This
article contains spoilers of gameplay scenarios and plot points in the game, “Hotline
Miami 2: Wrong Number,” by Dennaton
Games, published by Devolver Digital. Played on PlayStation 4.
It’s often easy to forget that video games are a
relatively new medium of expression. Looking back at our earlier days, we see a
plentitude of experiments, some of which stuck and would later become popular
franchises, and others which were forgotten to all but a niche few. Having not
been around during the 70’s and 80’s, and having never owned a Commodore 64, a
Nintendo Entertainment System, a Sega Genesis, etc. makes it hard for me to
say, but it’s easy to imagine that for game designers, it had to have been a
beautiful time, a vast expanse of possibility, ripe for exploration.
Programming was difficult, and access to the tools and knowledge necessary to
produce games were subject to only an elite few.
Things are different now. The independent games
scene of the last eight or so years has finally been able to find an in with
the “big boys”, and their productions became more noticeable. Nearly half of Paste Magazine’s top 30 games of 2012 alone were developed by
very small teams. Some, indeed, with the financial and developing assistance of
publisher support, but none faltering in their independent creative spirit.
Games like Journey, Dyad, Spelunky planted new seeds upon well-worn territories with which to
reinvigorate and rebuild outward in new directions.
Hotline
Miami stood tall amongst that crowd of releases. Tight
and brutally difficult yet satisfying gameplay, a ferociously-pulsating
soundtrack which made legends out of unknown beatmakers, primitive yet
eerily-effective pixel art, and a simple and relatively unpretentious premise
with some faintly thought-provoking philosophical posturings all combined to
form an extremely satisfying experience. By the time I had completed it, I felt
as if I had arisen from something which at once felt a comforting fever dream
yet also a nightmare. Hotline Miami
was a self-contained, lean experience; you didn’t need more. Even if you didn’t
understand its plot, it didn’t matter much; the game wanted to simply let
itself wash over you with its gunshots, cyberpunk tunes, vigorously-vibrating
gradient backgrounds, and, uh, masks. And that was that, or so it seemed.
Not too long after the original’s release, a bundle
of downloadable content which was being developed for the original game
spiraled into its own sequel, which took a surprisingly long amount of time to
release. I was cautious, but optimistic that Dennaton’s sequel would contain
enough new gameplay ideas to feel like more than simply a timid retread of old
stomping grounds, but I’m left a bit slighted, confounded, yet even somewhat
indifferent with the results.
The core gameplay loop and control scheme of the
original is left intact here. Hotline
Miami 2 is still at its core a top-down twin-stick action game, with
weapons with which to shoot, slash, swing, and throw, doors to kick open,
knocking down your enemies, and takedowns with which to finish them off with.
The player still has next to no health to survive on, so death is plentiful. We
even still encounter the same legions of AI foes (guys with melee weapons, guys
with guns, dogs, fat dudes who can only be killed by bleeding out from bullet
wounds, as well as a new melee weapon-only equivalent), with next to no new
ideas for our adversaries.
The original game’s
levels all begun with the player choosing a mask for the character, named
Jacket (a pretty overt reference to Nicolas Winding-Refn’s film Drive). Not only were they eerie and
representative of the game’s tone, they also allowed the player freedom with
which to craft a playstyle tailored to their tastes. As well, the levels were
made up of several floors of tightly-knit corridors, small rooms, rife with
potential for strategic and quick kills, which was necessary when one takes
into consideration how quickly they die.
Hotline
Miami 2: Wrong Number does things differently in both of
these departments. Instead of playing Jacket from the original, the game passes
us back and forth between different characters. A couple of these characters
allow for different options for play, some of which are similar to choices
offered in the first game (punches that kill, for example), or a character who
can only choose one gun for the entirety of the level we play him as, needing
ammo replenished as we run dry, or a character who can equip dual-wielded uzis
to fire from his sides until they run out. Yet many have only one available
playstyle, such as a character who actually removes all the ammo out of weapons
you pick up, rendering them useless to both the player and their enemies.
Another stark difference to be found in Hotline Miami 2 is the inclusion of
several larger, wide-open floors, many of which are rife with windows from
which to get shot from. These levels encourage a widely different style of play
than the options which were available in the original; whereas then players
could run from room to room, surgically taking down enemy after enemy with
precision, now they need to play extremely conservatively so as to not get shot
from offscreen. I often found myself attempting to lure enemies to my death
trap by popping out from around corners for a quick second, all while
frantically searching for windows from which I could potentially be open for
attack.
While I commend the game for trying something new
here, in general I consider this new level design philosophy to be a poor
decision, as it serves only to create more annoying difficulty spikes, inciting
frustration in players. Hotline Miami 2
is harder than its predecessor, but for the wrong reasons. Whereas the first
game punished you for making mistakes in clearly communicated situations, Hotline Miami 2 is willing to knock you
down to your knees from the rear. I found myself ultimately playing the game to
completion simply for the sake of optimal critical analysis, since the game can
be frustrating to the level of mundanity.
It doesn’t help that this sequel is much longer than
the first game, all in service of the plot rather than any sort of evolution in
its gameplay arc. I would have liked to see more twists on the established
mechanical trends then are present here, or even just new, more experimental
weapons to toy around with. The flamethrower is a cool, if overpowered example
of what I’d like to see more of, but the player doesn’t even get to equip the
Hawaii character with it until they’ve already completed all of his levels.
The plot itself is difficult to follow, not only
because it jumps around in time periods and from character to character, but
also because I would find myself simply forgetting what the narrative
explanation for my excursions were due to lengthy amounts of time spent in a
level dying over and over again. Hotline
Miami 2 is a game that very much wants to convey a message, but its obtuseness seems only to betray its simple
mechanical conceits, its main pleasures. In the original, I didn’t have too
deep a grasp of what happened at the end of it all, but I didn’t much care, as Hotline Miami was satisfied to simply
let its aesthetic vulgarities wash over you, leaving one wondering, did that
all really happen or was it merely some fever dream?
Hotline Miami 2 has way more characters, but only one seemed to
resonate at all with me in any meaningful capacity, that of the tale of a man who
watches over his sick mother while at home, meanwhile also committing heinous
murder sprees for work behind her back. I appreciated the contrast between his
very egregious choice of a career and these very human moments, with soft
visuals and a laidback song complementing his visits to his poor mom, almost as
if Dennaton were subtly acknowledging the, *sigh*, ludonarrative dissonance of the matter. The other characters and their
respective plotlines on display here didn’t do much for me. As well, there were
just too many storylines occurring all at once, making the plot seem as if it
were spreading itself thin. If the game at least had had a small amount of
coherent narrative through-lines to engage with over the course of this game’s twelve-or-so
hour runtime, it would have made so much of the rest of playing this game more
bearable, but its confusing nature left me unengaged. The game does resolve
with an amazing visual sequence that will stand out in my head for a long time
to come, but it would have been more effective if that section of gameplay had
come about as a result of rising tension beforehand and not just because the
developers needed a cool way to finish off the game. The introduction to the game is worth mentioning, as it features a scene where the player must kill off a selection of enemies and then sexually assault a woman, only to be revealed that the player is controlling an actor on the set of a film reenacting the events of the original game (though this never happened in the first, in case you are worried about the first game's nature). This scene is excessive; it adds nothing to the plot, and seems only to exist as mere shock value. The player can choose to turn off sexually explicit content if they wish, but that doesn't outright erase the nature of the scene itself.
It’s worth mentioning that the soundtrack and visual
splendor found permeating through this game is still on-point, but that should
hardly come as a surprise to anyone who played the first. If anything, I’m
happy that the existence of Hotline Miami
2 brought with it a new and spectacularly-curated bunch of tracks to jam to
while I work, but then again, a simple YouTube playlist might have sufficed in
this area.
Unfortunately, there really just isn’t much more to
say about Hotline Miami 2. It’s the
sequel as more, not as invention. Hotline Miami 2 goes against the spirit
of the original, a game which appeared seemingly out of nowhere, was novel,
experimental in nature, sounded and looked great, and was a fucking blast to
play. I’m not fundamentally opposed to sequels, but I personally value them
more as works when they attempt to subvert your expectations of what a sequel could be than what it should be.
I also can’t help but feel a bit slighted at the
idea of a sequel arriving at all from an independent developer; it feels like
wasted potential and time, time which had already been spent developing the fundamentals
of the original. Hotline Miami 2: Wrong
Number feels like an admission of defeat, as if Dennaton acknowledged they
simply had no better ideas to develop a game around. One can imagine all the
crazy gameplay scenarios Dennaton are capable of conjuring up if they were let
loose, not constrained by typical “franchise” boundaries.
I even might have been able to excuse the sequel’s
overbearing sense of familiarity if it at least had been as good as the
original, but it’s not, and the first game’s problems still haven’t been
ameliorated; if anything, they’ve been made worse. More off-screen deaths, an
AI which is still poor, and the game is even glitchier than the first. Add poor
level design allowing the player with a narrower amount of approaches to combat
scenarios and fewer gameplay modifier options, if at all, and what you’re left with
is a game that never needed to happen. Enjoyable in spurts, sure, but
excessive. If you’ve yet to play the original and you’re looking to start with
the sequel, I’m afraid you’ve picked the wrong number.
This work is licensed under a Creative Commons Attribution 4.0 International License.
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