enemies at once in an adrenaline fueled scramble that’s just as satisfying as the gameplay of Wrong Number’s predecessor. You’re definitely not going to realize this initially though, especially if you have a lot of experience with the first game. I think that’s a big reason why people dislike this game so much. Coming to terms with its level design approach is pretty essential to enjoying it. One could argue that this makes the gameplay boil down to trial and error, but in all honesty, I don’t see it as any more trial and error than Hotline Miami 1’s gameplay, especially its latter levels.

Second to the level design, Wrong Number’s next most controversial change is its approach to storytelling. Unlike Hotline Miami 1, which was sparse on story details and generally required the player to fill in the blanks themselves in regards to how the world works and what’s going on, 2 tells a much more detailed and involved story with a huge cast of characters and a lot more dialogue. It presents a series of events that take place before, during, and after the events of the first game that really flesh out the characters and world. However it presents those events in a non-linear fashion, and in conjunction with the surreal aspects of the plot, it seems to cause a lot of confusion among people who initially experience it. Personally speaking, I’ve never found Hotline Miami 2’s plot to be confusing or hard to follow at all. Yes, each character’s story does take place at different points in time, but that character’s story is still presented in a proper sequential order, and even if you’re not paying attention to the dates that are displayed whenever you switch characters, the game offers plenty of context clues in regards to when a certain cutscene takes place.

I love this game’s story, in all honesty. The alternate take on the Cold War and its effects on history is fascinating. It enriches the story of Hotline Miami 1 by providing gut wrenching context to the world and the events that transpire in that game, including Jacket’s motivations. I love all of the characters and what their individual stories represent. The game might beat you over the head with its core messages and themes, but considering how the themes of the first game largely went over most people’s heads (including my own initially), I can’t really blame the devs for taking a more direct approach with their storytelling this time around. The developers had a lot to say with this game’s story, and they said it loud and proud. I don’t like to go too in-depth with story details in my reviews, but the video Hotline Miami 2 is a Misunderstood Masterpiece by Ovandal does an immaculate job explaining the symbolism and appeal of the game’s story in great detail, and I highly recommend it (spoiler warning, obviously).

The game manages to have an even better and more bombastic soundtrack than the first game. A big reason why this game is so special to me is because it introduced me to the absolutely phenomenal music of Carpenter Brut, who became one of my top 5 favorite musicians of all time. His music continues to motivate me and hype me up to this day, and I am not exaggerating when I say that I’ve been able to lose dozens of pounds working out to his songs, which are blood pumping synthwave masterpieces. Roller Mobster and Le Perv, are used in the game’s soundtrack, and in my opinion, they are two of his best works. I don’t want to get too off-topic though, pretty much every track in Hotline Miami 2 is fantastic, and used to brilliant effect. The opening scene to the level Execution, where The Henchman tries to reach his girlfriend on the phone as The Fans pull up to the Russian bar is synched to the intro to Perturbator’s Sexualizer, and the way the bass kicks in just as The Fans’ van screeches to a halt gives me goosebumps every single time I come back to this game. The developers utilize this game’s music in a way that I wish more games did. Writing a scene and creating a level based on a specific song amplifies the song’s effectiveness and really adds to the immersion.

Hotline Miami 2 is a powerful and bold statement, and I feel like most people that play it just don’t want to hear what it has to say. It just completely floors and frustrates me that people don’t see the value in Hotline Miami 2, that they get so blinded by their frustration that the game isn’t what they want it to be that they write it off entirely. The learning curve is higher than the first game, the approach to level design forces you to play differently from before, and the story requires you to slow down and process what is happening, where it’s happening, and why it’s happening. Not everyone wants to go through all of that to enjoy a video game, and I get it, but man does that make me sad. I treasure both Hotline Miami games, but a lot of what I love about this series comes from Wrong Number. I hope that as time passes, people give it another chance, and see it for what it is. It challenges its players not just through its difficult gameplay, but also to see the bigger picture regarding its themes and messages as well, and coming to terms with those challenges led to one of the most rewarding experiences in video games I’ve ever had.

Unravelling my thoughts on Hotline Miami 2 was about as difficult as it was to understand its story. On the one hand it iterates on the gameplay of the original in interesting ways, there is a tonne of variety thanks to the whole host of characters you control throughout the story and the gunplay is as tight as ever. However, for me the story was disjointed and there are a few missions with weak level design. I think the more open level design is effective in some scenarios but in others it slows gameplay down too much. Overall though this is still a thoroughly enjoyable gameplay experience, and as gameplay is king for this genre of game, the lacklustre story is forgivable.

2015 Ranked
Indie Recommendations

A slow burn Spiral into Madness

If Hotline Miami was the time everyone had simple fun, without much care in the world. Hotline Miami 2 is the horrible hangover and the direct response at what happened after and before the first game.

You take the role of multiple protagonist, way more than in the first game. Each with little gameplay quirks while not being totally different from one another. Each one having to deal with their very own problems throughout the game, all tied with the events of the first game.

The story is fractured in little fragments so you'll have to piece together those events if you really want to experience something that makes more or less sense. The gameplay is exactly the same as the first, take down every enemy on the floor and keep moving until everyone is dead. It really isn't that complicated for a game loop. It can be enjoyed while being a bit hard at times if you are not patient enough and just threat it like the first game. Be careful approaching this game.

If you want my quick opinion of it I think it's a great sequel to an already great game, everything is aplified, expanded and enhanced on some of the areas the original that lacked polish. Though, it won't be as simple as the first as I said before and this game wants you to get invested in what it offers.

So far what I said it's the general description of the game. What people could expect jumping from the first or game or like me and started with this one in particular. But it goes a lot, more deeper than that. I took notes with what this game tried to do, so if you want to keep reading it's going to get a lot dense from here on out.

Hotline Miami 2 are the rammifications of the first game, in general. Critics, fans, new players, and even the reception of people not affilated with games at all. Hotline Miami was both acclaimed critically and by fans, or those who eventually turned into one with this game. But Hotline Miami 2 changed some of the fundamentals or the core pillars of why people liked the first game, a big tone shift. You know, the neon lights replaced with a somewhat less picturesque color palette. The fun psychedelic party-like songs replaced with melancholic or overly agressive tunes and so on.

The characters went into a big shift as well. Instead of 2, we get a total of 12. Some get more screentime than others and affect the story in a greater or lessen extent than others but everyone all contribute to the story, the symbolisms and the general message this game tries to convey by the end.

Every character for better or for worse replicates what Jacket and Biker, the protagonist of the first game did back in 1989. Take for example Martin Brown, the Pig. He's star actor of a slasher movie. The events that inspired the movie are loosely based on the story of Jacket and the Russian Mafia. As the movie goes on, his reality starts to break and take the role more seriously than needed perphaps, he starts acting like The Pig outside of the movie studio. What is real and what is not starts to be a challenge for him, this is a constant for some Hollywood actors already and their personality changes overtime because of it. What was supossed a movie to make a quick buck on the events of Jacket, turned his main actor into a maniac. That very same movie wasn't even the correct interpretation of Jacket's story, instead they portray him as a lunatic murder with an animal mask that kidnapped girls because he wanted to. This perspective can be shared for the people that saw the original Hotline Miami and didn't really understood the action of Jacket and decided to spread only superficial information and didn't want to go deeper than it, what can be visually shocking. I can personally attribute this either bad journalism, or even the press those who didn't got the message and still decided to speak their mind about it. What I just explained is presented in a matter of two levels.

On the other hand we have Evan Wright, the Writter. He's in charge of investigating the events of the first game. As he goes along his journey he will try to interview people that may or have not been involved with the Russian Mafia incident back in 1989. His main gameplay gimmick is that he doesn't "hurt" people in the way we really know. Yeah, he doesn't kill at first glance he just knocks them off and leaves them unconscious. A man who go obsessed with the case, so much so he was consantly risking his life for so little information the goons and the mafia were able to provide to him. He never had to be involved, unlike Biker but he wanted to. This character mirrors the people that wanted to really make sense of the events of Hotline Miami, the first one. The friendly and non violent actions of Evan can be reflected through the people that made theories about the first game and got obsessed by it. Both of them turn crazy at the end of their story arcs. Evan with his book that never got finished and Martin when his reality shifted at the "Final Cut" of the movie. And this are just 2 of 12 examples, 2 that I thought were the most important and that can easily relect what I meant.

There are countless examples out of the 12 characters, reflecting the reception of the first game, and Dennaton just made a story out of it. The story is full of symbolisms and hidden meanings that can't be noticed in the first playthough. If it never made sense to you, try to interpret what this characters meant. Even while playing you'd feel the characters personality while killing their enemies, though it may comes just as incosistency in design at first glance.

Let's moves to something more easy to digest. The levels themselves, aren't they any good? Yes, and no. The levels are bigger than the first game and are more spacious as well. My personal advice is to threat this game with patience, even I after 500 hours can't complete some levels without dying on Hard Difficulty. There aren't many scripted sections in this game outside of gameplay, is all mostly straightforward to the end and if possible a cutscenes that puts the level you played in context. This is the reason I lowered half a star, people can get to annoyed the first time around and feel it isn't their fault and I think they are right, it can get very overwhealming to some.

Believe or not the technical state of Hotline Miami 2 is miles ahead Hotline Miami. When it comes to enemy hit detection is much more accurate, and the AI while not perfect it's in a much better state and prepared for combat, makes so much sense after you get use to it. I won't even talk about the music, you know it's good.

Those were the main factors that made fall in love with this game. It's subersive while at the same time being more Hotline Miami with a twist so it isn't what you expect but at the same time you are familiar with it. Everything a sequel should strive for.

Uma versão ainda mais ambiciosa, emocionante e violenta do primeiro jogo. OST maravilhosa e história marcante.

Vale a pena dar uma olhada na wiki depois de zerar pra entender a história.

This review contains spoilers

Since the game is a bit too high IQ for me and thus would require from me to put an effort in writing an actual write-up, ill just throw in some incoherent ramblings I had on discord since recent chainsaw man chapter got me in good old hotline miami mood

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Hotline Miami blurs the line between human and inhuman, whether 'humans are still animals or not' idea is just an excuse, is their humanity a pretense or is it their animalistic behaviour thats a pretense?

anyway you can see Hotline Miami 2 cast as different type of characters that could have been protagonists of the sequel and I think after coming up for so many backstories, writer had an idea to make meta commentary and the subversion on the concept of sequels

difference in level design in contrast to the first installment makes it rather obvious that not a single individual from the ensemble cast is really up to being 'Jacket' that is an idea. On top of them having their individual type of gameplay to reflect their psyche, they all are also a bit too methodical and calculating to their approach to murder and are not as much into delirium when compared to Jacket who was merely seeing things in coma a lot of times and hence his dreamscape being a bit less realistic.

you see Jacket and how his behaviour influences different type of deranged people with their own masks and animals to live with and not only they can never live up to the standards of how Jacket is being idolized and immortalized, but they also never really grasp that whatever they take out from it is not the reality. reality is more fucked up but they get reality check, memento mori and reminded of their mortality

oh the game also has 'recorded' type of presentation when you are supposed to 'eject' the game for it to end, as if it was some cassete shit
it can be interpreted as scattered records to understand the truth on your own (sorta like Higurashi)
but its also usually used to visualize sociopathy (like in Kane and Lynch 2, where 'camera' is basically behaving like a camera man constantly following the main character behind)
there are a lot of interpretable shit

the monster The Son fought in the end was basically him killing The Fans but he was tripping, thinking he was entering valhalla but merely killed himself, he achieved catharsis only in his delusions while just randomly killed himself in reality. fan trip is also probably a result of him projecting jacket into the fans. they are inspired by jacket and were comrades to him in the war (son doesnt know this but its still relevant to the fans' character) and them wearing masks and then targeting the russian stronghold in the finale probably influenced sons mind in that regard

in hotline, we see jackets daily life and how he behaves extensively. his home is mostly empty. we do not see him interact with anyone up until he saves the girl kidnapped by the russians. there doesnt seem to him having anything whatsoever that doesnt make his life completely barren. we dont even see him doing his actual job and his life outside of his apartment and hits on the mafia. these all build up for his sociopathy, making it seem as if he is unable to connect with anyone or be able to complete anything outside of his violent missions. him being mute may just a trope. regarding the events of the games, beard and jacket served together in hawaii and jackets life is then saved by beard. later both of them are discharged and are assumed to have maintained contact with each other. however, towards the end of the war, russians nuke san fransisco, where beard is located. jacket is devastated by beards death, as he sees him in his dreams in the hospital, indicating that he formed a close friendship. this however may be interpreted in a different manner. it may be that due to jackets completely barren life and his unresponsive character, he simply may have exacerbated beards connection and attitude towards him, which build up his sociopathy and social ineptitude even more. after the nuking of sanfran, russia and america governments form a coalition to put a stop to future conflict, and america is humiliated. huge waves of russian immigrants flood america. this flooding is implied by the fact that bolshevik russia was an economical shithole while america was prosperous in the 80s. russians taking advantage of this as well as the indiscriminate bombings and humiliations in the war heightens tensions between the russian immigrants and american citizens. the russian mafia expanding in various parts of the country complicates this even further. the general from beard missions founds 50 blessings organization with other individuals who are disillusioned

with the american governments handling of the things. they attract others into their organization by putting up a patriotic front, but the exact motivations and mannerisms of the higher ups is left to different interpretations with the janitors and the generals behaviour. going back to jacket, as 50 blessings starts recruiting or forcing others to hit russian locales to further their so called patriotic front, jacket is also recruited. jacket accepts everything that is thrown at him. he doesnt ask questions. he doesnt wonder why he is doing what he is doing. he simply seems to not care. he brutalizes russians and their american associates (politicians, fat black enemies in levels, 3rd party drug dealers) without a hint of emotion. the major interpretation is that jacket despises russians because of them killing beard. whether jackets relationship with beard was genuinely mutual or it was his sociopathy and delusions manifesting as early as the hawaiian conflict is up to your interpretation. but in the very first level, despite not showing a single hint of character and personality when killing the russians, he beats a homeless man because of him being a witness to his operation and kills him. and then he pukes. jacket is so far removed psychologically that he feels genuine remorse and/or shock for killing any other guy, but his behaviour is twisted with the russians. he does not have any relationships, and is a complete recluse. he is unable to connect with anyone but then finds the girl tortured, raped and drugged in one of the russians dens and starts an intimate relationship with her. because of her presence, he starts to clean his apartment and seems to correct his errors more often. they eventually are implied to even have sex. the girl may be way over his head because of the trauma she recieved, and such situations cause people to haywire in the head, ie create feelings for people who rescued them instinctually. but jacket does not give a fuck.

he simply relishes in the girls affection for him and either tries to genuinely correct himself or deludes himself due to his erratic psychology. again, this double interpretation is due to jackets sociopathic nature already established with his treatment of the russians regardless of which way you wanna pull it, and so you can either view a lot of stuff he does as genuine or irrational. the latter part i have mostly not seen being said in any hotline community, but i dont interact with them anyways. yet all of that we see is unreliable anyway, because richter shot jacket and jacket was in the hospital dreaming of all the events that transpired before him waking up. this part concludes jackets sociopathy which the video talks about. his ignorance is his other major side of his character. not once does jacket question the authority that tells him to bomb this and kill that. he doesnt give the slightest fuck about why he is doing any of the things he is doing. he never even tries to pick up the pieces together even when there are major hints right in front of him. richter, jake, the original tiger mask guy and plenty of others can be found throughout the levels tortured or murdered by the russians or locked up. they were doing the exact same thing as jacket did, but he never even cared, he didnt even make an effort to notice. richter pleads uselessly to jacket but when he does he also alludes to 50 blessings and how they are connected to everything. instead jacket refuses to listen, and thinks that it was the russians all along. since he doesnt give a shit, he makes up his mind on how the events transpired and concludes that there were rivaling russian factions that wanted to destroy the other ones, and that jacket was simply used by one of them against the other. he stands on trial and gives that statement to the judge. that is his ignorance. instead of trying to get a grip and focus on what is really happening, he just pleases himself with violating russians.

this ignorance and cowardice is also represented in other characters like biker, fans, son and evan. like i have said before, it mocks those who are capable of dealing with the issues at hand but choose to satisfy their base desires instead, and so the generals deranged speech is the clearest statement of what is going on in the minds of those characters. the meta comes into play here. just like how the characters dont give a shit and refuse to reason, to think, to understand, the players themselves also do not care for hotlines story, and the devs criticize them for that, as they think the story and what its saying is important. most hotline fans couldnt give a fuck about anything other than the ultra violence you can perform in the games, and so they complain about all these nitpicky issues about games length, level designs and gameplay issues, which are valid, but neglect the heart of hotlines story and do not want to bother with what the devs are trying to say. so to them what happened is just delirious meme-y bullshit that they couldnt take seriously. and the devs clearly give a huge fuck about the story because look at how intricately woven it is inside the various events of the chapters and how it stretches and interconnects between the perspectives of the various characters between the games. and so richard berates jacket and the others for their inability and cowardice. not because he thought they truly had any power to stop any of what happened, but because they chose to remain lowly while neglecting everything. this is what richard is. an omen that tells people about their impending doom and criticizes them in a completely humane manner, like any other sane person looking at what the people of hotline were doing.

jake was so loyal to the cause and just showed genuine support for the faction and was ready to go berserk but they killed him canonically actually, executed by 50 blessings, it builds generals jadedness and how he doesnt give a fuck about nationalism or patriotism actually

general being coerced to force his soldiers to perform suicide ops because of goverment pressure and patriotic rhetoric being flipped in current hotline era by how he tricks losers by nationalist rhetoric and sends them on suicide missions themselves to unravel russian political dominance

pardo is a mentally stunted attention whore. his personality can be regarded as an aspect of masculinity(though its not exclusive to masculinity). the desire to be on top and be recognized by all. having all the lights shine on his ass and get all the fame. jacket is publicized and his murders are all over everywhere. everyone talks about it and discusses why this mf did what he did. he also has anger issues. we see him suicidally charging into drug dens and cartel bases killing everyone. thats his way of cooling off. and he also has done some pretty fucked up stuff that would cost his job and evan knows this, hence why evan forces him to give info, saying that pardo owes him big time. being pissed about jackets rise, pardo then starts his own murder spree. at first he doesnt know or understand what would get hot on the press, as he didnt murder people meticulously but just gunned down criminals. so he just slits someones throat and thinks its all good. then the cops arrive at the scene and he keeps telling both them and evan that this miami mutilator case is much more sophisticated, subconsciously trying to exert his presence and overtake that of jackets. there is an instance where lightning flashes and we see camera crew filming pardo and the scene. both are more hints to figure out his craving for attention. later, the fans become famous and that makes the jacket case and the situation with the masked murderers across miami even more hot. this pisses off pardo so he tries to get more violent with his methods. disembowels his second victim. then goes berserk and charges into colombuian ship. in his latest murder he slips and leaves evidence for police to find him. the scene is also much more gruesome as this time he flayed the skin of the victim when he was alive, then ripped open his chest. both him slipping and being more grotesque can be interpreted as his subconscious giving way for his apprehension, as that is the quickest way to fame, to stand on trial

like jacket is on trial right now. afterwards he realizes he left his gun at the crime scene and encounters his other criminally insane self, which is a very basic bitch scene. he then dreams of how his apprehension would play out. him being all regretful and telling he had no choice but to do it, killing all the officers trying to take him out, etc. which is even more emphasis on his attention craving fantasy as that is even more newsline worthy material. just like what jacket did to confront richter in the police precinct, gunning down all the cops there. then he wakes up and gets a call thinking his fellow lawmen are gonna bust his ass. he gets paranoid and barricades himself and drinks. but in reality it was them calling him because the russians were gonna nuke the place and his help was needed. and then he dies in his manic state, getting nuked into oblivion like evan, jacket and richter. pardo is the sideman who got delusional into thinking that he needs to be at the center of everything and destroys his life to do so. but in the end it doesnt even matter. no one had the opportunity to figure him out and he died like all the rest.

beards relationship with jacket is also kind of fascinating in regards to how jacket percieves it. he wanted revenge for Beard but probably also thought he was as cool as Beard

Him seeing beard dead next to Richter was already a hint to him slowly ‘remembering’ and blaming it all to Richter, but there is more to it

beard missions portray jacket and beard as comrades but they arent shown as close friends, beard is just a good guy that did what he thought best, the photo scene can be just jacket doing at least some sort of action to establish human contact, but his perception of beard in his dreams and how little interaction there is between the two in reality gives way to jacket being delusional cunt exacerbating his relationship and finding reason to commit mass slaughter without a good excuse

beard and jacket relationship is open to two interpretations. jacket being emotional because of beard death simply because they were friends. You could also say that the other aspect fits more in character with jacket is jacket deluding himself with beards perception and reception of him and then exacerbating it

the idea that someone could do all that shit to Russians was probably plausible since The Beard was just that good so nonchalantly, unlike literally anyone else who holds malice in heart, and all of it got catalyzed by something that was not done in malice at all, hence the cover of the game where Beard is looking into atomic explosion that came out of nowhere to him, he was just doing army gigs after all but somehow it kickstarted environmental destruction on which he had zero awareness and control over. Sort of like ‘death of the author’

i doubt Jacket genuinely cares about beard in a way that would be considered genuine or emotionally healthy and he is using beard as an excuse for his own bullshit desire to go berserk and massacre russians, but he still has gripes as the only time he didnt kill russians and others that werent adverseries made him puke his guts out, like he doesnt question what he is doing with shaking the russian mafia even once during the events of the game, he just goes along with everything 50B is telling him to do, he is senseless and doesnt care, he just likes hurting other people

and thats why richard reprimands and scolds him. because its too late and he never even tried to understand what was happening around him. did you notice what he was saying in his testimony in trial chapter - he was saying how rival russian factions manipulated him to take each other out - fucking dumbfuck.

he would not care about Beard, he was just nervously smoking shit in army and was not talking to anyone

in stories like Apocalypse Now and stuff influenced by it, we always only get stuff about army and how it turns people psychotic and full of PTSD but they always leave the rest up to interpretation. in HM, Apocalypse Now shit is moreso an army backstory, while consequences of such an experience are shown and taken to the extreme

Richter man just lives in shit and has to take care of a mother thats pretty much dying with natural causes instead of violence or anything and he can't really fight it in any shape or form. It's a conflict that can even be associated with Superman

richter in actually is a normal dude who cares about his loved ones and is forced into take action by others threatening to take that away from him, but jacket just sees him as basic villain and richter is also apologetic and sympathetic towards him when he gets confronted in prison, he also makes richter responsible for all the stuff happened so that builds into him deluding himself into thinking russians were just doing their own shit and take each other out, he also makes richter evil by him saying diabolical shit and shooting his woman

i dont even know if richter was the one who shot jackets woman

Its also cool how HM2 menu is nuclear blast and they basically bomb the idea that HM3 could ever exist, pretty much a final nail to the so-called ‘sequel’ coffinn

Don’t remember if I mentioned it above but theres also a cool detail in the game that you can’t actually hurt women in the game and you get punished for even attempting it.

Oh yeah music and level design also fucks in this game idc







Good times never last

poderia falar sobre o quanto eu NÃO GOSTO desse design megalomaníaco do jogo, é um exagero bizarro de inimigos e tamanho de fases e a duração delas, a ponto de cansar absurdamente, mas só vou falar que eu amo muito esse universo e eu amo de verdade a narrativa expandida nesse jogo, os personagens e as histórias deles se conectando e absolutamente tudo que NÃO seja a gameplay, eu te amo Richter, a mãe dele e o Henchman quebram muito meu coração, e eu poderia gostar mais do Beard se as fases dele não fossem as mais miseráveis do universo

The only good thing is the soundtrack and like, two levels, its ok in general i guess

This is a fantastic indie game that I recommend to everyone. The soundtrack is phenomenal and the gameplay is way more confident and punchy than the first game with the introduction of new mechanics and multiple playable characters. I know the story is finished, but I would kill for a third entry in this franchise.

In my quest to write a review for all my favorite games on this platform i realize that all i could do for HM2 was just provide a worse version of what some youtube videos have been saying for years. The story is sooo flipping good, it critiques violence and war, and manages to be bigger and better than HM1, sure theres literally *2* levels I don't enjoy but the last level with the fans is peak of whatever you would call this genre. Bumping it up to a 9 in my head, just thinking about this game makes me happy, that stuff like this exists

For my whole time in the video game world, I was told "Hotline Miami 1 is infinitely better than Hotline Miami 2." And despite that being the safe answer. However when I beat it, Hotline Miami 2 instantly became my favorite video game of all time, and one of my top 3 favorite pieces of art. Believe what people tell you. This game is brutally difficult. It takes a lot out of you, and the first was not as hard. However, I never found the overwhelming difficult nature of the game excruciatingly bad. I just wanted to keep playing to finish the story, because of how invested I was in the characters. The Narrative of Hotline Miami 2 is very confusing. Everything is in a loose order. Through this style of storytelling, you wanna keep playing the game to unpack it. And overall, I was mesmerized by the gameplay. It's so fun and intense, and this is one of those games where you need to plan your kills out. And I am not going to spoil the story of the game, nor the ending. You have to play it for yourself. Just letting you know, It does not end on a hopeful note.


Hotline Miami 2 is not as good as its predecessor. The level design is noticeably worse than the first Hotline Miami; levels are far less readable and much larger, containing far too many points in which enemies can kill you from off-screen - the cardinal sin of action game design. The end result is that the player is conditioned to approach levels at a slower, far more methodical pace, using doorways as choke points to clear out a room before moving on, rinse, repeat until the chapter is cleared. In HM1, where levels are tighter, more constrained, and dense with enemies, I was powering through like a tornado of violence, clearing rooms in seconds and maintaining massive combos while using a variety of melee and ranged weapons. HM1 feels like driving a sports car at the absolute limit, as you're constantly toeing the line of failure in the pursuit of even more performance. In comparison, HM2 feels like driving an old car on its last legs, strategically managing every turn and intersection to avoid breaking down before you reach your destination.

So yeah, HM2 isn't as Capital G Good as the first game. It is, however, a far more interesting work.

This is an ambitious, sprawling double album versus the the tight, razor-sharp debut that is HM1. HM2's narrative is far more reflexive - on its predecessor, on it's own status as a sequel, on the success of it's creators and the struggles of game development, on violence, the media, sensationalism, the military industrial complex, mental health, and love. It is a frequently confusing, often bloated work that is reaching out to express everything that is on its mind, cohesion and coherency be damned. It doesn't quite know what it wants to say, but it can't hold it in any longer. It is a clear labour of love, a deeply nihilistic passion project, a misunderstood masterpiece that would only ever work as a video game but is unfortunately kind of a bummer to play. It's like a cross between Metal Gear Solid 2 and Pathologic.

It's like The Last of Us 2 if it weren't written by Zionists.

Took me a while to finish this because I was busy with other games and Take Over gave me a migraine, so, here we go.

The sequel more or less ditched the subtle storytelling for a more direct and melancholic experience. Starting with the title screen, you are greeted by what appears to be the charred and desolate remains of Miami with a sad tune that further accentuates the feeling of melancholy and helplessness.
There is no hope for salvation in the world of Hotline Miami for any of the characters.
Beginning with the Fans, who are a bunch of stupid lunatics who revel in the act of killing for killing sake to attain infamy in seeming admiration for the acts of Jacket in the first game. In one level, they take an odd job not in line with their motives, where they go "rescue" Ash's friend's sister from a bunch of hooligans. Ash thinks of this job as righteous, which is further established in the name of the song that plays in that level, "In the Face of Evil." (This is my favorite song in both games)
In their final level, they are brutally murdered one by one by two of the most reprehensible characters in the game, The Son and Pardo, even after Tony pleads for his life and was ready to accept his due punishment.

Next, we have Pardo. A corrupt cop with no morals, be it enjoying the act of killing and kills indiscriminately or divulging secret police information. In his final level, he is met with a strange dream where it is revealed that he was the Miami Mutilator, which was characteristically appropriate.

The Son is a reckless psychopath who doesn't fear going into enemy territory alone and doesn't think of anything other than expanding his reign. He meets a tragic end where he, quite literally, gets drunk on his own power and massacres his men, he is then plagued by monstrous visions of the Fans. At the end, he commits suicide by jumping from atop of his kingdom.

The Henchman tries to leave the life of crime behind and live a peaceful life with his girlfriend, but after doing his final job and taking the money back home, his girlfriend takes his money and leaves him behind. He then dies a meaningless death by the hands of the Fans. It seems ironic that The Son is the one who then kills them.

Jake is a stupid idiot who gets caught up by 50 Blessing's scheme and gets shot after he proved to be a liability to them.

Richter is also another character who tried to do right, the song that plays at the beginning of his levels are sad and quiet (another of my favorites), in contrast to the one that plays in Jacket's levels.

Don't have anything to say really about Evan or Beard, as they are both the only characters who were genuinely good people.

At the end of the game, after all the madness and misery, all the characters who were not killed, the ones who just wanted to spend their final days with their loved ones, the ones who wanted to open a convenience store after witnessing the horrors of war, the ones who already have no hope for themselves, are all vaporized by a nuclear bomb.

Richard: Looks like you've gotten yourself quite comfortable over here. You know what they say about good times, don't you?

Richter: Yeah. [...] Good times never last.

Richard: That's right. Soon this will all be over.

Richter: I had a feeling things would catch up with me. [...] Are they onto me?

Richard: Oh, no. This... This is much worse.

Richter: How long do I have?

Richard: You? You don't have much time. No one does.

Richter: There's nothing I can do about it, right?

Richard: No. By now there's nothing anyone can do about it.

Richter: Okay. No need to fight it then.

Richard: I'm glad you understand. [...] Leaving this world is not as scary as it sounds.


As for the gameplay, the levels were more open than the previous game which made it much more harder, and sometimes downright impossible, to play recklessly, which the game seemingly encourages.
I liked the variety of the different characters, especially the Fans. Ash & Alex were my favorite characters to play as.
The music is much better than the previous game with so many bangers.
Aside from some segments that gave me a stroke (the guy in Release, Take Over, Casualties), the game is pretty damn good.

This review contains spoilers

"GOTTA GET A GRIP"
"GOTTA GET A GRIP"
"GOTTA GET A GRIP"
"GOTTA GET A GRIP"