Action First - Hotline Miami
- edgarm974
- 13 hours ago
- 5 min read
Hello, welcome back to Beyond Myself. This is my first post after spring break, and my bi-weekly schedule probably doesn't help out with the large gaps between my posts, so apologies about that. Today's post is about Hotline Miami, a game I find quite fun, and it's pretty popular. I recommend giving it a try if you can; it's often on sale, and you'll get a little more about what I'm talking about if you can experience it yourself. If you've already played it or have some prior knowledge, even better.
Hotline Miami is a fast-paced top-down action game built entirely around speed, repetition, and instant failure. You enter and clear rooms in seconds, die in seconds, and restart just as quickly, locked into a loop where reaction is your lifeline.

Photo by: Hotline Miami Wiki
A big part of what makes it stick is presentation. I'm sure we've all seen some of the 90's retro synth-wave art style that's throughout the entire game. The art is loud and harsh, bright neons, heavy outlines, and a disorienting contrast between the environment and the violence. Nothing looks calm or soothing; it's all an offense to the eyes, but in the best way. It all feels slightly overstimulating, like the visuals are pushing against the clarity you seek. Paired with the aggressively techno soundtrack, the whole game refuses to let you relax in any given moment.
The combat itself is simple in concept, but overwhelming in execution. You're not planning your next move; you're just running in and hoping you can react in time. It creates this perfect loop where failure doesn't feel like the end or a break, but rather part of the process. You learn each corner and door, every enemy and their route, and overall a scope of what you must do. Unfortunately, it rarely goes to plan, and you'll restart more often than not, thrown into the same violent rhythm again and again.
What's important is how the game structures your relationship with violence. When playing, it is fast, reactive, and enjoyable in a mechanical sense. But Hotline Miami interrupts that flow with brief moments of reflection. Most clearly, in its opening question, "Do you like hurting other people?", and in the aftermath of levels where you walk back through the cleared rooms without the previously loud techno music, while you must view what you've just done, without the adrenaline, though. In these moments, the violence stops being a rhythm to follow but something more visible.
But these moments don't interrupt the act of violence itself; they arrive after it. And of course, more violence follows shortly thereafter. Reflection is always delayed; your enjoyment of the game occurs first, and the questioning of what you just did in a level happens right after.
This separation becomes the core tension of the experience.
The first Hotline Miami often feels like it exists in a space where meaning is unstable. Largely to reflect the mindset of the character you play, "Jacket" is a mentally deranged man wearing a chicken mask who goes on massacres of Russian mobsters for a group called "50 Blessings", a nationalist group trying to cause separation between the U.S and Russia's budding relationship. Jacket signs up while in a weak mental state and into an agreement that asks members to die for their country, while simultaneously threatening members like Jacket to commit violence against the Russian mafia.
The violence in this entry is constant and immediate, and because it's so fast, there's little space to actually sit with what you're doing in the moment. Due to this, there's a constant split in you as the player. The move from the fast-paced gameplay to the somber end-of-level scene is jarring.

Photo by: Hotline Miami Wiki
The second entry, Hotline Miami 2: Wrong Number, feels built on that unresolved tension. After the first game's violence and aesthetics were absorbed, interpreted, and debated, the sequel shifts tone. It stops treating violence as just momentum and starts focusing on what it produces: fractured identities, instability, and the fragility of those enacting it. Moments like the Henchman's story or the fate of the Fans draw attention to consequences the first game wouldn't have considered, let alone thought about.
In that sense, the second game isn't a continuation of the formula from the first. It's a confrontation; it makes it harder to separate action from consequence. One is immersion without distance with violence as a rhythm to follow, while the other is what happens when that distance is gone.
Outside of the violence, the presentation keeps everything cohesive. The visuals remain loud and bright, the colors still remain a migraine simulator, and the soundtrack still bumps across both games.
Ultimately, Hotline Miami isn't about violence as a spectacle or a critique. If anything, the game never fully insists on a moral explanation for any of this. The opening question hits you hard, "Do you like hurting other people?" but the game doesn't necessarily require an answer. You're placed into violent situations and expected to perform if you want to progress, and honestly, I think that's fine. Hotline Miami exists in a place where I don't believe it cares about that answer or is asking just to be provocative.

Photo by: Steam Community
I mean, even without the meta lens of it, everything is just pixels, and I'm not someone who subscribes to the idea that violent media causes real-life violence, and the developers of the game themselves agree. I can attest that this game certainly puts you in a fugue state where getting through the level is all that matters, and at the end, I'm taken aback by how locked in I was. Where everything became mechanical to the point that I don't remember what I'm doing, who I'm fighting, or why Jacket is there, all I cared about was getting the indicator that the level was over. But I think that would be underselling it. Even if the gameplay pulls you into that immediate, almost automatic state, there's so much more sitting underneath it if you take a second and look.
Politics, nationalism, mental instability, revenge, and being used as a pawn for something bigger than yourself all sit in the background of everything happening onscreen. The violence is just the first layer you interact with, not the only thing the game is asking you to see, and what puts you on the same level as someone like Jacket. Reacting, obeying, and moving forward without fully stepping outside of it, only following through until the situation is over and you're pushed into the next.





Comments