- Mar 17, 2012
- 5,948
- 15
- 43
- Country
- United States
[Img_Inline width="250" height="300" Caption="Your face when this isn't a satire article c:"]http://vignette2.wikia.nocookie.net/hotline-miami/images/5/5d/274170_screenshots_2015-03-12_00004.jpg/revision/latest?cb=20150316215709
[/Img_Inline]
Everything that made the first Hotline Miami game great revolves around one central question: Do you like hurting others? This question worked because for the majority of the game, you played as one character with almost no mental characteristics other than that he is very, VERY good at killing. Even the name given to him, Jacket, is based off his physical attributes. Even though the game switches characters for an alternate timeline scenario for the last three chapters, the primary question is aimed at Jacket himself.
However, with the sequel, the very thing that made the first game work cannot be used here for two reasons. The fact is that Wrong Number has 9 playable characters this time instead of just the two from the first game. With such a larger roster, the personal connotation that the question poses is lost. It asks if YOU like hurting others, not if THEY like to. This shift in perspective justifies the need to deviate from the core question from the first, other than the common sense need to be different from the first in a more meaningful way.
What Wrong Number instead asks is WHY do people hurt other people? This has been looked at from various other points before but only in recent years has video games attempted to do ask the same of the player. While it has been discussed in other works, that question still does not have a set answer that satisfies everyone. From ideological reasons (Beard in Hawaii) to the desire for respect (Son) to just wanting to do it (the Fans), the wide spectrum of possible reasons is explored throughout the game.
This nihilistic violence almost directly conflicts with who I am as a person. In real life, I absolutely abhor violence and am a self-professed pacifist. While I can absolutely recognize the need for it at times of great distress, I feel the need to try and live to that ideal in hopes in one day it is no longer necessary. From my standpoint, I cannot fathom why it would be in someone's best interests to break open the door and smash someone's face in with a baseball bat until they're nothing more than a sack of flesh writhing and bleeding on the floor as they let out a final gasp for breath. At least to a real thing.
This is the greatest strength of the Hotline Miami series. It allows for the deep, piercing look at violence while letting the player commit it. A book can tell you about the horrors of violence and film can show it to you. A game, however, lets you perform it.
<a href=https://www.youtube.com/watch?v=z8ZqFlw6hYg>Source
-TACO News: Has Done Some Terrible Things
<color=darkred>Older News: <url=http://www.escapistmagazine.com/forums/read/528.872902-REPORT-Duck-Man-Pwns-Athiests>Duck Man "Pwns" Atheists
[/color]
[/Img_Inline]
Everything that made the first Hotline Miami game great revolves around one central question: Do you like hurting others? This question worked because for the majority of the game, you played as one character with almost no mental characteristics other than that he is very, VERY good at killing. Even the name given to him, Jacket, is based off his physical attributes. Even though the game switches characters for an alternate timeline scenario for the last three chapters, the primary question is aimed at Jacket himself.
However, with the sequel, the very thing that made the first game work cannot be used here for two reasons. The fact is that Wrong Number has 9 playable characters this time instead of just the two from the first game. With such a larger roster, the personal connotation that the question poses is lost. It asks if YOU like hurting others, not if THEY like to. This shift in perspective justifies the need to deviate from the core question from the first, other than the common sense need to be different from the first in a more meaningful way.
What Wrong Number instead asks is WHY do people hurt other people? This has been looked at from various other points before but only in recent years has video games attempted to do ask the same of the player. While it has been discussed in other works, that question still does not have a set answer that satisfies everyone. From ideological reasons (Beard in Hawaii) to the desire for respect (Son) to just wanting to do it (the Fans), the wide spectrum of possible reasons is explored throughout the game.
This nihilistic violence almost directly conflicts with who I am as a person. In real life, I absolutely abhor violence and am a self-professed pacifist. While I can absolutely recognize the need for it at times of great distress, I feel the need to try and live to that ideal in hopes in one day it is no longer necessary. From my standpoint, I cannot fathom why it would be in someone's best interests to break open the door and smash someone's face in with a baseball bat until they're nothing more than a sack of flesh writhing and bleeding on the floor as they let out a final gasp for breath. At least to a real thing.
This is the greatest strength of the Hotline Miami series. It allows for the deep, piercing look at violence while letting the player commit it. A book can tell you about the horrors of violence and film can show it to you. A game, however, lets you perform it.
<a href=https://www.youtube.com/watch?v=z8ZqFlw6hYg>Source
-TACO News: Has Done Some Terrible Things
<color=darkred>Older News: <url=http://www.escapistmagazine.com/forums/read/528.872902-REPORT-Duck-Man-Pwns-Athiests>Duck Man "Pwns" Atheists
[/color]