
Many later levels in both games use layers of enemies that rush into a room once they hear hostility, forcing you to think hard about how best to manage. However, while the game has a myriad of ways to tackle most levels, it is really more of an action-puzzle hybrid. Presented from a retro overhead angle, the game plays sort of like a twin-stick shooter, with you aiming around your character to place shots with a clean precision. The gameplay is very engaging and fun, and easily the best part of the franchise. Combined with a retrowave soundtrack, the whole thing feels like an interesting combination – very in place but also just slightly out of place. The game uses pixel art to deliver a simple 80s style, coupled with a scratchy static and tracking filter to look like every worn VHS tape you ever rented from Blockbuster. What was immediately appealing about Hotline Miami to me is that it has a packaged sort of nostalgic vibe. The game eventually calls attention to this, and has a slight metanarrative about the manner in which action games quite often call a player to inflict untold amounts of violence upon strangers – which is then even further played with in the second game. Before I ever played the game, it was presented to me as an interesting paradigm of facing the consequences of your actions – every level makes you kill untold numbers of faceless goons but then, mission accomplished, you have to leave the level, walking over the trail of bodies and blood that your actions left. The first game is a masterclass in interesting game design and (initially) wordless messaging.

It is too difficult to select one of the two games, so I’m going to instead discuss the series as a whole.

This item is based on the Richard mask from the Hotline Miami series of video games.Round 2 of my games of the decade series is going to visit a title I already wrote about before – Hotline Miami.Updated the item_type_name value for the Miami Rooster.Updated schema drop_type for the Miami Rooster.

