I don’t get Hotline Miami 2.
 Like I, I don’t! I don’t know what it’s doing. It is a confounding game to me. And this is not my usual take, I know. I'm not an “ending...explained!” channel, butÂ
I usually say, “hey, here’s a game,  this is how it uses this technique to reveal thatÂ
theme, which makes us think about these other  things.” And other times, I will play a game,Â
think “I liked that!” and get on with my life.  Not all games require essays. Sometimes IÂ
can just play something and move on.
 That’s not the case with Hotline MiamiÂ
2. Hotline Miami 2 has so much going on,  so many bizarre choices and weird digressions,Â
that it seems absolutely made for someone like  me to just swim around in and find the centralÂ
ethos. I should submerge myself in Hotline Miami  2 for a month straight, surface, and with aÂ
deep breath, say “It’s about...capitalism!  Or addiction! Or the military industrialÂ
complex!” and all the comments go “yes,  thank you, very wise Mr. Geller, so smart, doesÂ
anyone else think his beard looks painted on.”
 And I just- I dunno! I just don’t have it. I don’tÂ
have the answer. Why do I care about Hotline Miami  2? Let’s start at the beginning, I guess.
So Hotline Miami 1 was released in October 2012Â Â for PC, and then a little later for variousÂ
other consoles. It was, to put it lightly,  a hit. 2012 wasn’t an era without indie gamesÂ
by any means, but the really successful ones  were still generally outliers. So for HotlineÂ
Miami, a game made basically by two people,  to release, get perfect scores from severalÂ
outlets and sell hundreds of thousands of  copies within a couple months? That was aÂ
story. That was a notable level of prestige  for a game with this small of a developmentÂ
team. And when you learn what the game is,  that success gets even more impressive.
Hotline Miami doesn’t even get past the  title screen before launching an assault on theÂ
senses. Strobing colors, near-unreadable font, an  endless procession of palm trees and the blaringÂ
distorted notes of “Horse Steppin” by Sun Araw.  This is not what most gameÂ
start screens look like. And  it doesn’t get more gentle from here on out.
There are, I think, three main components of  Hotline Miami gameplay. The first is dialogue,Â
which basically doubles as the game’s cutscenes.  Characters display their almost-always-grotesqueÂ
portrait on the right side of the screen,  while dialogue from them scrolls underneath. TheÂ
player’s main protagonist, a guy named Jacket,  basically never responds during any of this. ThereÂ
are just characters that talk at you as you click  through their dialogue. The second component ofÂ
gameplay is kinda ambient exploration sections,  though “exploration” is maybe a bit too open.Â
Before missions, you can briefly wander your  apartment before going to the phone, getting aÂ
voicemail, and setting off on a mission proper.  After your mission, you often stop inÂ
a video store or bar or gas station,  talk to the attendant- a character namedÂ
Beard- and then go pick up a vhs/drink/snack.  Neither of those two are really the focus of theÂ
game, of course. That would be the third section:Â Â HORRIBLE, INCREDIBLE, UNMITIGATED VIOLENCE.
 The brunt of your time playing Hotline MiamiÂ
will be spent in a series of rooms with a bunch  of goons, bashing the absolute life outÂ
of each other. It is a remarkably simple,  and remarkably enthralling system. YouÂ
can punch people, knock them to the floor,  and then punch them again until they don’tÂ
get up. They often have melee weapons,  which you can use to merc someone before theyÂ
even hit the ground. They sometimes have guns,  which are even better at murder, but have limitedÂ
ammo and also attract the attention of everyone  in proximity. One shot from almost anything atÂ
any time will kill you, and the enemies are fast,  and more often than not they will hit you beforeÂ
you hit them. Levels are a brutal mix of memory  and reactivity, moving between rooms and hallwaysÂ
as quickly as you can, cycling through weapons,  and inflicting general atrocities on dudes.Â
You will restart many, many times, and it’s  through this mechanical repetition that the gameÂ
can play what I think of as its “Big Trick.”
 During the level, lights flash, lives beginÂ
and end within fractions of seconds, and the  soundtrack goes harder than should be legal. EveryÂ
single part is designed to drive you forward,  towards violence and repetition and stringingÂ
together the biggest combo of mobsters you can.  Then, the second you’ve killed the last guy inÂ
the level, everything stops, the music goes quiet,  high score awards stop popping up. You walk backÂ
through the level to the exit, and as you do,  walk past the brutalized bodies of all theÂ
folks you just had such a good time killing.
 It’s very, and I use this term lovingly, earlyÂ
2010s thought-provoking. “Is the violence that we  love to do in video games actually...bad?” MaybeÂ
the most famous line of the game, one that’s made  it into countless fan arts and forum signatures,Â
is posed by an enigmatic uhh, man in a chicken  mask. “Do you like hurting other people?” And weÂ
think back to the chemically perfect combination  of music, pacing, and challenge of those murderÂ
sprees and think “yeah, I did really enjoy that,  oh noooooo what if I’m as unquestioning ofÂ
the drive to murder as Jacket?” This is also,  again I say this lovingly, the take you’ll findÂ
on most critical analyses of Hotline Miami.
 The actual “plot” of the game, IÂ
think, purposely sidelines itself.  With a little critical thought, you can figureÂ
out “oh yeah, these weird voicemails that Jacket  gets are actually directions on where to goÂ
to murder people.” When the phone tells you  to go pick up a load of laundry and be discreteÂ
about it, it’s not talking about laundry.  You can figure out that the people he’s killingÂ
are largely russian mobsters, you can even put  together all the puzzle pieces scattered throughÂ
the levels to find out that all of this has  been orchestrated by a bizarre organizationÂ
called “50 Blessings” that’s determined to  stop a Russian-American alliance. But, and thisÂ
is going to be something I repeat, I don’t think  the game actually intends for you to figure allÂ
this out. At least not on the first playthrough.  The experience of Hotline Miami isn’t one ofÂ
international intrigue and crime-web dynamics,  it’s playing a guy who kills joyfullyÂ
and unquestioningly over and over.
 I think our main takeaway from Hotline Miami isÂ
supposed to be introspection on why we enjoy these  things so much. The far more likely end to theÂ
game, without all the puzzle pieces put together,  is the members of 50 Blessings laughing at youÂ
for asking the purpose and saying, paraphrased,  “you thought there was a pointÂ
to this? This was a game you  goddamn psycho.” This is perfectly in lineÂ
with the game’s “trick” of the music stopping  and the monotony of everything except theÂ
violence. Hotline Miami, read on a wiki,  might be the story of a mob war foughtÂ
by unwitting actors in an attempt to  affect foreign policy, but the very real playedÂ
experience of the game has little to do with that.  To be clear, I don’t think the “plot plot” isÂ
done poorly, I think those hidden revelations  add texture and commentary to the game’s focus onÂ
mindless violence. But, because of how it’s told,  and how it will be experienced, I think it’s aÂ
very different question to ask “what’s the plot of  Hotline Miami” vs “what is this game about?”
The cultural legacy of Hotline Miami, just like  the legacy of one of its chief inspirations, theÂ
movie Drive, is one of imagery and mood. It’s hard  for me to not ascribe some of the resurgenceÂ
of synthwave and outrun as musical genres, or  the neon violence look that’s come toÂ
define a certain genre of movie, or the  general form that 80s nostalgia has taken, toÂ
Hotline Miami. It is, while not the only factor  in any of those movements, a massively influentialÂ
piece of work. I mean, I literally don’t even know  how to figure out how many times songs on theÂ
soundtrack have been listened to but I think  it’s fair to say there are dozens of millionsÂ
of people who have listened to something like  “Hydrogen” by M.O.O.N. without ever knowing thatÂ
it’s famous because of an indie video game.
 And Hotline Miami also has a majorÂ
hand in our current gaming landscape,  because as well as all the titles thatÂ
took direct inspiration from its gameplay,  Hotline Miami sold enough copies and turnedÂ
enough heads to basically create the game  publisher Devolver- or at least, boost it to theÂ
level of prominence we’re familiar with today.  You can thank Hotline Miami for those performanceÂ
press conferences that now happen every year. The  point of all this is that Hotline Miami was aÂ
big f*cking deal, and I can only imagine that  the developers went into the second with a blankÂ
check but a massive list of expectations.
 Number 1 of these expectations, as I’ve heard theÂ
devs echo in interviews, is how can you even make  a sequel? When the first game concludes with suchÂ
a clear message, how do you follow that up?
 Well.
In the first scene of Hotline Miami 2,  released March of 2015, you play as a man in a pigÂ
mask who easily fights his way through a house,  killing everyone- except a woman upstairsÂ
who you appear to sexually assault.  But then, a switch is flipped, the scene isÂ
revealed to be a film set, and you, the woman,  and all the people killed are actors. Okay.
The scene was controversial enough that there  were stories about it before release, and theÂ
game includes an option to skip it. I will say,  of the many incredibly graphic things in thisÂ
game, that scene is not one of them- it’s quick,  obscured, and is almost immediately subverted.Â
In fact, it’s so quick and so easily skipped  that it kind of begs the question: whyÂ
is this in here in the first place?
 I’m not saying that games shouldn’t try toÂ
approach these topics or it’s impossible  to depict them well, I’m saying I don’t know whatÂ
this is doing here. Why does this game start with  actors acting out a sexual assault that’s neverÂ
remarked on again? We learn later that the movie  being filmed here is a sort of grindhouse versionÂ
of the events of the first game, but nothing like  this was present in the first game.
I have two guesses of the scene’s purpose:  One is it’s just designed to shock. Most playersÂ
of the first game will already be familiar with  its hyperviolence- shotgun blasts and curb stompsÂ
just wouldn’t be as novel this time around,  so its upending audience expectations withÂ
a new, even more taboo sort of violence.  I don’t want this to be the case. The firstÂ
game’s forced introspection on violence  worked because hitting and shooting people isÂ
such a common language for games. This scene  is not that; if it’s purpose is only shock, it’sÂ
cheap writing, exploitative. If its purpose is  only shock, the game has nothing to sayÂ
about sexual assault at all, other than  “ahh, didn’t expect that, did ya?”
 My second guess is maybe it’s a commentary on howÂ
culture distorts and sexualizes violence against  women. Even though nothing like this was presentÂ
in the events of Hotline Miami 1, which this movie  is theoretically based on, it’s added in thisÂ
scene because the writers or executives of this  fictional film thought it needed sex-ing up. JustÂ
after the lights come up and you see the cameras,  the director tells you to act more tough and theÂ
woman to act more “girly.” That is...something.  I still don’t think this read is quiteÂ
enough to justify the scene’s presence,  but that is a topic with a lot of thematic weightÂ
that could be explored and expanded on and…
 Here’s the thing. It’s not. At least I don’tÂ
think it is. Hotline Miami 2 leaves this scene as  quickly as it was introduced, and seems to leaveÂ
any exploration of that topic behind as well. But  maybe it doesn’t? Maybe there is actuallyÂ
a deep cohesion between this scene and the  events of the rest of the game. And this is whatÂ
I keep coming back to when thinking and writing  about this thing: am I just not smart enough toÂ
get what it’s doing? Am I just missing things?  Because Hotline Miami 2 is a lot of things, but itÂ
is absolutely not thoughtless and it’s not lazy.  There’s a lot going on here. An almostÂ
overwhelming amount. Let’s break it down.
 In the first game, we have two protagonists,Â
Jacket and another guy named Biker. They do  things in basically the same timeframeÂ
as each other and in the same location,  and that’s the whole game.
In the second, we have almost TEN protagonists,  more if you count that some are groups of peopleÂ
and you can play as anyone in those groups.  Many of them are actually named, unlike theÂ
first game, but many of them still aren’t,  and it can be seriously difficult to justÂ
remember who is who. You’ve got characters  named things like “Manny Pardo” or “MartinÂ
Brown” doing things alongside characters like  “the son” or “the henchman.” And ifÂ
this was the only added complexity,  that might be enough, but of course the gameÂ
isn’t chronological either. Hotline Miami 2 is,  this is directly from the wiki, a “sequel,Â
a sidequel, and a prequel,” I mean?
 It’s fine, for games to do this sort ofÂ
thing, of course. Another indie classic,  30 Flights of Loving, introduces charactersÂ
and different timelines in rapid succession,  and that one doesn’t even have dialogue! If aÂ
game wants its story to be a jigsaw puzzle that  the player needs to assemble, that’s fine! ButÂ
it’s here that I run into that distinction I  posed earlier. I can tell you what Hotline MiamiÂ
2’s plot is. I have solved that particular puzzle.  I still can’t tell you what it’s about.
What’s the plot? It’s- jesus christ, okay. So  as the wiki says, there are three differentÂ
timelines, but each timeline is broken into  many different chunks. So one of the sequel chunksÂ
follows that movie actor who you play as in that  first, controversial scene, who’s been a prettyÂ
chill actor but is now using the movie as license  to indulge darker, more violent urges, He livesÂ
out several sequences which straddle the line  between dreamlike and fantasy, including one whereÂ
he’s on a talkshow and speaks about how he loves  being given permission to do violence. He fightsÂ
through several levels which feel very real,  only to be revealed to be film sets, but inÂ
the last one the woman he previously was in  the assault scene with shoots him, the culminationÂ
of the movie. As it turns out, she accidentally  shot him for real- the gun had live ammo.
But it also follows a group called “the fans”  that are literally fans of the events of theÂ
first game, and want to emulate Jacket’s actions,  but they don’t have anyone calling or leavingÂ
them messages. So they just mask up and go and  kill random groups of drug users and mobsters andÂ
stuff, and they keep doing it even after some of  the members of the group express reservations,Â
and at the end of their storyline they go try and  take over a base owned by the russianÂ
mob, and they’re all killed.
 There’s the mob itself, which is a whole f*ckingÂ
can of worms. The first interaction we have with  them is when you’re playing a henchman, whoÂ
the mob boss keeps ordering to go fight the  Colombians, who have a rival and more dominantÂ
gang. The henchman wants out and finds a huge  stache of money at one of his gang raids, andÂ
he takes it to escape with his girlfriend, but  his girlfriend takes the money and runs withoutÂ
him. He returns to the mafia and sinks into a  drug-fueled depression. The fans, before they’reÂ
all killed, find him and kill him horribly.
 There’s Evan Wright, who’s writing a book aboutÂ
the events of Hotline Miami, and interviews  several of the other characters. He talks to MannyÂ
Pardo, a cop who knows a lot about Jacket. Johnson  is also about as homicidal as cops come, andÂ
uses his status to frequently kill dozens of  people at a time before flashing his badge toÂ
get away with it. Towards the end of the game,  he starts panicking that people are going to alignÂ
him with the miami mutilator, a serial killer he’s  investigating, and refuses to go into work.
There’s “the son,” a son of the russian mob boss  from the first game, who orders theÂ
henchman around attempting to fight  the more powerful colombian gang. After theÂ
Henchman’s death, he goes out and starts  slaughtering them himself. At his end, heÂ
takes so many drugs that he fully wigs out,  kills a bunch of his own men, fights some probablyÂ
hallucinated monsters, and jumps off the roof.
 In the “Sidequel,” a section that takesÂ
place at the same time as Hotline Miami,  there’s a character named Richter who wasÂ
actually in the first game, and shot Jacket,  and here we find out that he has a sick momÂ
and also was getting death threats from the  50 Blessings group from the first game,Â
and there’s also a character named Jake  who’s a white nationalist who is ALSOÂ
getting messages from 50 Blessings,  but figures out who they are and lovesÂ
it and wants to get more into it but is  captured and killed by either 50 blessings orÂ
the russians he’s supposed to be killing.
 Finally, the prequel is entirely playedÂ
from the perspective of The Soldier,  who is stationed in Hawaii of all places, fightingÂ
soviet bases in increasingly suicidal missions.  The Soldier is stationed there with a platoonÂ
of people, many of whom die. Their colonel also  kinda loses his mind and wears a leopard head onÂ
his skull. Oh, and one of the platoon is Jacket  from the first game, and the soldier you’reÂ
playing as is Beard from the first game.
 Finally for real, in the game’s outro, we hearÂ
a news report that members of 50 blessings have  taken over some international conference andÂ
killed both the US and Russian presidents,  and the world has been pushed into nuclear war,  and then we watch literally every characterÂ
still living in the game get nuked.
 See, I told you. I know the plot.Â
I’m not confused by the actual  beat-by-beat of events that happen here. AndÂ
in that truncated version of a plot summary,  there are some things that probably caught yourÂ
attention, and they catch mine too because they’re  really interesting. Actually, almost EVERYÂ
individual beat is really interesting.
 For example, you’ve got this guy named Jake whoÂ
basically recreates the events of the first game,  but instead of doing it through a dissociativeÂ
nihilism that reflects the players attitudes  toward violence, Jake is doing it because of aÂ
seething ultranationalism. When he puts together  that the the mysterious phone calls he’s gettingÂ
are from an underground group that wants him to  kill Russians, he’s thrilled- being includedÂ
in the murder gives him purpose, makes him  feel included in something. He’s clearly wantedÂ
this for years. The game calls attention to his  love of the Confederate flag not once but twice,Â
highlighting a link between the neo-confederacy  and violence that, ya know, AIN’T WRONG.
But this theme feels like it starts and ends  with Jake, whose self-contained storylineÂ
ends about halfway through the game. I could  say that this plotline parallels a general themeÂ
of characters looking for an excuse for violence,  and this is partially true- the group of fansÂ
obsessed with Jacket are looking for any reason  to go kill folks, and the actor in the movie talksÂ
about using it to indulge his violent impulses.  But there are far more characters that dominateÂ
larger portions of the story that don’t follow  this arc at all, and moreso, if this isÂ
intentional, I don’t know what the game  has to say about it. Because none of these feelÂ
confrontational about the violence like the first  game does- Hotline Miami 2 does the “music stops,Â
exit the level” thing just like the first game,  but it’s expected now, not a subversion.
And the fans, for example, ARE confrontational,  but about a completely different topic- that is,Â
audience expectations for the developers of a hit  indie game. The fans are an intentionally hollowÂ
recreation of the first’s theme, violence for  the sake of violence, even unlocking new masks andÂ
new abilities in a similar fashion to the original  Hotline Miami. They’re also all killed relativelyÂ
early on. Aha! Maybe that’s the Hotline Miami  2 killing off the expectations of the first gameÂ
and going forward with something new? I guess? But  some of the most similar levels to the originalÂ
game, mechanically and thematically, happen after  the death of “The fans,” so I don’t think theirÂ
killing off can be so neatly deconstructed.
 There’s also the problem of how this story isÂ
communicated. As I talked about with the first  game, Hotline Miami 2 also has 3 main modesÂ
of interaction- the talking, the non-violent  wandering, and the violence. And just like theÂ
first game, those two sections that aren’t bashing  people’s teeth out feel intentionally flat. In theÂ
first game, I think you’re supposed to reach the  point where you’re skipping through the answeringÂ
machine messages to get to the fun killing again,  mirroring the protagonist’s detachment fromÂ
the other things happening in his life.  Even the screen setup enforces this- theÂ
picture of who’s talking is on the right,  but the dialogue is at the bottom left, meaningÂ
it’s actually easy to ignore who is talking and  just briefly scan through what’s being said.
The dialogue setup is completely unchanged in 2,  but the difference is there’s massively moreÂ
dialogue and the scenes are more important to  understanding what’s going on. ConversationsÂ
happen between several different characters at  once and important plot points are only hinted at.Â
It’s a style that necessitates close reading. But  the dialogue still feels very much like a stopgapÂ
between the actual gameplay because killing stuff  is still the meat of the game! And so you’reÂ
caught between the need to pay really careful  attention to who’s talking and what’s beingÂ
said and when this conversation is taking place,  and the want to just get through all of itÂ
because that’s not really why you’re here!  That tension worked beautifullyÂ
in the original game, but that’s  not- the goals aren’t the same in Hotline MiamiÂ
2, and so that tension feels misplaced. I really  hope my body of work shows that I’m not someoneÂ
who wants or needs to be spoonfed plot points,  but in this case it just feels like there’sÂ
a fundamental disconnect between, again,  the written plot and what the game is about.
The most infamous part of the game,  but also I think the most interesting, are theÂ
prequel levels, a linear sequence of military  missions. I say infamous because theseÂ
levels are unbelievably hard. They’re-
 -actually, sorry, I have to talk about theÂ
difficulty for a minute. There’s an interview  where one of the devs says that the difficultyÂ
is going to be about the same as the first game.  This isn’t true! It’s a lie. It’s just not true.Â
Hotline Miami 2 is so much f*cking harder than  the first game, it’s not even a comparison. It’sÂ
such a ludicrous statement I halfway wonder if he  was making a joke here. Hotline Miami 2 is cruel.Â
It’s downright unfair. Enemies react faster than  the first game, spot you from further away, pounceÂ
on you from around corners. The levels themselves  are massive and full of windows, meaning that theÂ
sightlines between you and a bad guy’s muzzle are  near-limitless. Gun combat is required far moreÂ
than the first game but many of the guns are  WEAKER than in the first game. In this level a guyÂ
sees you immediately and will literally kill you  while you’re still offscreen in the firstÂ
second of gameplay. There are additions,  like the trailer-touted “dual wielding,” that areÂ
almost completely useless because I cannot imagine  a single situation in the game in which sprayingÂ
and praying in two directions at once would do  anything except get you killed. I do notÂ
get mad at games often, and Hotline Miami  2’s difficulty pisses me off. I frequentlyÂ
return to the first game simply because it’s  fun to play. Whenever I try to do that with theÂ
second, I feel like it punishes me for it.
 Okay. Back to the prequel. So there are theseÂ
series of missions where you’re playing as “The  Soldier,” an actual member of the US Military,Â
and you’re just sent out into the jungle,  over and over. There’s a funny thingÂ
that happened with these levels actually,  which is that I was talking about themÂ
with friends and we all referred to them as  “oh yeah, those levels in Vietnam.”Â
You’re even offered an unlockable  flamethrower while playing through. But they’reÂ
not in Vietnam. They are, absurdly, in Hawaii.  You’re a troop and you’re sent out, over and over,Â
to kill cold war soviets hiding out in Hawaii.
 And these are some of the hardest missions inÂ
the entire game. For one, you can’t pick up  enemy weapons- you have one gun, and one knife,Â
and when you run out of ammo, you need to find  more from ammo crates sporadically spread aroundÂ
the level, but the odds of that actually happening  vs the odds of you getting shot in the back by anÂ
enemy you never saw are- you don’t want to roll  those dice. It’s just brutal level after brutalÂ
level. But, in this part of the game specifically,  the level of difficulty feels like it servesÂ
a purpose. These levels are fascinating.
 The way you’re forced to play is much moreÂ
surgical, risk-averse. You can’t hold down the  trigger because you can’t afford the ammo.Â
You can’t combo enemies together because you  have to hide and peek around corners andÂ
wait for patrol patterns to line up just  right. And the result of this is you’re forcedÂ
into a gameplay style that is more...military.  Because of how radically different thisÂ
is, it feels like one of the only times  that the game is actually able to interrogateÂ
the player in the same way as the first game.  Is this murder more acceptable, maybe? BecauseÂ
you’re not in public spaces, and you’re acting  with more consideration and you’ve been toldÂ
by the government to kill all these people?
 This is a section in which the gameplay feelsÂ
about something, in the same way the first one  is about interrogating the player’s enjoymentÂ
of violence. This is storytelling and a point  made through gameplay, and although theÂ
gameplay is often maddeningly difficult,  I feel like it makes sense! In this section, IÂ
understand what the game is trying to communicate  and I think it does it fairly well! And althoughÂ
the problems with the dialogue presentation are  still present here, if you can look past that,Â
there’s some really good stuff going on.
 So this section is a “prequel” becauseÂ
it takes place before the first game,  obviously. But the link between the events of theÂ
two games is surprisingly nuanced. The soldier  that you’re playing as is actually “beard”Â
from the first game, the guy who was always at  the shops you stopped at after each level. AndÂ
another NPC, one of the only other troops that  survives all the missions in Hawaii is Jacket,Â
aka the main character from Hotline Miami 1!
 Prequels often face the problem of overexplainingÂ
things that didn’t need to be explained,  adding unnecessary detail and backstory, butÂ
I think this, showing past military service,  is actually an incredibly effective plot point.Â
Jacket’s entire vibe in the first game was a shell  of a character, one who took direction seeminglyÂ
without thinking and killed without provocation.  The idea of putting that in contextÂ
of his past military service,  giving him history as somethingÂ
very much like a Vietnam vet...I  mean it’s not the most original plotÂ
point in the world, but it absolutely  works. The language in this section makes thatÂ
link even more evident; the military uses the  same communication style as the voicemailsÂ
from the first game- obviously coded terms,  referring to “guests” and “cleaning suites,”Â
rather than directly addressing their killings.
 There’s even stuff that seems to have been part ofÂ
a long-term plan. At the end of Jacket’s plotline  in Hotline Miami 1, he stands on a balconyÂ
and lets a polaroid slip from between his  fingers into the wind, an enigmatic action thatÂ
we don’t have any context for. In the second game,  during the Hawaii missions, a reporter takes aÂ
picture of Jacket and Beard together, and Beard  gives that picture to Jacket after the finalÂ
level of this section. So the photograph that  Jacket throws off the balcony was that photograph,Â
which means he had held onto it for all that time,  so it’s clearly a way to indicate that he’sÂ
letting go of his past and maybe even letting go  of player expectations. And it also means that-
-Well, that Beard has actually been dead the  entire first game because he was killed in theÂ
prequel by a NUCLEAR BOMB. Ohhhhh god. I said  that everyone in this game dies at the end becauseÂ
of a nuclear bomb, right? Did I mention that?
 I was talking with a friend about Hotline Miami 2,Â
who said that if you saw any single scene in the  game, you’d be like “wow this is doing somethingÂ
really cool and specific, can’t wait to see where  it goes with this,” and then it just...doesn’t.Â
You might think, with how elegantly that prequel  section dovetails into the first game, thatÂ
those would be the final levels. But they’re not.  No, you go back to the sequel timelineÂ
and you play more as the mob boss  who takes a whole bunch of drugs and kills his ownÂ
men and hallucinates a two-headed duck dragon who  you behead with a fire ax and then walk out overÂ
a rainbow bridge which probably just means you  jump off the building, and look that’sÂ
f*cking cool, like that’s a rad final level,  but what is it doing here? What does it mean?Â
I just...I don’t know man. I don’t know.
 Hey it’s future editor Jacob here, who  hasn’t been able to sleep for weeks becauseÂ
I keep thinking about Hotline Miami 2.  I think I gave this last level too little credit.Â
Something that’s obvious in retrospect but didn’t  occur to me on my many playthroughs is that thisÂ
is the reverse perspective on The Fans’ last  level. The mob boss here takes a bunch of drugsÂ
and then hallucinates killing monstrous animals;Â Â a bear, a lion, a duck-dragon. These are,Â
of course, the masks worn by The Fans,  who were assaulting this place at the same time.Â
SO, if we take The Fans as a representation of,  you know, the fans of Hotline Miami 1, it’s fairlyÂ
poignant to show them mutated and monstrous and  then murder them, especially when you considerÂ
that the mob boss you’re playing as is the son  of the final boss of the first game. Does thisÂ
make the game more cohesive? Well...no….f*ck!
 Also, while I’m here in the future, in theÂ
time between filming and editing this video,  a channel named Ovandal released a video thatÂ
attempts to untangle things in the same way  I have here, and comes away with a much moreÂ
positive conclusion. It’s a really good video,  and I’ll link it below. Multiple perspectives! AreÂ
good! I am so happy for people who love this game!  Anyway, back to it.
 If I was reviewing Hotline Miami 2, I’d say thatÂ
I felt that it was less than the sum of its parts,  a bunch of intriguing ideas without theÂ
thematic glue to hold them all together.  But I’m not reviewing Hotline MiamiÂ
2. I just want to understand it.
 There are lots of games that are nonsense becauseÂ
they just didn’t have the time or budget to pull  it together. There are lots of other games withÂ
mountains of content that, even with all the time  and money in the world, fail to pursue meaningfulÂ
ideas or wrestle with challenging topics.  This? This isn’t either of those! There was soÂ
much effort put into this game, and I can feel  all of it and even though I can’t agree with everyÂ
decision here, I respect it so goddamn much!
 This game kind of defies my critical eyeÂ
because yes, all criticism is subjective,  and yes, the only experience we can definitivelyÂ
speak from is our own, and no, my subjective,  personal experience of this game is not somethingÂ
that forms into any kind of broader whole.  But I can’t bring myself to say that it’s aÂ
bad game. I think it deserves more credit than  that. And while I don’t think the attitudesÂ
of developers should factor into the critical  analysis of a game, for what it’s worth, they seemÂ
to have made exactly the game they want to.
 At the end, we see every surviving character inÂ
a slice-of-life scene that lasts only seconds  before they’re each wiped out by a nuclearÂ
blast. It feels, after so much plot and so  many characters and such intricate a web ofÂ
connections, like a return to the nihilism  of the first game. Everyone’s weird littleÂ
details and anachronisms don’t matter any more.  And then, a flash of static, aÂ
roar of synth, and a title screen  for “Hotline Miami 3” comes up for just a moment,Â
bleak futurism in front of an apocalyptic skyline.  And then it rewinds back to the main menu.Â
It’s a flash of punk brilliance, reflecting  another thing the devs have said over and overÂ
again. There will never be a Hotline Miami 3.  Like it or not, understand it orÂ
don’t, this is all you get.
 This video was sponsored byÂ
CuriosityStream and Nebula.
 You know, on YouTube, there are about aÂ
thousand things you need to work around.  For instance, talking about the first sceneÂ
of Hotline Miami 2 has probably dropped the ad  revenue on this video to almost nothing. I talkedÂ
about how rad the music in both these games is,  but there are many songs from the soundtrack IÂ
can’t include at all because they’ll cause the  video to get copyright claimed. I could continueÂ
complaining, but my point is all that makes the  goodness of Nebula stand out even more.
Nebula is a streaming network created and owned  by people like me, writers and video people whoÂ
want to fix the downsides of this gig. Revenue  isn’t based on the “cleanness” of the topic, weÂ
can use media examples with the knowledge that  we’re protected from improper copyright claims,Â
and there are no ads! In fact, instead of this  sponsor, on nebula I’m running down my favoriteÂ
Hotline Miami 2 songs, just for kicks.
 You can get Nebula for an entire yearÂ
for less than $15 by clicking on the  link in the description, and that’s onlyÂ
half the deal because, along with Nebula,  you also get access to CuriosityStream! You mightÂ
not think that a site with tons of documentary and  non-fiction titles is The Ultimate Chill Spot,Â
but I’m here to tell you that’s exactly what  it is. As soon as I’m done with this, I’m gonnaÂ
keep watching this thing about deep sea vertical  migrations and man lemme tell you, the vibes areÂ
so much more chill than...whatever this is.
 Look, this video’s too long already, but if youÂ
wanna hear me list some of my favorite songs from  this confounding game AND get a year to NebulaÂ
AND CuriosityStream, just follow that link. And I'll...you'll see me later.
Nice video