Hotline Miami | |
---|---|
Developer(s) | Dennaton Games |
Publisher(s) | Devolver Digital |
Designer(s) |
|
Programmer(s) | Jonatan Söderström |
Artist(s) | Dennis Wedin |
Writer(s) |
|
Engine |
|
Platform(s) | |
Release | 23 October 2012
|
Genre(s) | Top-down shooter |
Mode(s) | Single-player |
Hotline Miami is a 2012 top-down shooter game developed by Dennaton Games and published by Devolver Digital for Windows. The game is set in 1989 Miami, and revolves primarily around an unnamed silent protagonist—dubbed "Jacket" by fans—receiving coded messages on his answering machine instructing him to commit massacres against the local Russian mafia. The gameplay blends a top-down perspective with stealth, and the story features extreme violence and surreal storytelling, along with a soundtrack and visuals inspired by 1980s culture.
The game was developed as a spiritual successor to a cancelled game from 2004 referred to as Super Carnage, where the goal was to kill as many people as possible. The game was developed within a nine month span and released on 23 October 2012 for Windows. In 2013, the game was ported to OS X and Linux on 18 March and 9 September, respectively, while Abstraction Games ported the game to the PlayStation 3 and PlayStation Vita on 25 June 2013 and PlayStation 4 on 19 August 2014.
Upon release, Hotline Miami received critical acclaim, with praise particularly focused on its narrative, themes, soundtrack, color palette, and gameplay. It has since been considered to be one of the greatest games of all time, along with being cited as a highly influential independent video game and as a notable cult video game. The success of Hotline Miami has been attributed to the success of its publisher, Devolver Digital. A sequel, Hotline Miami 2: Wrong Number, was released in March 2015. Hotline Miami was re-released alongside its sequel as part of Hotline Miami: Collected Edition in Japan in 2015 and as part of the Hotline Miami Collection in August 2019.
Gameplay
Hotline Miami is divided into several chapters, each of which is further broken down into several stages. At the start of most chapters, the player character "Jacket" wakes up in his apartment and listens to cryptic messages on his answering machine. These messages tell him to perform an arbitrary task at a certain location, which in each case is inferred as a euphemism for killing every person at that location (e.g., "giving VIPs at a hotel a great stay" or "taking care of a pest infestation").[2] Prior to commencing a mission, the player is asked to select an animal mask to wear, each of which—with the exception of "Richard", the default rooster mask—provides a unique benefit, such as faster movement or a starting weapon.[3]
In each stage, the player navigates a building from a top-down perspective, where the goal is almost always to kill every opponent therein. Occasionally, they must defeat a boss at the end of the chapter or find key items as they explore. Some levels include hidden animal masks for the player to find along the way, often on the bodies of other killers who failed the assignment now being undertaken by "Jacket".[4]
The player usually starts each assignment unarmed, just outside the target location. Melee and ranged weapons can be collected off enemies or the environment. The player must rely on their increased awareness (being able to see inside every room within a large radius) and either stealth or overwhelming force to overcome challenges. As the player is no more resilient to attacks than enemies, getting shot or hit once often leads to death.[4] Attacks such as punches, weapon throws and door slams knock enemies down, prompting the player to gruesomely execute them on the ground.[5] In addition to the more common white suit-wearing mobsters, the player is later pitched against guard dogs, police officers, and other opponents that require different strategies to defeat.[5]
Enemy artificial intelligence causes them to occasionally move unpredictably and makes it difficult to plan a perfect approach. To make up for this, Hotline Miami allows the player to restart each stage as soon as they die, allowing them to quickly fine-tune their approach over several attempts. At the end of most chapters, the game grades the player's performance based on factors such as speed, variation and recklessness, with high scores unlocking new weapons and additional masks.[4]
Plot
On a day in 1989, Jacket[lower-alpha 1] receives a message on his answering machine and a package is delivered to his door containing a rooster mask. Alongside the package, there are strict instructions advising Jacket to retrieve a briefcase from the Russian mafia at a metro station. Jacket continues to receive messages on his answering machine instructing him to conduct more massacres. After each massacre, Jacket visits a store or a restaurant where a man dubbed "Beard" meets him and gives away free items such as pizza, films, and alcoholic beverages. During an assault on the estate of a film producer, Jacket rescues a girl and takes her to his apartment, nursing her back to good health and developing a romantic relationship with her. After this assault, Jacket is visited by three masked personas who question him for his actions, and these continue throughout the rest of the game. In another assault on a phone company, Jacket finds everybody dead except another operative known as "Biker"[lower-alpha 1], who is attempting to access a computer, and the two fight to the death.[lower-alpha 2]
As Jacket continues his massacres, his perception of reality becomes increasingly more surreal and twisted. Talking corpses begin appearing at Beard's places of work, until Beard himself abruptly dies, being replaced by a bald man dubbed "Richter" that offers Jacket nothing. After coming home one night, Jacket discovers his girlfriend murdered and a rat-masked man on his couch, who shoots him. In one final encounter with the masked persona Richard, it is revealed that Jacket was in a coma and that he was reliving the events of the past two months while comatose. Jacket overhears that his attacker has been put in police custody, where he escapes the hospital and storms Miami police headquarters, killing all inside. Jacket finds his attacker to be Richter, who had also been receiving messages on his answering machine. After interrogating him, Jacket spares his life[lower-alpha 3] and steals the file on the police investigations of the killings before heading to a nightclub that the calls were tracked to, where he finds the address to the headquarters of the Miami Russian mafia. Jacket travels to the headquarters, kills all of the guards, and confronts both leaders of the syndicate. After killing his personal bodyguard and injuring his hands, one of the leaders "spares him the pleasure" and commits suicide, while the other contemplates the things he did and allows Jacket to kill him without resistance. Afterwards, a victorious Jacket walks out onto the balcony and lights a cigarette, taking a photo out of his pocket and throwing it out.
In an epilogue starring Biker, he assaults different mafia locations while attempting to identify the source of the messages being left on his answering machine. After an encounter with Jacket[lower-alpha 2] and various interrogations, the source of the messages is identified as 50 Blessings, who he later confronts directly. If the player manages to crack the password of 50 Blessings, Biker successfully uncovers their secrets and their political agenda of utilizing operatives to destroy the Russo-American Coalition. Without the password, Biker is mocked and 50 Blessings cover up their agenda successfully, preventing Biker from discovering the truth.
Development
In 2004, Jonatan Söderström began work on a game known as Super Carnage and was one of his first games, developed with the goal being for him to make the "goriest game possible".[6] The game was a top-down shoot-em-up with the goal to kill as many people as possible. The game was remade a year later, but was cancelled following difficulties with programming AI pathfinding.[6] The game was cancelled and tossed into the "'unfinished and unreleased' box" alongside an estimated 150 other unfinished prototypes.[7][8][9] Years later, Söderström met Dennis Wedin, singer and keyboard player in the band Fucking Werewolf Asso. The two would go on to create a promotional game for it titled Keyboard Drumset Fucking Werewolf and a game known as Life/Death/Island. After the cancellation of Life/Death/Island, Söderström and Wedin encountered financial difficulties, which they then decided their next game would be a commercial release. Going through Söderström’s unfinished games, Wedin saw the potential of the Super Carnage prototype and the two began development.[7] This new project was originally called Cocaine Cowboy, named after the documentary Cocaine Cowboys.[10]
The game began development in 2011 using GameMaker as the first game of the newly founded Dennaton Games. Shortly after development began, Cocaine Cowboy was renamed to Hotline Miami.[10] The game was developed over the span of nine months with little budget, no proper release planning, and was described by Wedin as "fucking hard".[7] The team experienced various challenges with developing the game's pathfinding and the limitations of an outdated version of GameMaker.[7] One issue that was described as a "pain in the ass" for the developers was when playtesters experienced frequent game crashes when a printer was connected to their computer.[11]
The game was designed with fluid combat and combo windows in mind, going as far as to make sure enemies would not run away from players. While the developers did not want to have a large amount of dialog and cutscenes in the game, prioritizing gameplay first and foremost, the developers added the game's masked personas to try and push an anti-violence message and prevent real world massacres.[11] Influences for the game included David Lynch, Gordon Freeman from the Half-Life series, and the movies Kick-Ass and Drive.[12][13] During the games difficult development, the developers stayed in contact with other teams, and a copy of the game was sent to Devolver Digital by Vlambeer. After playing the demo, Devolver Digital contacted Dennaton, offering to publish the full game. While they were initially hesitant with working with a publisher, they agreed to do it[11][7] as the publishing contract was very simple.[14]
Music
The developers early on decided that they did not want the game's music "to sound like video game music" to try and "capture the essence of the 80s". When they could not obtain the licenses for the "temporary soundtrack" they chose early in development, Söderström found composers for the game through searching free tracks on Bandcamp. Tracks were licensed out from composer M.O.O.N. for use in the game, while composer Scattle created a score for the game directly.[10] Several other artists had their music licensed for the game or composed music for the game itself, such as Sun Araw and Jasper Byrne.[15][16] The game's soundtrack has been released on the Steam platform and SoundCloud.[17][18] A physical vinyl release of the soundtrack was revealed on 11 March 2016 after a Kickstarter reached a goal of $57,000.[19]
Marketing and release
Devolver Digital would bring a demo of the game to the 2012 Rezzed Expo, where it won Game of the Show.[7] Swedish painter Niklas Åkerblad would draw the game's box art.[1] Leading up to the release of Hotline Miami, Devolver Digital opened a phone line in Miami, Florida, to enable people to call and leave voice messages of their own.[20] Hotline Miami released for Windows on 23 October 2012.[21] Shortly after the release of the game, a trailer was created using the voice messages left by fans.[22]
In early November 2012, an update for the game added support for gamepad control, multiple bug fixes, a few gameplay tweaks, graphical adjustments, and a new bonus map called 'Highball'.[23] At the end of 2012, Devolver Digital revealed that 130,000 copies of the game had been sold in the game's first seven weeks.[24] Around this time, Söderström released a patch to a torrented version of the game, with Devolver Digital stating that he did not want people "playing the buggy version of his game however they got it."[24]
In 2013, the game was released for OS X on 19 March and 19 September for Linux.[25][26] It was released for PlayStation 3 and PlayStation Vita on 25 June in North America and 26 June in Europe.[27] The title would be cross-buy, allowing those who have purchased the game on either Vita or PlayStation 3 to play it across both platforms, only having to buy it once. The port was handled by Abstraction Games,[28] who shifted the engine from Game Maker 7 to PhyreEngine, adding enhanced controls, an extra unlockable mask, and online leaderboards. These features were later added for existing Windows owners as a patch.
On 28 May 2013, Hotline Miami was featured on the eighth Humble Indie Bundle as one of the games offered if paying above the average amount. On 24 June 2013, the PlayStation 3 and PlayStation Vita versions of Hotline Miami were released.[29] When asked about the possibility of an iOS port, the developers rejected the idea, further commenting that the controls would "suck".[30] On 24 March 2014, Devolver Digital announced that the game would be headed to the PlayStation 4 with cross-buy support with the PlayStation 3 and Vita.[31] The PlayStation 4 version of Hotline Miami was released on 19 August in North America and 20 August in Europe.[32][33] The game continued to sell hundreds of thousands of copies, and by May 2015, the game's sales had reached 1.5 million copies.[34]
Reception
Critical reception
Aggregator | Score |
---|---|
Metacritic | (PC) 85/100[35] (PS3) 87/100[36] (VITA) 85/100[37] |
Publication | Score |
---|---|
Eurogamer | 10/10[38] |
Game Informer | 7.75/10[39] |
GameSpot | 8.5/10[40] |
GamesRadar+ | 4/5[41] |
GameTrailers | 8.7/10[42] |
IGN | 8.8/10[43] |
PC Gamer (US) | 86/100[44] |
VideoGamer.com | 9/10[45] |
PopMatters | 9/10[46] |
Hotline Miami released to generally positive reviews. Metacritic calculated a score of 85 based on 51 reviews for the Windows version,[47] 87 based on 19 reviews on PlayStation 3,[48] and 85 based on 27 reviews on PlayStation Vita.[49]
The game's fast paced gameplay was positively received by many critics. Described as one of the few games deserving the title of "murder simulator" by Phill Cameron of VideoGamer.com, he praised the gameplay as "five seconds of action that you can lose yourself in for five hours" and Charles Onyett of IGN viewed gameplay positively.[45][50] Tom Bramwell of Eurogamer praised all parts of the gameplay and the atmosphere, describing it as addicting and that the game "only works as a whole".[51] Criticisms of the gameplay included those by Ben Reeves of Game Informer and Graham Smith of PC Gamer, reporting that the gameplay had "more style than substance" and "frantic repetition" respectively, though both still viewed the gameplay positively overall.[52][53]
The game's atmosphere and art direction were very positively received. Cameron of VideoGamer.com wrote that the atmosphere does "an awfully good job of desensitizing you to the violence".[45] Smith of PC Gamer praised the game's story for not attempting to give a cliché justification for the player's violence.[53] Danny O'Dwyer of GameSpot described the game as a "wonderful barrage of the senses".[40] The atmosphere and violence was not without some criticism however, such as that from Chris Kohler of Wired, who named Hotline Miami the "most disgusting video game of all time".[54] The soundtrack was acclaimed across various publications for working with the game's atmosphere. Reeves of Game Informer praised the music, describing it to "perfectly place you inside the mind of a serial killer".[52] Giancarlo Saldana of GamesRadar+ and Onyett of IGN described the music as "very effective" and "meshing perfectly" respectively.[55][50]
Awards
Before release, the game was the recipient of both Eurogamer's and Rock, Paper, Shotgun's Game of the Show award at their inaugural EGX Rezzed expo.[56][57] After release, the game received the "Best PC Sound" accolade by IGN from its "Best of 2012" awards.[58] It was also nominated for "Best PC Action Game",[59] "Best PC Story",[60] "Best PC Game",[61] "Best Overall Action Game",[62] "Best Overall Music",[63] and "Best Overall Game".[64] PC Gamer awarded the game with "The Best Music of the Year 2012".[65] At the 2012 Machinima's Inside Gaming Awards, the game received the "Most Original Game" award.[66][67]
Legacy
Hotline Miami has been considered one of the greatest video games ever made, one of the most influential indie games ever made, and has amassed a cult following.[68] The success of the game has been linked to the success of Devolver Digital, being considered the publisher's breakout title.[69] Devolver Digital has gone on to publish many different titles, becoming one of the most influential publishers for indie games.[14][70] In 2023, TechRadar described Hotline Miami as the "gold standard" of indie games.[71]
In 2012, Söderström and Wedin said they were looking to create downloadable content for Hotline Miami,[13] which was later expanded to a full sequel.[72] After being officially announced at E3 in June 2013,[73] Hotline Miami 2: Wrong Number was released for Windows on 10 March 2015.[74] The sequel received generally lower reviews compared to the first game.[75] The game was relatively controversial upon its release, and it was subject to a ban in Australia due to its sexual imagery.[76] In 2019, Dennaton Games denied that a third entry is in development.[77] An eight-part comic book series published by Behemoth Comics, titled Hotline Miami: Wildlife, was physically distributed to comic book stores and traditional book stores by Simon & Schuster and Diamond Comic Distributors beginning monthly in September 2020 after their initial digital release in 2016.[78] A parody of Hotline Miami was included in Devolver Bootleg (2019), known as "Hotline Milwaukee", which was a version of the game with simplified movement that gave dogs the ability to use guns.[79] A figure of Jacket was revealed in 2014, featuring several different masks that could be swapped out.[80]
Two compilations containing both games in the series have been released, Hotline Miami Collected Edition and Hotline Miami Collection. Hotline Miami Collected Edition was released in Japan on 25 June 2015 for the PlayStation 4 and was sold at retail,[81] while Hotline Miami Collection was released for Nintendo Switch digitally on 19 August 2019,[82] Xbox One on 7 April 2020,[83] Stadia on 22 September 2020,[84] and PlayStation 5 and Xbox Series X/S on 23 October 2023.[85] Two limited physical releases of the Hotline Miami Collection were released online by Special Reserve Games in 2020 and 2021.[86] Several fangames and mods based on the series have been created. The most notorious of these was the controversial Midnight Animal, a Persona inspired mod that was abandoned in 2018 after severe backlash towards the creators actions.[87]
Several video games have been inspired either directly or indirectly by Hotline Miami, many from Devolver Digital.[88] Some of these games include The Hong Kong Massacre (2019),[88] which itself inspired a scene in John Wick: Chapter 4 (2023).[89] The game was featured in The Last of Us Part II (2020) as an easter egg.[90][88] The game has been considered a primary reason for the popularization of synthwave alongside the film Drive.[91] The game has been involved in several crossovers with other video games, including Payday 2 (2013),[92] Dead Cells and Travis Strikes Again: No More Heroes (2019),[93][94] and Fall Guys (2020).[95]
Notes
- 1 2 Jacket and Biker are both unnamed within the game itself. Jacket became the protagonists official name after the release of the game, starting with Jacket's appearance and Biker's helmet in Payday 2.
- 1 2 The encounter between Jacket and Biker is retconned in Biker's epilogue, and both are seen alive in Hotline Miami 2: Wrong Number. The actual outcome of the duel is unknown.
- ↑ The player has the option to either kill or spare Richter's life in the game, but canonically, Richter lives and goes on to appear in Hotline Miami 2: Wrong Number.
References
- 1 2 Diver, Mike (14 March 2016). "Meet the Artist Who Brought the Game Hotline Miami Out of 2D". Rock Paper Shotgun. Archived from the original on 13 April 2016. Retrieved 9 April 2016.
- ↑ Saldana, Giancarlo (26 June 2013). "Hotline Miami review". gamesradar. Archived from the original on 20 June 2023. Retrieved 20 June 2023.
- ↑ "Hotline Miami review". Eurogamer.net. 23 October 2012. Archived from the original on 2 August 2023. Retrieved 20 June 2023.
- 1 2 3 Onyett, Charles (27 October 2012). "Hotline Miami Review". IGN. Archived from the original on 20 June 2023. Retrieved 20 June 2023.
- 1 2 Saldana, Giancarlo (26 June 2013). "Hotline Miami review". GamesRadar+. Archived from the original on 20 June 2023. Retrieved 20 June 2023.
- 1 2 3 Tom Francis (1 December 2012). "Hotline Miami interview: Dennaton Games on creating carnage to delight and disgust". PC Gamer. Archived from the original on 4 June 2023. Retrieved 13 September 2023.
- 1 2 3 4 5 6 7 "The Making Of: Hotline Miami". Edge. Future plc. 30 June 2013. Archived from the original on 26 October 2014. Retrieved 26 November 2015.
- ↑ Saraintaris, Nico (3 July 2014). "We Ask Indies: Cactus, creator of Hotline Miami and tons of other weir". Game Developer. Archived from the original on 2 August 2023. Retrieved 5 July 2023.
- ↑ House, © Future Publishing Limited Quay; Ambury, The; England, Bath BA1 1UA All rights reserved; number 2008885, Wales company registration (2 February 2015). "Hotline Miami - Retro Gamer". www.retrogamer.net. Archived from the original on 28 May 2023. Retrieved 13 September 2023.
{{cite web}}
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- ↑ "Best Overall Music – Best of 2012". IGN. IGN Entertainment. Archived from the original on 24 December 2012. Retrieved 26 November 2015.
- ↑ "Best Overall Game – Best of 2012". IGN. IGN Entertainment. Archived from the original on 25 December 2012. Retrieved 26 November 2015.
- ↑ Davies, Marsh (24 December 2012). "The Best Music of the Year 2012: Hotline Miami". PC Gamer. Future US. Archived from the original on 8 December 2015. Retrieved 26 November 2015.
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