Given the nature of the preceding game it's an ambitious undertaking, but one that, sadly, doesn't come together unscathed. An incredible new soundtrack and expanded narrative don't make up for flawed and frustrating gameplay choices that take away from what made the original so invigorating, even though there are semblances of such greatness to be found.
In Hotline Miami, the player controlled the mysterious Jacket as he went about 1980's Miami slaughtering Russian gangsters in their hideouts at the behest of bizarre phone calls. He could wear multiple masks that would each bestow a trait or bonus that changed how you approached each level. In Hotline Miami 2, the player now controls multiple characters rather than select individual masks, with events flashing between both before and after the first entry. This means the game serves as both a sequel, and as a prequel. The story is divided up into several chapters, made up of various "scenes" each with an intro and ending/results screen. Of the characters, some are allowed a choice of ability or weapon, or in the case of The Fans, four (technically five) different characters with their own traits. Other characters exhibit unique attributes never before seen. Evan, for instance, is the only character that is non-lethal, unless you continue to finish off a downed enemy. Otherwise, he disassembles guns he picks up, and doesn't kill with melee weapons. Alex & Ash of The Fans are a brother/sister duo who wield a chainsaw and gun. They're hard to control, and susceptible to a few pathing issues, but are absolutely memorable.
What makes the Hotline Miami games so immediately striking is two-fold: a combination of the pixel-based ultra-violence and the mesmerizing electronica/house soundtrack. The games evoke a colourful, exuberant 80's landscape through these features, and are stylized with an almost hedonistic flair. In fact, it's in this sense that the games bridge their theme and gameplay; from psychedelic to psychosis. Levels are drug-addled insanity, with a pumping, fast-paced song filling each level, peppered with colours, numbers and blood flying all about, and dozens of bodies in the wake. When the mayhem is done, the record stops and you're left to witness the gruesome landscape before you, as a terrible reminder of your actions.
Because make no mistake, like its predecessor, Hotline Miami 2 is bloody, brutal and utterly, utterly violent. Parents best keep their children away from this one. You take out the faceless, pixel-made enemies in morbid and horrific ways, and Hotline Miami is not above disturbing the player. Guts and gore are commonplace as you achieve your main objective: eliminate each level's opposition. From a top-down view of the level (usually a building), you control the character in any direction, being able to throw punches or use weapons with one button, throw and pick up said weapons with another, and finish a downed enemy or perform a special move with one more. You also have a "lock-on", and a "look" button, the latter of which allows you to see further ahead, and which you'll be using a lot, and the former of which you will likely not use at all, as it is often more trouble than it's worth. You usually can only withstand one hit, or a few stray bullets, so the core element of Hotline Miami is quickly and efficiently taking out every enemy before they get you. Simple, hey? Well, besides the average bat-wielding henchmen, other enemies include gun-wielding henchmen -- the bane of every player -- bigger baddies that can only be killed with said guns, and fast baddies that can only be killed by melee attacks. These folk exist to screw with you, so juggling priorities on who to take out and when is an engaging element of the typical fast-paced nature of the game.
That is of course all well and good in theory. Sadly, a few additions to the game hinder what is already a proven formula. For starters, while the decision to have multiple characters over different masks make for better story and variety overall, it's ultimately more linear because of your restrictions on playstyle. Most of the levels don't feel particularly geared towards a certain character from a gameplay perspective, and the levels where you do have a choice are limited to 3-5 masks/characters/weapons.
Which leads to the most evident problem: the levels themselves, which have been expanded both in length and level size. It's surprising, given that a few key levels are totally unique and delightful only because of their scope. Indeed, those levels evoke classic Metal Gear, except with an unreal amount of blood. Yet they too fell prey to the irony I faced: that even though the levels appear to be sufficiently wider and privy to different tactics, I felt more restricted in my approaches than I have ever been before.
As an example, there's an opening section of a mid-game level that's one large hallway with two slight indents on the north and south side. You don't start with a weapon, and only one of the guards has a gun: and he has a clear line of sight to you in every possible way unless you are essentially in the doorway of the level start. There's absolutely no cover at all. And of course, he patrols alongside a melee-immune enemy. So, you either get shot/hit trying to take out a nearby enemy holding a throw-able weapon (presumably to throw at the guy with the gun), or taken out by his buddy AND shot if you try and get the guy with the gun outright. You know, some might call that a "challenging puzzle," but I say nonsense. You are entirely limited on options, and you'll be replaying such a simple level over and over until it feels like you either cheated your way to the next section or exploited a glitch or "cheesy" solution. That's simply not fun. That's insulting.
And when I said you'd be using that "look" button a lot, I meant it. You'll be making good use out of the feature, so much so that most of the game will be spent in it, which causes problems when encountering enemies at close range where the disorientation usually leaves you dead. Levels at each point in the game practically force you to constantly and consistently use the feature to look for two things: windows, and gun-toting henchmen. Windows, as you might infer, are an immense hazard, and an immense pain. They allow enemies to spot you, AND shoot you, through the glass. Windows are not a new feature, but they've been exploited to an absurd amount, to the point where I'd call the enemy hangouts less "gang den" and more "carnival fun house." With less of the fun.
In fact, the amount of both windows and guns in this game has seemingly been increased by a tremendous amount. And you might be able to tell where I'm going with this. The larger and less timely levels make you a target from across the map by enemies with pin-point accuracy. Sometimes far enough that you'll likely not even see them until they unexpectedly run up to you. This fact, coupled with the partitioned design of the rooms, means that a great majority of your successes will be from baiting enemies to a hidey-spot and eliminating them as quickly as you can, while you sit in a corner and wait. It feels dissimilar to the first Hotline Miami, wherein many levels were quick, calculated, and deliberate rushes to the finish, and your speed and reflexes determined the outcome. Here, too much time is spent in a mock game of hide-and-seek and peek-a-boo. These common occurrences make for what is basically a "camping" simulator. Enter room, sit in corner, fire a shot, wait, kill, peek out, repeat. Don't get me wrong, this was a problem in the first game too, but not in this capacity. And the longer levels make these excursions far more tiring.
There were simply too many times where when I finished a level I wouldn't feel gratified, happy, or even victorious; I'd feel relieved. Like I had just finished a burdening test of both patience and willpower. I held no care for whatever final score I was awarded upon the complete tally of my meta time and effectiveness; a complete reversal of my thoughts from the original. Several levels just dragged on, while I continually hoped the next room would be the last. That's not right, man!
On top of all of this, there's recurring glitches and annoyances to contend with everywhere. Doors and doorways are hazard zones, mostly because it's far from uncommon to see a baddie stutter and flicker in the middle of the doorway, sometimes being immune to damage unless it's precise. These enemies can also sporadically fix themselves, and proceed to end the player in the confusion. In a rush, it's also entirely possible to cycle through empty firearms in a feverish bid to save yourself, due to the stockpile of bodies likely in front of you in such a scenario. It's a consistent pain, since you're basically at the mercy of how far apart the weapons happen to be, in which case you better watch carefully. And for one reason or another, it always seems that guns never properly fire through an archway, usually as you try and move and shoot. A strange bit of clipping. You could try the lock-feature, but in that case, I say good luck.
It's unfortunate that for a game with such strong production values, the gameplay can't do it the justice it deserves. The style and themes are endearing and fascinating, and I can not stress enough how great the soundtrack is. I suppose one of the few positives of the long levels is that you have more time to listen to the stage's music! And I do highly respect the tone and art-house feel the narrative provides (the original game listed the movie Drive as an inspiration). It's tough; there are parts of the game that feel like a truely improved sequel, and that energetic rush that defines Hotline Miami is still present in the better parts. Yet the grievances and frustration in the level design are not something so easily put aside. It's fun mayhem, but it's also heavily flawed mayhem.
YAY
- The soundtrack is glorious. Might well be the best part of the game.
- An expanded story that adds different characters and points in time, making for good variety. A thematically fascinating game.
- The additional characters play differently and have unique abilities. The brother/sister duo are particularly notable.
- Occasional exhilarating moments reminiscent of the best Hotline Miami has to offer.
NAY
- Longer levels don't work in the game's favour: makes completing them feel more relieving, rather than satisfying or exciting.
- A few recurring glitches and design flaws make luck a far more common crutch than it really should be.
- Too many levels just become a glorified (and violent) game of "peek-a-boo." Kills the hectic pace the series is known for.