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Hotline Miami 2: Wrong Number is the 2015 Sequel to Hotline Miami, made by Dennaton Games and published by Devolver Digital. The game was released for Windows, Linux, OSX, Playstation 3, Playstation Vita, and Playstation 4. A digital comic book serving as a prequel for the game began publication on Steam on February 17, 2015, providing background on the various characters and factions featured in the first and second games.

Set in an Alternate History version of The '80s and The '90s, Wrong Number serves as something of a Mind Screwdriver. Whereas Hotline featured a Jigsaw Puzzle Plot that left several pieces intentionally missing, Wrong Number uses Pulp Fiction-style Simultaneous Arcs played in Anachronic Order to explore the backstory of the world and the aftermath of the first game, providing insight to some of the weirder plot threads as a result.

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Originally envisioned as a quick piece of DLC for the first game to tie up loose ends, the levels and stories quickly grew to the point that it was as long as - if not longer than - the original, so it was decided to simply package it as a sequel and go all-out with the development. Feeling that they had basically perfected the series' core gameplay with the first title, the devs instead opted to explore what cool new things they could do with it. The result is a game that is significantly harder than its predecessor, with sprawling, intricate levels containing a more pronounced artistic flair.

Each character, as well, plays vastly differently, and gameplay remains constantly varied as a result - for example, one character is a Spec-Ops soldier who can use a knife and gun at the same time, but cannot pick up new weapons, while another is a Brother-Sister Team that moves as a single unit, with one firing guns while the other swings a chainsaw. Each character has their own storyline that connects to the rest, be it by coincidence or directly crossing paths, and the story mode takes place between 1985-1991, jumping back and forth to create a sense of gradually developing history to the world the game takes place in, and allows for a reasonable progression of difficulty in the levels.

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Previews: Teaser Trailer


Wrong Number contains examples of:

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    A-F 
  • Action Film, Quiet Drama Scene: Several throughout the story.
    • The end of "First Trial," where Manny and Evan have drinks while discussing their day.
    • The hidden sequence with Evan and the Biker, where a drunk Biker rambles about the events of the first game.
    • The beginning of "Stronghold," where the Ghost Wolves relax on the beach, talking about what they want to do when they go home.
    • Any of the scenes with Richter and his mother easily qualify.
  • Adaptational Villainy: In-universe variation; the movie Midnight Animal based on the events of the first game portrays Jacket as a psychotic, bloodthirsty monster.
  • Adventure Duo: The Swan Twins, a Brother-Sister Team of killers. The brother, Ash, uses guns and stays behind the playable sister, Alex, who uses a large neon-orange chainsaw.
  • After the End: The after credits screen and Hard Mode stage select shows the Miami skyline in ruins.
  • All There in the Manual: The digital comic series, which was released separatedly before the game's premiere, explains backstories of main protagonists and general setting of the game.
  • Alternate History: US / Soviet relations were considerably different in Hotline Miami's version of history.
    • The Soldier sections are all set during the fictional invasion of Hawaii by the Soviets.
    • San Francisco gets nuked by Russia in 1986 to force a surrender. As a direct result, Russia and the US begin negotiations to turn the American government into a Puppet State under the "Russo-American Coalition".
    • In 1991, Russia and the US start a nuclear holocaust when their leaders are assassinated in an American Military Coup.
  • Anachronic Order: The game jumps between prequel stories, sequel stories, and stories in-between.
  • Anyone Can Die: While the first game isn't shy about killing characters off, this one is even more trigger happy. Even playable characters can be killed off during the story. Characters introduced during the first game aren't safe either.
  • Artifact Mook: In Hard Mode, katana-wielding Colombians can be seen fighting alongside the Russian mobsters in First Blood and Demolition.
    • Although in this case it's actually a subversion. First Blood and Demolition take place before the first Hotline Miami, during the period of time when the Russian Mafia and the Colombians were still on good terms with each other.
  • Artificial Brilliance: As in the first game, enemies alternate between acting incredibly sharp and able to kill you extremely quickly...
  • Artificial Stupidity: ...and being so unbelievably idiotic that they don't even bother to react to you shooting their comrades half the time.
  • Ascended Extra: You get to play as "Beard", the guy at the convenience store in the first game, in the Soldier sections of Wrong Number.
  • Attention Whore: The Miami Mutilator (aka Manny Pardo), is revealed to be this, murdering his victims for the sole purpose of attention and fame, and even killing the remaining member of the Fans to remove any competition to his publicity.
  • Bad-Guy Bar: The Fans regularly hang out in a dingy bar.
    • The Easter Egg bar where Evan meets Biker; though whether it's canon or not is debatable seeing that characters that should be dead are there. The bar's name? 'The Bar of Broken Heroes'.
  • Bland-Name Product: In the game's second level, set in a shopping mall under siege by criminals, there is a "Super Fun Entertainment System" on display.
  • Bloodier and Gorier: Impossible though it may sound, this is even more violent than the first game, albeit in a subtle manner. You may notice that deaths are more graphic and more detailed this time around (you'll see guts spilling out a lot more often, for one thing) once you examine them.
  • Big Bad: The leader of 50 Blessings, who forced multiple people into committing the mask killings, is revealed to be the Army General who commands Beard during the Soldier missions. Interestingly, he's not responsible for any of the 1991 story segments.
  • Bonus Level: Named "The Abyss". It takes place in the abandoned 50 Blessings HQ, now populated by raving junkies. Unlocking it is a Guide Dang It!reach the third floor of Withdrawl (Jakes final mission) and clear the floor without dying. After you clear it, leave in your truck after speaking to the Volunteer. In ensuing cutscene, as the Volunteer goes to get "coffee", right click and Jake will grab a floppy disk off the table. When investigating his clothes as Evan, right-click near the floppy to pick it up, and the level will be unlocked.
  • Book-Ends:
    • The first and last levels are shown by themselves in the level select screen, instead of being part of an act. They also both have information about the "movie" in place of your best time and score when selected.
    • The series begins with Jacket and ends with a shot of his last moments before the nuke hits.
  • Boss Bonanza: The final level sees the player facing down each of the Fans, one after the other, as viewed through the Son's drugged hallucinations.
  • Bragging Rights Reward:
    • The rank related achievement only calls for getting A+ ranks, so getting the better S ranks would be considered to be this.
    • Also, as Richard points out in the opening cutscene, beating Hard Mode will not change the story whatsoever, with the exception of adding a symbolic, patriotic poem in the ending credits. At least there's an achievement for beating Hard Mode.
  • Briefcase Full of Money: Jake can take such briefcase at the end of Hard News. Doing so gets him an arcade machine and a monster truck in the intro to Withdrawal.
  • The Cameo: in the bar where the Fans meet, many of the NPC's there are the same artists who made the soundtrack of the game.
  • The Cartel: The Son's missions involve taking out the Columbian gang that took over their territory after the events of the first game.
  • Central Theme: Two major ones, actually:
    • Like the first game, the pointlessness and self-destructive nature of violence is a recurring message in each of Wrong Number's successive story lines.
      • Martin Brown, who relishes the chance to play the killer in a violent slasher film, ends up losing his grip on reality and is accidentally killed when a loaded gun ends up on set instead of a prop.
      • The Henchman, who made his living as a killer for the Russian mafia, is abandoned by his girlfriend when he tries to leave with money stolen from the Colombian Cartel and killed by the Fans soon after.
      • Biker, who became one of the masked killers in Hotline Miami out of boredom, has become a sad drunk after losing his will to fight between the two games.
      • The Soldier, who kept fighting in a pointless war that everyone knew America was losing, is killed after being discharged, when Russia nukes an American city to force a surrender.
      • The Fans, who became copycat killers for fun, all end up being slaughtered by the Police and The Mafiya after getting in over their heads.
      • The Son leads a bloody turf war against the Colombians, only to overdose on drugs celebrating his victory, kill dozens of his subordinates, and then jump off a skyscraper.
      • Manny Pardo ends up a paranoid wreck hiding in his own home out of fear the other cops will discover his violent misconduct.
      • If Evan keeps obsessing over the violent Masked Maniac killings, his wife and kids leave him for good.
      • 50 Blessings, who believed they could use violence to "save" America from Russian influence, end up inciting a nuclear holocaust that destroys Hawaii and Miami instead.
    • Additionally, there are expectations - namely, how they are subverted. Every character expects something to come out of their exploits and believe that they are working towards a certain fate. However, the only character to get a somewhat satisfying ending is Richter, who just goes with the flow. This is further underlined by the Richard hallucination being comforting and friendly to him, instead of confrontational and taunting. Apart from them, not even the players are safe.
  • Color-Coded Armies: The Russian Mobsters follow a strict dress code comprised of a pale blue shirt under an open white jacket. The Colombians, their chief rivals, are pretty much an inverted Palette Swap, wearing a black jacket over a purple shirt.
  • Cowboy Cop: Deconstructed with Manny Pardo. The only reason he's a detective is because all the copycat killers emulating Jacket are stealing his thunder. He's privileged to go into danger zones first, and gets to tamper with evidence. He survives until the end of the game, but holed up with paranoia in his house.
  • Cutting Off the Branches: Of the few choices and story branches the player was given in the first game, all are given a canon outcome.
  • Damn You, Muscle Memory!:
    • In the PS3 and Vita versions of the first game, the Circle button is used as the "drop/switch weapon" button, since throwing a weapon as opposed to simply dropping it can easily cause unwanted commotion. Here, the dropping feature is inexplicably gone, forcing you to throw a weapon every time you switch to another. Speedrun enthusiasts used to the first game's controls or people who want to get an A+ ranking on every stage will surely have a field day.
    • When replaying levels in the first game, the "Skip Intro?" prompt is set to "yes" by default. Here it's set to "no".
  • Dark Shepherd: Richard, undoubtfully. He's perhaps one of the creepiest Dark Shepherds in gaming not only because of his threatening speeches to criminals but also because of the background music that sounds extremely horrifying.
    Richard: There's a twist at the end. I doubt you'll like it. I don't think anyone will. Maybe you ought to get out before it's too late?
    Martin: I don't think so.
    (Spoiler:Martin dies. Well, obviously. What did you expect?)
  • Diabolus ex Machina: There's very little foreshadowing concerning the events that lead up to the nuclear war at the end of the game (even if the nature of the ending itself is foreshadowed), and the element itself seems to be in the story for the sole purpose of ensuring that there won't be a Hotline Miami 3.
  • Dead Man Walking: The playable mobster known as "The Henchman" senses he's not long for the world, and puts in his resignation from the mob.
  • Death by Irony:
    • Mark dies by getting whacked with a golf club when his play style revolves around firearms while Corey gets shot with a magnum when her special ability allows her to avoid bullets.
    • All of the fans but Tony kill The Henchman, A Russian Mobster, while he lays there due to being under a severe drug trip. Later, all of the fans but Tony are killed by The Son during his drug trip where he mistakes The Fans as monstrous animals.
  • Dem Bones: In the Hard Mode cutscene, Manny, Evan, Richter, and the Soldier are all reduced to skeletons, referencing how they died.
  • Demoted to Extra: Don Juan and Rasmus only appear in The Abyss.
  • Difficult, but Awesome: Like the original masks for Jacket, the Fans each come with a very useful skill at a reasonable cost:
    • Corey can dive-roll under bullets, but at the cost of split-second vulnerability at the end of it.
    • Tony carries the same deadly punches as the first game, can melee large enemies, and has a slightly larger window for killing charging dogs. However, he cannot even touch any weapons, has a longer kill animation if dogs aren't melee'd perfectly, and can only knock down large enemies (i.e. they need to be executed before they rise again). Unfortunately with the increased size of the levels in Hotline Miami 2, this generally results in having to bait out any ranged enemies and isn't very effective for racking up combos because of this.
    • Mark spawns with two MP5s and, while equipped, pressing the throw button makes him gradually arc the guns outwards for spraying rooms or 90° either side. This comes at the cost of being unable to drop them until empty, only getting one reload, and (since they don't respawn for the map) getting no further bonuses.
    • The Swans can simultaneously melee and fire, Ash automatically picks up whatever weapon he steps over, and only Alex can die. This comes with the restriction of slow melee executions, no melee swapping, and being a pain to learn and adjust to.
  • Dirty Cop: Aside from Manny Pardo, the security guard dressed enemies are this, implied to be in on a 50 Blessings operation to get Richter killed in a riot in Release and the guards at a bank in Blood Money are openly working with the Columbians, and is notably the only intentional case of two enemy types fighting the player.
  • Does This Remind You of Anything?: America gets involved in grueling island warfare in the Pacific against a military powerhouse, involving an attack on Hawaii and ending in an exploitative peace treaty caused by the nuking of a major city. Sound familiar?
  • Downer Ending: Martin is accidentally killed on set, the Henchman gets killed by the Fans, the Fans get killed by The Son and the cops, Jake gets killed by either the Mafia or 50 Blessings, the Soldier is killed soon after being discharged from the army, The Son jumps off a skyscraper while tripping on hallucinogenics, Manny has a mental breakdown, Evan may - depending on player choice - never make up with his family, Jacket is put on death row, and Miami, Hawaii, and possibly the rest of the US is nuked by the Russians after 50 Blessings assassinates both the Russian and American presidents.
  • Eagleland: Type 2. The comics show an American Pride Parade calling for the prevention of another "San Fran" which is revealed to have been nuked by the Russians, who beat up a group of civilians on the accusation of being Russian, and 50 Blessings, a neo-nationalist movement, is a prominent force.
    • Fallen States of America: Both the games and the comics' America was shown faring not too well against Soviet Union in Cold War, especially after the loss of Hawaii and the nuking of San Francisco.
  • Early-Bird Cameo: During Evan's first level introduction part, you can spot all of the Fans without masks at the entrance of the courthouse, seemingly carrying support banners. The Biker is also present.
  • Even Evil Has Standards/Vigilante Man: As explained in the comic book, while the Fans are doing their murders For the Evulz, they also consider Jacket a hero for targeting criminals and only target criminals for their killing sprees.
  • Expy: The Soldier scenes are set in Hawaii during a fictional Soviet invasion, but the jungle warfare, weapons, outfits and vehicles evoke The Vietnam War, complete with more than one Apocalypse Now Shout-Out. Some fans have even mistaken the conflict for Vietnam at first glance.
  • Face Death with Dignity: At the end of the game, Richard tells Richter that he's about to die and that there's nothing he can do about it. Richter then decides not to fight his impending death and just lets it happen.
    Richard: I'm glad you understand... Leaving this world is not as scary as it sounds.
  • Fake Difficulty: A common complaint in reviews is that the more wide-open levels combined with the same unpredictable AI from the first game lead to quite a few cheap deaths, such as offscreen bullets and dogs that come out of nowhere at full speed before the player can even react.
    • Also, the console version of the game has an awful auto-aim system that sometimes, instead of targeting the enemy right in front of you, targets an enemy all the way on the other side of the level. And you depend on this aiming system since aiming with the analog sticks isn't good either.
  • Firing One-Handed: Fatter characters such as Martin, Mark, and Jake fire and reload shotguns one-handed.
  • Fission Mailed:
    • In "Final Cut", the pig butcher will get "shot" by the Final Girl at the end of the precinct shootout scene. Instead of a restart prompt, the actress will continue to pump lead into you, unaware that the prop gun appears to be real.
    • In Jake's final chapter, "Withdrawal" - dying on the final floor doesn't give you the restart prompt, but will show mafia members interrogating and killing Jake instead.
  • Five-Man Band: The Fans function as this to an extent.
    • The Leader: Tony the Tiger. In the prequel comics he was the one to come up with the idea to start mudering people.
    • The Lancer: Swan #2, Ash, who seems to be the most mechanically adept and who is most frequently seen finding new opportunities for their killing sprees.
    • The Big Guy: Mark the Bear, the largest of the fans. Also dual wields weapons, carrying the largest amount firepower on the team.
    • The Smart Guy: Corey the Zebra, who seems like the most level-headed person in the group.
    • The Chick: Swan #1, Alex, Ash's sister, for a given amount of "chick"
  • For the Evulz: The Fans are only murdering gangsters and lowlifes to have fun.
  • Foreshadowing:
    • Quite a bit with regards to the ending.
      • "There's a twist at the end. I doubt you'll like it. I don't think anyone will." This foreshadows not only Martin's accidental death at the end of the chapter, but the controversial Downer Ending of the game itself.
      • During the Henchman's dream sequence, it's noted on the radio that A Storm Is Coming to Miami. It's really nuclear fallout.
      • The game's box art. It depicts the nuking of San Francisco, with the Soldier in focus. Behind him are the Fans' animal-like Final Boss forms, with one of the Janitors at the top middle, the Colonel on left, and the Son on the right.
      • In First Blood, Richter's mother talks about a dream where she, Richter and his father were on an island together peacefully, but there was something wrong in the air before something bad happened. At the end of the game, Richter and his mother are peacefully watching TV in Hawaii before the nukes come down.
      • The main menu appears to be Miami in the middle of being nuked.
      • When continuing the game, the screen flashes from the left of the screen, like an explosion. On the following screen, you can see something glowing to the left that is not the sun.
      • The appearance of Nuclear Throne cut-outs in Homicide is oddly prophetic considering what happens at the end of the game.
    • There's a little detail worth noticing about the scene following Death Wish. You may notice a body covered in a tarp after leaving the building. That's the Son.
  • Foregone Conclusion: Richard invokes this in hard mode's intro. Asking the other characters (and the player) why they came back when they already know how this story is going to end.

    G-Z 
  • Gangsta Style: Just like in the first game, everyone holds pistols and sub-machine guns sideways, with the exception of the fat characters like Mark and Jake.
  • Genre Shift: The first game is much more of a Psychological Thriller with a Sunshine Noir aesthetic and tone, with little context for the setting. The second is outright apocalyptic science fiction in a Darker and Edgier Alternate History.
  • Giant Space Flea from Nowhere: The Metalhead and his gang. While every other level has some context or justification for why you're killing a bunch of people, these guys only really exist to give Evan something to fight before going to Richter's house.
  • Going for the Big Scoop: Evan, the novelist, is trying to write a book on the Masked Maniac killings.
  • Gone Horribly Right: 50 Blessings eventually achieves its goal of breaking the Russo-American coalition... which promptly results in Hawaii and Miami getting nuked by the Russians
  • Guide Dang It!: The 'Box Full of Sharp Objects' achievement, which requires you to use all the weapons in the game. This includes weapons that are exclusive to one level and aren't immediately obvious such as the Acid in Withdrawal.
  • Guys Smash, Girls Shoot: Inverted with Alex, who wields a chainsaw, and Ash, who uses a handgun.
  • Hope Spot: The ending starts off with Richter, one of the most sympathetic characters, sitting with his mother in a Hawaii bungalow. It seems like, despite it all, he's earned his happy ending... and then nuclear bombs from Russia hit Miami and Hawaii, killing Richter and all the other surviving protagonists.
  • Hitbox Dissonance: Dogs. Their kill animation seems to trigger a bit too early, making it look like they teleported on you. Their AI has some weird blind spots, and while they can't notice you during them, your melee weapons tend to go right through them too.
  • Iaijutsu Practitioner: How The Son and some mooks wield their katana.
  • Interface Screw: When you try to select the final level "Apocalypse" in stage select, the normal "Skip intro? Yes / No" prompt will change to "Don't do it! PLEASE STOP".
  • Interface Spoiler: One of the achievements requires you to play all of Evan's levels without going lethal. However, when you beat the game, the achievement is not unlocked. This is because he's the player character of the Bonus Level, The Abyss.
  • Jack the Ripoff:
    • The Fans are a gang of copycat killers attempting to emulate the events of the first game for kicks.
    • The Miami Mutilator AKA Manny Pardo is revealed to be this, desperately wanting to be the center of attention.
  • Just Before the End: Aside from the levels that take place prior to 1991, the game's story is set before the beginning of World War III. None of the characters in 1991 are in any real position to keep this from happening, a fact that Richard alludes to throughout his conversations.
  • Katanas Are Just Better: The Columbians have a few katana-wielding men in their ranks, and they cannot be killed with ranged attacks or fists alone. The Son can also start with a Katana with the Bodyguard technique.
  • Kaizo Trap: Combined with Schmuck Bait. That girl who points a gun at you and tells you she'll shoot if you come any closer, at the end of an early level ? Yep, she'll do it.
  • Kill ’Em All: At the end of the game, Miami, Hawaii, and possibly the United States as a whole are destroyed by nukes launched by Russia, killing every protagonist who hadn't died earlier.
  • Laughing Mad: At the end of Death Wish, The Son (who is high on drugs at the time) can be seen wiping his face and laughing after killing Ash, before he shoots Alex.
  • Leaning on the Fourth Wall: The "Bar of Broken Heroes" you can unlock at the end of the Subway scene is filled with the player characters from Wrong Number and the first game.
  • Let's Split Up, Gang: Death Wish features The Fans splitting up to handle different floors of a Mafiya-controlled high-rise. While they are able to clear each floor out, the Son shows up and kills or maims them each.
  • Level Editor: Added well after the game was completed.
  • Level in Reverse: Hard mode features stages that have been rotated 180-degrees, among other changes.
  • Loony Fan: The Fans, natch, which hold Misaimed Fandom for Jacket's acts and try to emulate him.
  • Lost in Character: Martin Brown, during a talk show appearance, starts talking about he loves to murder teens, like his character in the slasher film "Midnight Animal" He snaps and murders the talk show host, after which Richard appears and starts chastizing him. At this point, he has put on the Pig Butcher's mask.
  • Martial Pacifist: Evan. He's clearly against violence but he still can kick ass.
  • Maybe Magic, Maybe Mundane: The rooster-headed "Richard" appears in some way to each of the story's characters at different points. It's unclear if he's just caused by their personal connections to the player character from the first game, or represents something deeper in the psyche of all humans. Or maybe neither.
    • In the secret level "The Abyss", Richard and Don Juan show up and ramble at Ethan about how he wasn't supposed to be there - but they don't have the talking animation that the hallucinatory Richard has. Is it really the same Don Juan and Richard that spoke to Jacket in the first game, or are they just some junkies mistaking Evan for another mafia goon?
  • Meaningful Background Event: When exiting the courtroom of Jacket's trial, you can see the unmasked Fans protesting in support of him and Biker looking on.
  • Mind Screwdriver: Explains a lot about the first game, but also introduces a few Mind Screws of its own. It's a cactus game, after all.
  • Mission-Pack Sequel: Wrong Number originally started off as a DLC to the first game focusing on Martin. Eventually, the developers decided that it became large enough to warrant becoming its own game and as such they stated that they added little to no changes gameplay-wise.
  • Mood Whiplash: In addition to the low, brooding hum after most missions, it's rare for there not to be an arc filled with frenetic violence and energetic music, followed by an immediate turn to a gut-wrenching bad ending in the following cutscene.
  • Mushroom Samba: Chapter 26 has you playing as the new Mafia boss after he's overdosed on hallucinogenic drugs.
  • Mysterious Stranger: Richard. He appears to almost every player-controlled character in a most unexpected moment to give him a chance to make a Heel–Face Turn to save himself from consequences and then mysteriously disappears. Is he the Big Good? Is he the Big Bad? Is he just a messenger? Does he work on the government? Is he even real? Who knows. Yeah, he's that mysterious.
  • Mythology Gag: A couple, referencing events from the first game, along with some irony:
    • The Fans meet their end within an area occupied by the Russians, much like a couple of the original masked vigilantes in Hotline Miami 1. Except for one, who meets his end at the hands of the "law".
    • Alex & Ash's encounter with the Son, mirrors the unreliablility of Jacket and Biker's fight, with both sides having different tellings of how it went down.note 
    • The Janitors tease the player character once more, about the events that have transpired.
    • Every protagonist has a vehicle that they leave and enter at the start and end of a level. The exceptions are Evan and Richter, the least malicious protagonists in the game. Of course, not that Richter had a choice: his car got torched.
    • The Son dies like his old man: Suicide, after encountering the masked protagonists.
    • The Soldier's pre-level music (Rust), sounds a bit like Hotline Miami's after level track, Daisuke. This is because the Soldier is Beard. The tracks are made by the same artist, El Huervo, who is the inspiration for Beard's looks.
  • Nameless Narrative: Averted. Despite the first game giving few names for its cast, Wrong Number has named characters such as Martin Brown and Manny Pardo.
  • New Game+: Hard Mode, unlocked after beating the game, which includes a couple new events that shed a bit more light on the story.
  • Nice Job Breaking It, Hero!: See Gone Horribly Right.
  • Ninja Prop: Part of the Son's Mushroom Samba rampage in Chapter 26 has his portrait suddenly open wide and inhale his overhead sprite to take him to the fight with Corey.
  • No Celebrities Were Harmed:
  • No-Damage Run: Unbelievably, it's been done.
  • No Good Deed Goes Unpunished: The Henchman spares the life of a thug who arrived just after he killed everyone at a chop shop. The same thug calls the Fans in to kill him.
  • Nuke 'em: San Francisco, Hawaii, and Miami are shown being nuked. The game implies the last one is due to 50 Blessings initiating a Nuclear Apocalypse with the Russians.
  • Obvious Beta: Though still a well-received game overall, it is glitchier than its predecessor, featuring enemies occasionally staying in one specific spot and circling for infinity until you kill them, and the player getting stuck on walls or outside the level entirely if they accidentally move in the wrong direction when it starts. Prior to being patched, the Vita version was additionally prone to randomly crashing. Dogs especially can get easily stuck in a doorway, after which they will spin in circles.
    • We also have the awful A.I that knock themselves out on doors which can make someone lose a combo since ground kills take too long. Frustrating for S or A+ Rank seekers.
  • Ominous Visual Glitch: The screen will flash with white noise, like a channel changing, when characters are going insane.
  • One-Man Army: Everyone except Ash and Alex. Manny seems to he a Deconstruction of it: his behavior is seen as recklessness by the rest of the police force and it only serves to highlight his Rabid Cop traits.
  • One-Hit-Point Wonder: Lightened up a bit compared to the previous game. Small arms like pistols take two shots to kill you, though they still kill normal enemies in one hit.
  • Only in Miami: Averted. Unlike the first game, you play some levels in Hawaii, and you see San Francisco get nuked.
  • Painting the Medium: The game's pause screen is styled like that of a VHS player.
  • Perfect-Play A.I.: The enemy reaction times are practically instant, unlike in the first game. This rises the difficulty nicely, and speeds up the gameplay. However, because of this, melee enemies (Dogs and runners) can attack you the instant they/you walk past a corner they/you hide behind, resulting in some pretty cheap deaths.
  • Plot Tailored to the Party: Deathwish, the Fans' last level, has each fan tackling a floor that are designed around their play styles.
  • Reality Ensues: The Fans decide to rescue a damsel from gangsters, and after massacring the gangsters and speaking to the damsel. She's in a frenzy and refuses to leave with them. She says the gangsters were her friends and if you try to approach her, she will shoot you dead on the spot.
  • Retraux: Like the first Hotline Miami, the game uses pixel graphics, but additionally employs VCR user interfaces and artifacts for pause screens and rewind/fast forward sequences.
  • Ripped from the Headlines: In-universe; Jacket's actions in the first game have resulted in a book and movie being made about him.
  • Scenery Gorn: When playing on hard mode, the background of the level selection screen shows ruins of Miami drawn in a rather sombre palette. In order to unlock the hard mode, the player has to finish the game on normal difficulty first, and the ending reveals that Hawaii and Miami were destroyed in a nuclear conflict between USA and Soviet Russia.
  • Sequel Difficulty Spike: Very much so. The first Hotline Miami wasn't easy by any means, but it pales in comparison to this. Wider levels, more areas to be ambushed from, a greater emphasis on firearms, larger enemy cones of vision and reaction, and several levels with unique twists like Withdrawl, which features meth labs that go off if so much as a single bullet enters the room.
  • Sequel Escalation: Hotline Miami 2 has 14 playable characters, 2 new enemy types, a story with almost 10 more chapters, more gore, new weapons, new locations and a Level Editor.
  • Sequel Hook: Subverted, by means of Word of God — a stinger appears if you wait a minute after the credits end showing a start screen for Hotline Miami 3. However, it's the Wrong Number, and it's explicitly been stated that it was only put there as a joke to anyone expecting a sequel after the ending of the game pretty much rules out any possibility of another game in the series.
  • Serial Killer: One is present in Miami in the 1991 sections, called the "Miami Mutilator" for the gruesome way they kill their victims. Manny Pardo is investigating the killings when you first get to play as him. It's later revealed that Pardo is the Miami Mutilator himself, motivated by petty jealously over the fame that Jacket's actions in the first game got and a desire to get more attention than Jacket and The Fans' actions.
  • Shoot the Shaggy Dog: The entire game. Nothing of importance is achieved, most of the characters end up killing one another, and the rest die when Miami and Hawaii are nuked off the map in response to something that happened off-screen.
  • Show Within a Show: Midnight Animal, a movie based loosely on Jacket's actions from the first game.
  • Simultaneous Arcs: The game switches between various characters and factions from scene to scene.
  • Something Completely Different: A majority of the playable characters in the sequel use different sets of mechanics than Jacket or Biker in the first game.
  • Soundtrack Dissonance: A few times:
    • The main menu song, "Untitled" by The Green Kingdom, has a peaceful and slightly melancholic vibe, in contrast with the action that goes on in-game. After beating the game, it is clear that the main menu depicts Miami getting nuked, and so the song takes on a whole different vibe.
    • The song that plays over the nuclear apocalypse at the end the incredibly slow and peaceful (but lyrically fitting) "You Are The Blood" by Castanets.
  • Start of Darkness: The Soldier plotline reveals where the villainous 50 Blessings got the idea for the mask killers from.
  • Stout Strength: Fat characters such as Jake or Mark all wield weapons one-handed, including assault rifles.
  • Take That!: The entire game is a mockery of sequel expectations, and expectations in general.
    • The closest analogues to Jacket from the first game, the Pig Butcher and the Fans, all get killed in the first half of the game — and the Pig Butcher doesn't even make it past the first act.
    • The Fans go to save a girl in once scene, similar to Jacket saving the blonde girl in Hotline Miami, only for her to point a gun at you and tell you to leave for killing all her friends.
    • The New Game+ Hard Mode adds a new opening cutscene where Richard admonishes the player characters and the player for hoping there's any alternate ending.
      Richard: You all came back, huh? Why? You know how this ends, don't you?
  • Title Drop: For the Sequel Subtitle. The Henchman tries to call his ex-girlfriend and instead gets "You have reached the Wrong Number".
  • Thou Shalt Not Kill: Evan. In fact, if you'll try to use a gun, he'll just empty it. And if you won't stop beating up the guard on the first Evan's level...
  • Videogame Flamethrowers Suck: Averted. The Soldier's flamethrower can kill even heavies in one shot and can reach almost a screen away. As a major downside, however, it can't fire through glass and also rewards less points per kill (400 vs. 600 from gun kills).
  • Vomiting Cop: At one of the crimescenes the Detective visits a uniformed officer is seen puking his guts out outside the building where the victim's body lies.
  • Willfully Weak: Evan, obviously. He even swings a baseball bat slower in order to not damage his enemy's internal organs.
  • Whip It Good: Wrong Number adds a metal chain weapon.
  • "Where Are They Now?" Epilogue: The credits are a variant of this, showing what everyone who made it out alive is doing in their last moments before the bombs hit Miami and Hawaii.
  • You Bastard!:


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