What's this all about?

I'm a guy with way too many interests and way too much time on my hands. A while back I realized that I spend a lot of my time just telling people I know about the various media I consume, so I just figured what the hell, let's just lay it all out. On here, you'll see my reviews of video games, films, books, tv shows, and more, but I've also decided to upload my hobbies here as well because why not?

Hotline Miami 2: Wrong Number: More Fury, Foes, and Feels

Alex and Ash are swan-masked combo gods, and who says that women can't be the chainsaw-wielding half of the equation?

How does one add to a game that pioneered a sub-genre? Hotline Miami 2: Wrong Number had some pretty big shoes to fill, but I never would have expected that I'd love the second outing of the franchise so much. I'll freely admit that I've played this game a lot, completing the normal mode at least three times before now, and this game feels twice as long as the first (at least). It's my go-to mouse and keyboard rainy day (more weekend) game. In almost nearly way a step forward, Hotline Miami 2 is a rare sequel that addresses the limitations of its precursor in addition to adding and tweaking aspects in order to create one of my favorite games of all time (frustration and all).

Hotline Miami 2 also gives us a much more fleshed out backstory, though it doesn't help understanding the timeline of the first game at all, it does set certain events as concrete.

In terms of the story, or more by its very presence, is where Hotline Miami 2 distinguishes itself most apparently from the first. Instead of controlling two characters (one with a closet full of masks), you control a whole cast of protagonists, though the term protagonist is pretty rich for most of them. By and large an unabashed group of bad people full of attitude, there's few likable ones in the bunch. The story itself takes place in a nonlinear format, and a decent amount of it takes place before the events of the first game. Have no fear though, the events of the first game do play a large role in this, but interestingly much of the impact of the first Hotline Miami happens behind the scenes and in the background. The motif of phone calls telling you what to do makes another appearance in Wrong Number, but here it's again more in the background, and the events that are 'caused' by a phone call are more calls to action, be it literal, or something as innocuous as 'So why don't you come on by and check it out?' as opposed to a veiled set of instructions. Take for example 'The Fans'. Aside from two other characters, they're the closest thing you'll get to the original feel of Hotline Miami, and appropriately they are literal fans that want to earn the same fame as you (Jacket) did in the first game. The only problem is that there's really no big organized force for them to fight now, so they resort to essentially being self-serving vigilantes (in the most naive sense) who are really just in it for the thrill. Though this aspect sounds interesting on paper (by and large the execution is fantastic), the story for each character/group simply aren't made equal. Some characters get a complete and fulfill arc/story, while others don't feel like they justified their presence. Evan, Pardo, The Pig, and The Son really don't have a sensical involvement in the story (as in their stories don't really get appropriate development). Evan has two levels and then acts a narrator for Ritcher, we never get to get a definitive answer for why Pardo is so damn shifty, and honestly The Son could have been combined with The Henchman (hell, he's in one freaking level, and he has far more character than Son). The Pig was basically a demo character, he gets two mentions of his mere existence outside of his two levels (one being the tutorial). Jake is essentially the same as The Pig but his saving grace is that he experiences a whole lotta story in a single level, and experiences one of the few moments of branching paths. That aside, there is a good ending/message in all this slaughter though, and it's found in the 'good' characters. No one in the cast survives, but the 'good' characters escape the violence (in their own ways) and find their own peaceful escape, in whatever form that may be, be it a peaceful home, a stable job, or a family. Though by no means traditional, and some may find it unpleasant, the story of Hotline Miami 2 is definitely one that I enjoyed, and one that no matter how many times I've played I'm still excited to experience again.

Something about a fat redneck in a snake mask sprinting around swinging a set of nunchucks just appeals to the lizard part of my brain.

Gameplay is another place where Wrong Number greatly distinguished itself from the first outing. Enemies are more predictable (meaning more consistent in their behavior), smarter, more diverse in appearance/type and altogether better than in Hotline Miami. The levels are much more diverse but do tend to lean toward more open spaces, which I've heard repeatedly as a bad thing, but I had no bad experiences at all with them. There are also no more boss fights, but instead 'Boss Chapters', which are both extra-hard and are the final appearance for that character/group (make of that what you will, you'll know when you see one). I personally liked this approach more, as it gave a greater feeling of weight to the story, as these are usually the final 'glory' of their respective characters. "Character Selection" is now dependent on whose chapter you're playing. You could have six choices, you could have none, but each option primarily adds a more apparent and obvious ability instead of passive bonuses like in the first game. Some even change how you play the game entirely, but each character also plays slightly differently. Though Tony and Dallas both have killing punches, Dallas has a special ability which aids him in getting the drop on enemies in addition to easier combos. Pardo has special gun executions, Evan plays like a pacifist, James switches between his knife and gun, and the list goes on. You're frequently encouraged by the game to change up your playstyle (by unlocking new masks/weapons/styles), but with the removal of gamey elements (like having to earn a specific amount of points to unlock more weapons) you're not punished for playing your way outside of maybe a bad rating if you aren't good, but no big deal. You're also a bit more durable across the board, being able to tank two bullets, though this largely depends on where you are hit. There's also a level editor that was made some time after the game's release, and it's pretty simple and straightforward to use. There's a lot of cool custom levels and campaigns out there, so you're never short of good stuff (or meme levels) to play. For those (like myself) who haven't gotten enough or don't feel challenged by the end of the twenty-level campaign, there's a hardmode availible once you've beaten the game. On top of aking the enemies smarter, faster, and more dangerous, hardmode flips your camera, flips the stage, and disables your lock-on feature. On top of this, there are more special enemies (read: more fat Black men) and even. More. WINDOWS. It's a pain in the ass, but it is a one-of-a-kind feeling when you finally beat the last level. In the second outing, Hotline Miami's gameplay is as strong as ever, and a marked improvement from the first. Hell, the first will feel like a cakewalk once you finish this, though the downside is that the flaws of the first will become all the more noticeable after playing Wrong Number.

The amount of times Pardo uses this line really doesn't help his already suspicious character. It makes you wonder just how much he's used that...

In terms of presentation, Hotline Miami 2 is among my examples of a perfect game. The visuals are a straight upgrade, being more vibrant and diverse while still maintaining those iconic neons that caught my eye in the first entry. There's also a good deal more environmental interactivity in this one, and the killing spree you just went on will look even more so like one by the time you clear a level. Level selection looks fantastic, with each act a VCR multi-cassette box, and each level being a 'movie' in VCR format, cover and all. I only wish that there were more high-res versions of these, because they're really quite eye-catching. The music is stunning in this entry, with somehow even more fury, force, and adrenaline crammed into each song, with each only playing in a specific level/event, as opposed to the more general approach of the first. Even better, there's a good bit of range between these. In one level, you could be listening to a mournful and methodical melody, and the next be tearing through enemies feeling like the very avatar of mayhem (lookin' at you "Execution"). Despite being a very pixelated game, Hotline Miami 2 is a game that is the epitome of eye and ear cocaine, and one that looks every bit as good as it plays.

The appropriately titled "Deathwish" gives each of the Fans a floor to shine on, all to the furious tune of "Roller Mobster" by Carpenter Brut

Hotline Miami 2: Wrong Number, like its predecessor, is a power fantasy at heart, but here it's more refined, more appealing than the first. It's a game that to me plays perfectly, pairing exhilaration and fury with frustration and triumph, making you feel (eventually) like you're an action antihero, and the music expertly feeds into this. Even though this was my fourth full playthrough, it still felt like this was my first time. This game's like returning to baseball. You may know how to hit a fastball, but you'll probably need a swing or two, or five. Though it seems like we'll never get a second sequel, you can't deny that Dennation's iconic franchise went out with a bang on Wrong Number, a hit on their own terms.

Basically how your relationship to the cast of characters goes in a nutshell. These guys and gals are basically Bond girl levels of mortality, and arguably worse.

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