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Hotline Miami 2: Wrong Number is the brutal conclusion to the Hotline Miami saga, set against a backdrop of escalating violence and retribution over spilled blood in the original game. Follow the paths of several distinct factions – each with their own questionable methods and uncertain motivations – as unforeseen consequences intersect and reality once again slips back into a brilliant haze of neon and bloodshed. Blistering combat against punishing opposition will require intense focus as new variables, weapons, and methods of execution are introduced throughout the struggle. Let the striking colors of an unmistakable visual style wash over as you meticulously cut down those that would stand between you and the ultimate meaning behind the massacre. This is the finale, this is the unquestionable end.

RSS Reviews  (0 - 10 of 15)

Steam Workshop of HM2 revealed the full potential of Hotline Mimai gameplay.


Fun top-down arcade-style shooter. Compared to the first one, this one is a much more cohesive and polished story with emphasis on gunplay. Several moments will probably leave you upset, but there's nothing more satisfying than finishing the game. There's also support for custom levels which could potentially keep you happy with the game forever. The game is visually pleasing, its predecessor had sparked a big kick of the retro 80s style among various artforms. Memorable characters with even more memorable stories. Very indie, and impressive for the small team of 2 that worked on the game.


I really like this game, when you play through a level it feels amazing to fully combo it, the flow is perfect, the music is perfect and the game is in my eyes perfect. It is hard, especially when you are new to it but eventually you'll be rocking those S ranks. And with the recent addition of a level editor the game has become even better. The story is for most people either a hit or a miss, i really like it but i can see why some people don't.


Pi0h1 says

Agree Disagree

Probably the best indie game ever, the difficulty is pretty ******* hard, the music is incredible, the gameplay is majestic, the artstyle ******* beautiful and the level design ******* stellar, and that's withouth even mentioning the story.
I really recommend this game, specially if you enjoyed the first Hotline Miami.

As a whole, its alot more grounded than Hotline Miami 1, but instead of being a whole "fun games don't need story, they just need to be fun", fast flowing tactics, violence as a puzzle kind of thing, this game feels more so like that and it seems to flow better but it can be more of a unfair puzzle at times. Enemies shoot you off screen alot making you use that move screen key, masks take a whole new direction in gameplay (theres less masks but each one feels way more fresh than what we had before).

However certain bugs weren't fixed. Dogs spin, doors get into a infinite bouncing into enemies to knock them out, enemies don't hear you or see their friend get killed ect Some levels are frustrating like Beards war scenarious (where he can't pick up new weapons and only some crates open to give him ammo, allowing you to reload instead) making it a very strategic but also a guessing game. The nightclub level was painful to see with its flashing lights from light to dim and mobsters in dark clothes.

The story here is more of a focus but it answers every single question we had about the first game instead of allowing the players to make our own meaning, it makes some parallels between its own history and reality, it gave us something we thought we wanted with Martin's psychotic break (weird scenes where he imagines camera crew during his first kill), Richter's, Pardo's, and Evan's storylines. It’s still weird (particularly the ending) but its not interestingly weird (or interestingly ambiguous on the concept of violence and player motivation like the first game). Mostly its still the awesome music, more violence, alot more. What the game ends up doing is pushing every single piece of its own backstory and seeing how far it can take it before moving to another thread (mostly the story comes in snippets towards the end of levels). Then as people and stories are dropped its almost as if its trying to break down its whole universe, until finally it literally does destroy everything in a climactic finale like it all didn't matter. So its still rebellious towards the need for story as player motivation, or 'anti-story' in that way. That doesn't stop it from being uninteresting though, still very fun and that I think is what makes it worth playing.


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