Reviews from

in the past


Gameplay was a blast and a unique take on top-down shooting. Death comes quick, but you respawn instantly so it never gets frustrating. Multiple approaches are viable to clear levels, and the game rewards experimentation. Plot is trippy as hell, but in a good way. Even with things being vague and left unexplained, I am still interested in piecing together my own idea of what happened, as opposed to other games where I just shrug and stop caring about the plot.

Got the game to play on my phone with a gaming controller and holy shit it did not dissapoint.
The performance was great, which was what expected since i'm pretty sure if I inserted a flash drive containing the game into a sponge cake it would at least run the tutorial.

A really great rooty tooty point and shooty kinda time.

Do I enjoy hurting people? In this game? No not really.


Soundtrack and gameplay are GREAT

The whole like... vibe of the game feels a lot more tired and cringey these days though, and Hotline Miami 2 is SO bad that it kind of diminished my affection for the original.

A game of trial and error, offset by it's brutal gameplay loop and spiraling story that wears it's Drive inspiration on it's sleeve. This game also has a KILLER soundtrack. Get it? You see it's cause this game is about brutally killing people in many different ways and the cycle of killing people so when I say killer it's a play on how you kill lots of people in the game very cerebral I know but thats becau

Fast paced puzzle gameplay with ultra-violent graphics and a story that the player gets out what they put into it.
The game recognizes this, and allows the player to make their own conclusions about what they value from games.

A story of love and revenge told through ellipsis. A tale of violence reduced to its visceral fundamentals. Abstracted until the literal no longer matters and the work can indulge in the essential symbols and aesthetics.

In my opinion, it outdoes other games released at the time that tried to be self-critical of the mechanics being designed for violence and the implications of such. That because of Hotline Miami’s emphasis less on the shaming of the player, and more on the ways we distance ourselves from our actions in virtual spaces with context and the particular abstraction inherent to the videogame look.

Pushing us out of the comfort that virtuality gives us by constantly involving us, asking us question and calling attention to what we exert. Every time we kill dozens of enemies, having the need to contemplate the destructed bodies of every one of them on our way back to the place that we started in.

Video-game avatars as masks (like those Jacket wears before committing atrocities). Figures we control that serve to express ourselves in a space. Even when the only way that we can see of achieving that expression in the digital being through violent acts. All a performativity that the creators allow themselves to break down. Pointing at its farce and putting it apart so they can directly involve us in a conversation about what makes us wish for enacting these stories.

We might want to moralize our habits of playing through intellectualizing. The actions as means for encountering meaning of any kind, especially if it is irony. That it is okay that I exert violence in a virtual space because the game is making a critique of violence (the military FPS being the quintessential example of this falsity).

However, any of that would be nothing more than dishonest. We are not given a reason by the game of what we did. Nothing that rationalizes our journey, because we were not looking for anything in the first place. We just wanted to indulge ourselves. It is as intellectually unrewarding as that.

In so, the game not only explores exerted virtual violence and our relation to it as perpetuators, but also the futility of our agency in any form of system. We are taking from place to place by the designers to execute a very strict set of actions without possibility for more. We might like to indulge in the power fantasy, but in the end, we are being used by the game. We don’t have a choice over where we will go because it is all designed a priori. Anything we do having been not only considered but also planned. And any illusion of choice is all within the restrictions that the game puts us in. So we can do what they want us to do.

An anxiety that gains a political dimension with how it parallels how Jacket and Biker are used by a group with its own agenda, as if they were nothing more than tools. An agenda that they are not told about. Just doing it because it is what they have been ordered to. If anything, this game shows an understanding of its particular source (Drive, which itself was inspired by Le Samourai) that goes beyond the mere appropriation. That these symbols all served for stories about lonely men defined purely by their labor that are finally confronted with the consequences of their involvement, being left with nothing in the end. Although to this, Hotline Miami adds a viscerality in the trauma of normalizing violence that fits with its conceptual interests.

The only real shame is how this effect is kind of undermined by how there is, in the end, a rational explanation that gives meaning to all of us actions. A revelation that enhances the political side of the story in its usage of cold war confrontations and PTSD. However, in the process also takes away from the abstraction that is part of why this works so well on an aesthetic level. And so it kind of falls in what it tries to critique by giving us the comfort of the reason to justify what we did. Still, the experience of playing the game and getting these conflicted emotions by the situation that we are put in is something that cannot be taken away even by the worst twist (it does make it easier to forgive that when it's a secret ending that you need to find collectibles for, rather than being what you get when you only complete the story). More so with design this polish and an understanding of video-game language this intense.

I am very much sorry for bringing my big pretensiousness to video games too. It's what being bored and not being able to sleep does lmao.

Writing: 2/5
Gameplay: 4/5
Art Design & Visuals: 4/5
Voices & Sounds: 3/5
Atmosphere & Immersion: 2/5

una locura que el jueguito este invento una estetica

this game has the power to glue you to your seat for hours, with you sitting there hypnotized by everything it throws at you.

why yes, mr chicken man. i do like hurting other people. quite a bit, actually. may i do it more

I loved the soundtrack, and visuals and art design are really nice also. The gameplay is kinda eh, it gets repetitive after a while. But the games not too long so it doesn't overstay its welcome.

THE MUSIC!!! Such a great vibe/style to this game. I remember listening to the soundtrack for hours and hours while I was driving. Plus the game itself was extremely fun to play, and you can quickly go again if you die. Just great execution of everything!

there's really something to be said for a simple gameplay loop. i guarantee this game would be so much less enjoyable if death wasn't instant and restarting wasn't immediate. having this punishing of a game structure demands adaptation like that, and it makes failure amusing in a strange way. it's small refinements like that which i appreciate, because, as someone who's 100%'d this game multiple times, it never stops being a joy to play.

plus, this game is what helped me discover perturbator's music, which in and of itself is worth a recommendation.

I am a huge simp for this game. The brutal gameplay, the instantly recognisable aesthetic, the pacing of the story, it's so good, and of course the soundtrack is the icing on the cake.

Te dicen que vayas a echar un cable a la "churrería Foral de Marcilla de Navarra" a limpiarles la freidora que huele a fritanga y no es así para nada

10/10 an amazing game that everyone should try.

Nie skończyłem - odłozyłem.
Do tego momentu baaaardzo fajna gierka


The 80s aesthetic feels so tired in 2020 but when Hotline Miami came out it felt so fresh and exciting. The blood-pumping music, the frenetic gameplay, everything just melted together into a cocaine induced synth-wave nightmare.

More puzzle/action hybrids, please.

I need to pick a better comfort game