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Hotline Miami 2 |OT| Right Number

I'm currently on the ship level and really digging it. I died a ton so far, but I don't care. I'm relentless in my pursuit of victory and its been real fun.

I played the sewers on my lunch break, but I was in my car with the windows down just enjoying the air. I would NOT recommend playing that level outside to anyone. The dogs are pretty much invisible but I learned where they all come from and after about 15 minutes of trying, I finally got it.

Having a blast with this. Its definitely a little different from HM1 but I like it. Those who say it co-exists rather than replaces have it right.
 
I feel like this game is way slower paced than the first one, maybe I'm remembering wrong, but I feel like a lot of the later levels in 2 have been luring out dudes by peeking around corners and then retreating back until they're in range to melee. I think this has to do a lot with the amount of enemies with guns and the humongous spaces in levels where you can easily get shot off screen. Makes the game more tactical than the first one, or atleast tactical in a different way. In the first if you played tactically its because you wanted to get a high a score as possible, so you would plan your movement in order to rack up a high combo. In 2 it seems like you need to play tactically just to survive.
 
I'm currently on the ship level and really digging it. I died a ton so far, but I don't care. I'm relentless in my pursuit of victory and its been real fun.

Yup, level was cool. Died over a hundred times, but tried to combo as much as possible and entered the Top 30.
 
The Swan's floor was the easiest one after Tony's! Plus they are crazy fun to use as long as they don't glitch out too much.

Strangely I think Tony is too easy (?). Just rush room a KO everyone, / if a room with pistol guys, enter/leave, lure them and KO. The swans on the other hand is pure evil in gameplay form.
 
Yep. One level that I have zero desire to ever revisit. The Swans floor of that level made me wanna tear my own dick off.

I didn't mind Alex & Ash's segment since I could bait at least 20% of the enemies from the bottom entrance. Corey's segment on the other hand, completely fucked me up. The window placement in that level is the kind of design I'd expect from a rom hack - too fucking precise. I feel like I have arthritis in my little finger.
 
Level 12 on PS4 crashed twice in a row (after like 40' tries) at the chainsaw&gun segment, forcing me to start over once again.
Error is CE-34878-0, i'm fucking MAD ATM.
Fuck the gaming year 2015, shit like this was not happening 15 years ago.
 
Strangely I think Tony is too easy (?). Just rush room a KO everyone, / if a room with pistol guys, enter/leave, lure them and KO. The swans on the other hand is pure evil in gameplay form.

Yeah Tony is pretty easy, but the Swans are as well since you can melee the guys up close and just jam on the trigger to shoot anyone with guns that might be creeping up on you; it's the best of both worlds. The only thing that can make them difficult is when one gets caught behind a door or something and all of a sudden you don't have firepower when you need it. They are also combo machines.
 
This game is awesome.
I love that you play as a multitude of characters, some with pretty unique mechanics (reporter). Still have no fucking idea what the hell is going on but the aesthetic, gameplay and music is spot on
 
I find the swans are really easy because of how you can bait enemies with a gunshot and then chainsaw them when they come to investigate. You can clear entire levels with this strategy. Only thing you have to worry about is the fat dudes locking you into a long kill animation. Anyway, close to finishing the game now. It's been slightly disappointing (inconsistent difficulty, some boring levels) but fun. The common criticisms are spot on.
 
Muffled Benny Hill Theme plays in the distance
3isc4.gif
 
Yeah I think it is too, hopefully they can fix quick, but on the Vita version at least, I've had cases were the aim reticule can't be moved the full 360 degrees, for some reason and a restart fixed it. Men getting "stuck" in door ways and etc. making them invincible until they get unstuck.

Been having the same problems. I had to go into the safe mode to restart my vita.
 
Anyone have any ideas on how to clear the first screen of the ship level on hard mode? Because I sure fucking don't. You have to use the least accurate pistols in the game without lock on and barely any ammo to kill a bunch of guys behind cover that will kill you if you step out for more than a second. It's ridiculous.
 
I find the swans are really easy because of how you can bait enemies with a gunshot and then chainsaw them when they come to investigate. You can clear entire levels with this strategy. Only thing you have to worry about is the fat dudes locking you into a long kill animation. Anyway, close to finishing the game now. It's been slightly disappointing (inconsistent difficulty, some boring levels) but fun. The common criticisms are spot on.

You can shoot while chainsawing someone. There's even s trophy for it.

Is level 11 (the boat) even possible on hard? Jesus, did they even test this?

I did it. Which part are you stuck at?
 
Fuck the ship level, especially the part where you have the two thugs in the glass rooms right at the start. Fuck. That. Shit. I RAGE QUIT hardcore last night after trying it on Hard mode for three hours.
This is me on most hard mode stages where I have to deal with those buff guys who only die to guns, particularly after having baited several regular mooks into the same spot and am continuously trying to pick up a gun over a melee weapon.
This is one of my least favorite mechanics of the game, and gets me killed regularly. That and spontaneously inaccurate throw mechanics really piss me off.
 
Just finished the game. Frickin' loved it. Was really interesting from story perspective too. Gotta do a second playthrough to make sense of it all though lol.
 
I reached the Seizure level (21), 13 hours in. Impressive how some people beat this in like 6 hours, I think there were 3 or 4 floors so far that took me like an hour to beat :/
 
I reached the Seizure level (21), 13 hours in. Impressive how some people beat this in like 6 hours, I think there were 3 or 4 floors so far that took me like an hour to beat :/

Finished it with little over 7 hours on the clock which over double the time it took to finish the first game.
 
The open levels feel much more punishing, but are still in the same trial and error vein as the original. I do like how they've upped the 'set pieces' a little bit, but in a way that's still very true to the series. Just got done with the sequence where you're
ducking and dodging between cargo crates on a dock, against a bunch of hunkered down guys with guns
. Very very cool.

I definitely noticed it being more buggy. I've gotten stuck outside of the mission area more than a few times. Also those 'get the girl' or 'get the bag' end-mission objectives can some times be hard to spot in all the pixely chaos.

Still hoping someone can clarify the OST situation btw. I really wouldn't like to pirate it but I don't want to buy the game twice just to get the soundtrack.
 
pretty sure I just reached
the boat
and FUCK. THIS. WHOLE. THING.

Who the fuck thought "let's add a bunch of people with guns, open spaces like a motherfucker, a bunch of windows to get shot through with the sniper aim of these guys, and just to add flavor at the end let's also add some of those big dudes you can't kill with anything but a gun so if you don't have a gun lol good luck"

I just rage quit for a bit.
 
Scene 11 & 12 were both incredibly challenging, played them last sitting. Took me quite some time but I was pretty tired. If I had kept going on the previous play through I think they would have been easier, you kind of get in a rhythm.
 
I never beat the first one but I'm slowly getting through it now before getting into this one. I suck at the first one so this one is gonna suck for me haha
 
It's like they took the hardest HM1 levels and made a salad. Jesus H. tapdancing Christ.

I don't feel like that at all. I think this game dumps a lot of HM1's finer points in the trash, and uses windows, way-too-long-hallways, and cheap design to fill in the blanks left by removing meaningful customization out of the game. Each level feels like an echo of a better level produced for the first game, one that fits within the means of the design. In the world of HM1, it thrives, and in HM2 the games ambitions buckle under the pressure of a game design that simply doesn't support what they wanted to do here.

It's not a bad game. But it doesn't reach the heights of the HM1 experience, which was a more distilled essence of the good you'll find here.

The levels are hard, yes, and even rewarding to a degree, but the sacrifice a lot to get there, and I'd argue it's hard for mostly the wrong reasons. It took me 4 or 5 hours to beat HM1, and 5 hours to beat HM2, so the difficulty, and the fact that it's a longer game, didn't actually add that much to my time. I think it's because I "figured out" the game -- it wants you to pace yourself, be cautious, consider every bullet, move at a snails pace, watch your back, consider the angles, and use the pan cam as much as possible to get everything to be in your favor. Once you actually do that, the game becomes almost simple, and -- in my opinion -- a lot of the fun goes out the same window all those bullets like to come through.

It's a lazy design, hampered by the fact that the bugs from HM1 are still inexplicably still around, and added on top of new ones thanks to really lame new enemies with considerably poor mechanics.

Add in an uninteresting story with uninteresting characters in a game that, for some reason, prioritizes those things above its core mechanics, and I feel like, as a huge HM1 fan, it's the biggest disappointment of the year for me so far.

Also, I finished the game on PC while the camera controls were messed up which added negatively to my experience, but I don't think a considerable amount. I think EatChildren posted a bit back about his perspective on this game, which I think is a fair and apt explanation of what separates the games, but while a lot of people will probably feel they are just two simply different games, each with their own pros/cons, I feel like Hotline Miami 2 is the game I would have expected them to make first, and HM1 is the game they would come out with years later that -- understanding itself better -- is that bottled lightning off most of the good, without almost any of the bad.

I hope to see a Hotline Miami 3. And I hope it is far away from this game as possible in terms of design, even if it doesn't look directly at HM1 for inspiration.
 
I don't feel like that at all. I think this game dumps a lot of HM1's finer points in the trash, and uses windows, way-too-long-hallways, and cheap design to fill in the blanks left by removing meaningful customization out of the game. Each level feels like an echo of a better level produced for the first game, one that fits within the means of the design. In the world of HM1, it thrives, and in HM2 the games ambitions buckle under the pressure of a game design that simply doesn't support what they wanted to do here.

It's not a bad game. But it doesn't reach the heights of the HM1 experience, which was a more distilled essence of the good you'll find here.

The levels are hard, yes, and even rewarding to a degree, but the sacrifice a lot to get there, and I'd argue it's hard for mostly the wrong reasons. It took me 4 or 5 hours to beat HM1, and 5 hours to beat HM2, so the difficulty, and the fact that it's a longer game, didn't actually add that much to my time. I think it's because I "figured out" the game -- it wants you to pace yourself, be cautious, consider every bullet, move at a snails pace, watch your back, consider the angles, and use the pan cam as much as possible to get everything to be in your favor. Once you actually do that, the game becomes almost simple, and -- in my opinion -- a lot of the fun goes out the same window all those bullets like to come through.

It's a lazy design, hampered by the fact that the bugs from HM1 are still inexplicably still around, and added on top of new ones thanks to really lame new enemies with considerably poor mechanics.

Add in an uninteresting story with uninteresting characters in a game that, for some reason, prioritizes those things above its core mechanics, and I feel like, as a huge HM1 fan, it's the biggest disappointment of the year for me so far.

Also, I finished the game on PC while the camera controls were messed up which added negatively to my experience, but I don't think a considerable amount. I think EatChildren posted a bit back about his perspective on this game, which I think is a fair and apt explanation of what separates the games, but while a lot of people will probably feel they are just two simply different games, each with their own pros/cons, I feel like Hotline Miami 2 is the game I would have expected them to make first, and HM1 is the game they would come out with years later that -- understanding itself better -- is that bottled lightning off most of the good, without almost any of the bad.

I hope to see a Hotline Miami 3. And I hope it is far away from this game as possible in terms of design, even if it doesn't look directly at HM1 for inspiration.

I think Dennaton already said that it's the end of the line for Hotline Miami.
 
pretty sure I just reached
the boat
and FUCK. THIS. WHOLE. THING.

Who the fuck thought "let's add a bunch of people with guns, open spaces like a motherfucker, a bunch of windows to get shot through with the sniper aim of these guys, and just to add flavor at the end let's also add some of those big dudes you can't kill with anything but a gun so if you don't have a gun lol good luck"

I just rage quit for a bit.

You forgot one point:

In addition to all that shit, let's make it 5 floors long, so if you quit partway through you have hours of head smashing frustration ahead of you to get back to where you were!

Fuck the boat.
 
pretty sure I just reached
the boat
and FUCK. THIS. WHOLE. THING.

Who the fuck thought "let's add a bunch of people with guns, open spaces like a motherfucker, a bunch of windows to get shot through with the sniper aim of these guys, and just to add flavor at the end let's also add some of those big dudes you can't kill with anything but a gun so if you don't have a gun lol good luck"

I just rage quit for a bit.

I ended up quitting at that point yesterday, it's everything that can be frustrating about the game in one level and amped up to 10. At least that has been the worst level I've come across so far but I've still got time to see worse.
 
I'm actually enjoying the overall variety more than the first game.

That's not to say it isn't horribly frustrating though, If they had only reduced the number of projectile enemies the game would be close to perfect.
 
My advice for people struggling with Scene 11 - enter every area with an uzi as you're going to need it to pick off enemies in every entrance optimally while covering your approach. This is most helpful for the second and fifth area where you're going to have to quickly move downwards (or upwards depending), kill enemies and simultaneously bait out some of the hiding ones. For the people who have trouble with the fourth area where a bunch of enemies are walking around the rectangular formation; use the doors to your advantage to defend yourself while baiting. Enemies will only start shooting at you when you're directly in their crosshairs and if you can bait the enemies to approach, you can safely take cover on the inner side of the door, either doing melee kills or knock outs to your liking. Both options tend to be optimal on the off chance that one of the big guys who only dies to guns make an approach.
 
This game gives me a headache Everytime I play it. Wish levels were shorter and that I don't have to exploit the awful game ai to get past levels. Just got to act 6 and I hope it's close to the end.
 
I ended up quitting at that point yesterday, it's everything that can be frustrating about the game in one level and amped up to 10. At least that has been the worst level I've come across so far but I've still got time to see worse.

For me, the first part of scene 18, while much simpler, has hands down the worst design in the entire series. By far. I find it hard to believe anyone even playtested it and thought it was a good idea to include in the game.
 
agree with pretty much all of spoos points.

oddly enough, when I powered through the game in one sitting over 7 hours, I thought of how similar I felt playing Dark Souls 2.
 
For me, the first part of scene 18, while much simpler, has hands down the worst design in the entire series. By far. I find it hard to believe anyone even playtested it and thought it was a good idea to include in the game.
I've just got to that level. Managed to get past the first part eventually but lost motivation by the second part and turned it off. It's basically luck of the draw to throw your weapon at the one enemy with a gun then proceed to fire it at the large guy with your one shot without getting killed along the way in what is essentially a linear hallway, the majority of which is off screen.

I still love the game but sometimes I feel like it's trying its hardest to stop me doing so.

Also, saw this topic when it was made and just realised that I didn't compliment the OT maker. Top work, still makes me chuckle.
 
Finished it earlier after about 6 hours playtime. The last few levels were a real pain to get through. I'll echo what others have said about the level design not being as strong as the first one and AI bugs seem to be pretty common, that being said I did really enjoy my time with it and I'm glad I bought it. Story kind of went over my head, I pieced some little bits together here and there but I look forward to reading up on it when I can.

The soundtrack, unsurprisingly, is the highlight of the package. Absolutely incredible stuff.
 
just wanted to say i enjoy the new more tactical play

soundtrack is also way better then expected

very happy playing on vita
 
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