It certainly feels much more challenging than
HM1. I'd go so far as to say it feels more linear on a tactical level - it may just be a failure of imagination on my part, but in conjunction with the less flexible character system, drastically higher ratio of windows/walking assault rifles, sparse randomised weapons/items, and the lower variety of weapons, certain scenarios seem to have only one viable path and approach - where even the slightest hesitation or deviation results in sudden death.
Even the closest map to
HM2's window flanked killing field/mooks with guns design,
Hot & Heavy, allowed a variety of tactics. However, the same probably cannot be said for
Clean Hit.
I miss the fire axes, sledge hammers, pots of scalding water, pool cues, the Electric Drill . . . even the humble, harmless dart - all the incidental implements of carnage and the spontaneity they encouraged. Even when they fucked you over - i.e : one beer bottle versus three shotguns, a bat and a dog, ahahaha. While it's certainly cathartic to knock down and chainsaw someone in half, I quickly became somewhat weary of the stock knife/chain/assorted functionally identical bludgeons pool of mêlée weapons, and the tendency for levels to focus on gunplay <strike>and getting shot in the face from two screens away by someone you couldn't see even with the (currently very wonky) zoom function</strike>.
So far, the only bug I've encountered is a pathing issue where enemies sometimes get stuck in doorways, where they rotate at extreme speed, this somehow renders them blind and invincible until they manage to extricate themselves - naturally, this tends to ruin the flow of combos.
I also miss the split second unarmed throat ripping ambush move, and am bemused that executing enemies slumped against walls still causes you to drop your weapon. Also dismayed that weapon acquisition still defaults to empty gun/mêlée/loaded gun when you're standing over a pile. Why ?
Regardless, I am having a blast - the soundtrack is, at the risk of understatement, wonderful, though I'm surprised at the absence of Power Glove, Lazerhawk and/or Dance with the Dead - and even with my misgivings regarding the adjustments to gameplay, it still feels fantastic when you reach that claret soaked Zen moment as it clicks and you smash through a stage with a 20+ combo. That said, I truly wish engaging in an execution (which have all been normalised to take exactly the same amount of time) maintained your combo, it's irritating to be punished for using doors/thrown weapons to knock opponents over.
You're certainly right about attention to detail, Yvette - it's clear that much more effort was spent on world design, and both the quality and variety of the animations (not that I, personally, thought there was anything wrong with the work in
HM1). A stand out moment on this front would be discovering that severed heads can be kicked around, an amusing reminder of
Blood.
The plot ? An acid fuelled dream of a film that may not be real, probably ? I think it's weaker than it's predecessor, less of a relentless mindfuck (disjointed timeline aside, the writing is fairly straightforward), less personal, but the narrative isn't really the draw for these games, is it ? That said, I enjoyed the lack of hand holding and greater emphasis on world building that the various playable characters allowed, further, it was interesting to sort out the exact chronology and interplay of events/perspectives. Also, a starkly divisive ending. Lovely.
RICHARD (?) SAID THAT WE WOULDN'T LIKE THE TWIST. Ahahaha.
In regard to the ending, the boss gauntlet was great, very atmospheric.
I suspect a number of scenarios were cut/reworked/reordered, I believe the narrative would have been stronger if there had been more time spent on characterisation of essentially every playable character, with the possible exception of Jake, as in their current incarnation, his maps are little more than schadenfreude, some background on 50 Blessings/the Colonel's post war motivations/objective of MAD, and the opportunity to unlock a rather cool secret level. Jake's near irrelevancy and the entirely off screen coup d'état may well have been intentional, of course. And then there's his third mask, all the redemption he needs, bloody hysterical. As it is, it all feels somewhat disjointed, and not in the sense of it being a deliberate stylistic choice by the creators. Though there's clearly plenty of that, too. Pity.
I was surprised to find the <strike>slayer of guns</strike> writer and his quirk as entertaining as I did, less-than-lethal in
Hotline Miami, mind boggling. I was mildly disappointed to find that the son's options (while thematically linked to his father and his father's bodyguard) were simply mimicry of the fans. Wish they could have found something distinctive for his levels.
Writing of the son, I'm curious if his confrontation(s) with the other fans were as one sided as his roof top run in with the twins.
The twins ! Delightful gameplay conceit, at least when the gunner wasn't lagging behind the exterior wall . . .
Found the Hawaii levels to be a bit of a chore until I unlocked the sniper rifle/MOTHERFUCKING FLAMETHROWER (:aiee:), mainly due to ammunition scarcity. Perplexingly arbitrary that you can't make use of the weapons of your foes, merely frustrating that the ammo crates grant only a handful of bullets each.
RANDOM MUSINGS, HO :
The detective - is he simply the façade of a spectacularly narcissistic serial killer (his suggestions of topic to the writer, his response to the surviving fan<strike>s</strike> potentially stealing focus from his actions, the film star dream sequence, his disdain for the media while courting their attention, his unique approach to his work as a detective), <strike>or is he a cop trying to garner a promotion via manufacturing and then solving such a case</strike> ? <strike>Probably</strike> Definitely the former, <strike>I suppose</strike> it seems. Is he even consciously aware of his actions as the Miami Mutilator (hell, he even suggested that moniker to the writer) ? Also, the detective - always check the boot of the car. Always. Also also, the detective - the cargo ship, a maddening clusterfuck.
Ahahaha, the skateboard execution. Wow.
Not sure how exactly Richter (who developed into a vaguely sympathetic character, wow) survived
HM1. When in doubt, remember : Jacket be crazy.
Who did the Biker encounter in the desert ? Richard ?
I wonder if there's any significance to every playable character, other than the writer, having green eyes ?
The fucking dark levels full of bloody dogs can get fucked through a hedge backwards, though. Eye strain
and carpal tunnel ? Ehue.
Now for Hard Mode.