1054: Death Means Nothing in Miami

Page_1So, after being repeatedly bugged by almost everyone I know to try Hotline Miami, I tried Hotline Miami. Actually, to be more accurate, I sat down to play some Hotline Miami several hours ago and somehow here I am at 1am having completed it. What happened there?

I had been warned of the strange time-distorting properties of this curious little game by those who had played it, but having experienced it myself this evening… yes, there’s something very odd going on there. A genuine feeling of, for want of a better word, “addiction” — of not wanting to stop until you’ve seen it through, even if the level you’re on is ridiculously difficult. My “Die 1,000 times” achievement attests to the fact that I apparently did spend quite some time on it this evening.

But allow me to back up for a moment for those who are unfamiliar with Hotline Miami and its dubious charms.

Hotline Miami is basically that game the Daily Mail have been worried about for years. It’s a straight-up game about murdering people with a variety of implements. It’s gory, it’s gross… and after about five or ten minutes of playing, it completely desensitises you to the acts of wanton violence you’re committing. It then shows its true (neon) colours — despite its hyper-violence, it’s actually a sort of puzzle game, a sort of lightning-fast strategy game, a sort of… I don’t know. I don’t like throwing this word around as it’s rarely true, but I have a suspicious feeling that it’s *whisper* unique.

The setup of Hotline Miami is that you, the faceless, nameless protagonist, repeatedly receive strange phone calls from a variety of sources. The phone calls themselves seem relatively innocuous, but when you get to the location you were told to go to, you apparently feel a strange urge to don an animal mask and then slaughter everyone who is there. Which is sort of convenient, because everyone there also wants to slaughter you.

You work your way through the levels by killing all the enemies. You have to scavenge weapons from dead enemies or the environment, and guns only have a small amount of ammunition in them when you do find them. Melee kills are silent, whereas attacking with a gun will often bring enemies running. When enemies are unaware of your presence, they follow very simple, predictable patterns. All you have to do is complete each stage of each chapter by killing all the enemies, at which point you’ll receive a score breakdown showing how you did. The better you score, the better your grade and the more stuff you unlock.

Unlockable stuff includes weapons, which show up randomly in the levels, and masks, which you can equip before the level starts. Each mask has a special ability — one provides larger amounts of ammunition in guns, for example, while another makes your bare-handed attack (which normally just knocks enemies down, necessitating a ground attack to finish them off) a fatal strike. After unlocking the latter, I found that I didn’t really use the others all that much. Perhaps I’m just unimaginative.

There is a plot that gradually unfolds as you progress through the levels. Like the swirly, pixelated, colourful visuals, it is rather vague and dream-like, and the end leaves a large number of questions. There are a few nice twists and turns, but it’s not really the star of the show here — it simply provides a loose justification for the various top-down locations in which you visit and kill everything.

Hotline Miami is tough. There are levels that will repeatedly kill you over and over and over again — a thousand times or more, apparently — but somehow it will keep you playing in that same, inescapably compulsive way that Super Meat Boy encourages “just one more go”. The fact that respawning after death is completely instantaneous helps this somewhat — there’s no real feeling of being “penalised” for dying, it’s simply part of the learning experience for each level. Death ceases to become something that makes you want to throw your controller out of the window, and instead becomes an exhortation from the game to try again and do better. It’s still frustrating — I called the game (or possibly myself) “dickhead” a good few times while playing — but the important thing to note about it is that when you die, it’s usually your own fault rather than that of the game. This is the sign of a well-designed difficult game — one where you accept that you’ll make mistakes and learn from them, rather than where dying repeatedly simply makes you want to switch off and play something that repeatedly massages your ego, gives you a cuddle and tells you everything is going to be all right.

Anyway. That’s Hotline Miami. If you have no issue with your games being borderline abusive in terms of difficulty, hyper-violent with little to no remorse, and leave you feeling like you’ve had some sort of drug-fuelled experience for several hours, then you should probably check it out. Conveniently, it’s 50% off on Steam this weekend. How about that.

You should also check out this “two-headed review” over at Games Are Evil.

Now, if you’ll excuse me, I need to sleep… and probably have some very peculiar dreams.


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