![]() ![]() This sequel is obsessed with enlarging everything about the original, often at the expense of said efficiency. This is part of what makes Hotline Miami 2: Wrong Number a disappointment. Clocking in at just a few hours of play, the developers at Dennaton built Hotline Miami to be a ruthlessly efficient experience, focused primarily on getting the player in and out of each stage with minimal bullshit to distract from the core concept of blisteringly paced murdering. Hotline Miami 2 assumes the answer to that question was a resounding yes. ![]() Hotline Miami asked players if they liked hurting people. Every locale presented the player with a kind of homicidal brain teaser: What mixture of guns, melee weapons, and environmental kills can I use to most quickly eliminate every target without taking a single hit? Player death was frequent and encouraged, to the point where tapping on the level reset button morphed from repeated annoyance into reflexive action, a vital step in the game's intoxicating dance of death and dismemberment. How you went about killing everyone inside was left largely up to you. ![]() Its premise was simple: a killer receives phone messages from mysterious third parties, each instructing him to go to a place, enter, and kill everyone inside. Hotline Miami was an exquisitely nasty good time. ![]()
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