Posted March 18, 2015
Mtlguy: The idea of getting that massive combo by killing all the enemies in one fluid sequence of ultra violence remains.
The idea, but not the execution. HM1 allowed for combo chains because you could burst into a room and melee several enemies in a short span of time. HM2 forces you to camp, waiting for enemies to pass in front of those glass windows which are just copypasted all over the level design. And you can't just rush into a room because the enemy's turning speed is faster than your strafe. I never found it challenging. I found it annoying. Beating Hotline Miami 2 is easy enough if you know the dominant strategy, which becomes obvious after the second or third mission. Not once have I been forced to adopt a new strategy. You can get through the entire game, netting some pretty high scores, by using guns as noisemakers to lure enemies around corners.
Mtlguy: The main theme of exploring violence and people's capacity for it is continued. The ending seems to suggest that all our interpersonal violence pales in comparison to the fact that the world is wired to blow at the turn of a key.
The theme of the first game was the player's relationship to the mechanics. HM1 was actually asking you, the player, whether or not you cared about narrative, and concluded that story was basically unnecessary. It's why the story had such a non-ending, even if you collected all the secret letters. Hotline Miami 2 made the mistake of actually focusing on the lore of the world, which sucks because none of the characters were given personalities. Everyone is the same joyless, mask-wearing psychopath. They don't have motivations.
No, instead it just penalizes you for you using melee. Which is funny, since the entire first game is based around a handful of close-quarters action scenes in "Drive."
The first game achieved both recklessness and combo-chaining. HM2 is just poorly balanced, and wasn't playtested.