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Hotline Miami

Half-Life x Hotline Miami photo
Half-Life x Hotline Miami

Half-Life 2 in the style of Hotline Miami is the best thing on the Internet today


We go to Miami, but not Ravenholm
Aug 21
// Brett Makedonski
We've all slaughtered scores of headcrabs, but we've never done it from this perspective. This fan-made game takes the Hotline Miami approach to Half-Life 2, trading Freeman's viewpoint for a chaotic overhead one. It ma...
Now that is hot photo
Now that is hot

Half-Life and Hotline Miami mashup Half-Line Miami coming soon


I got it for the low, low
Jun 21
// Jed Whitaker
A new fan made game that mashes up Half-Life and Hotline Miami is coming soon for the low, low price of free. Developer Thomas Kole has built Half-Line Miami on a custom engine from the ground up. From the looks of it t...
Hotline level editor photo
Hotline level editor

We'll soon be able to make tiny levels in Hotline Miami 2


The level editor is almost ready
May 12
// Jordan Devore
One of the common complaints for Hotline Miami 2: Wrong Number is its large levels. Were they too large? I didn't mind them. Sure, it felt bad to die from the last guy on the floor after pulling off a miraculous string of exe...
Hotline Miami photo
Hotline Miami

The Hotline Miami Story covers the making of this trippy series


Cocaine Cowboys and Neon Lights
May 07
// Alessandro Fillari
I still remember how the original Hotline Miami suddenly came out of nowhere and left an incredible impression on those who took a chance on it. It was such an unusual title. Its bright, vivid visuals, along with the overhea...

Hotline Miami 2 music photo
Hotline Miami 2 music

Download this free track off the Hotline Miami 2 OST


'The Way Home' by Magic Sword
Apr 29
// Jordan Devore
I've stopped playing Hotline Miami 2: Wrong Number, but the soundtrack hasn't gone anywhere -- well, not all of it. I said I'd play the songs on repeat until I grew sick of them and, yep, that has mostly happened. But these t...
Hotline Miami art photo
Hotline Miami art

This Japanese Hotline Miami art is sick as hell


In the face of evil
Apr 15
// Jordan Devore
Danganronpa maker Spike Chunsoft is publishing Hotline Miami: Collected Edition, a localized bundle of the original gorefest and its thumping sequel Wrong Number, in Japan this year. Ahead of its June 25 release for PS4 and PS Vita, here's the bundle's slick promo art and logo. You've earned a new fan today, @b0neface. [Via Shane Bettenhausen]
Hotline Miami photo
Hotline Miami

Get both Hotline Miami games in a brutal physical box set


Comes with some art cards, comics and stuff too
Mar 22
// Laura Kate Dale
Rejoice Hotline Miami fans who still like physical boxed releases, there's a Hotline Miami and Hotline Miami 2 physical collectors edition in the works. The $60 (£40) box set, due to ship out in August 2015, comes with ...

Lots of games are morally bankrupt, we get it

Mar 19 // Anthony Burch
Most games are horrifying celebrations of violence and empowerment that prioritize aggression over compassion, and competition over empathy. And that's completely fine. (So long as the game, and the audience, know that that's what is going on.) We all -- to some extent or another -- are aware that the art and media we engage with can often be full of shit. We often love our art for being full of shit! I love Doctor Who, and it's one of the most full-of-shit television shows of all time! It champions optimism and mercy without ever approaching anything even remotely similar to a real-life dilemma, and -- so long as you know that's what it's doing -- it's a perfectly fine bit of escapism. And so it is with violent videogames. Yes, it's really, really weird that you run around massacring orcs because They're The Bad Guys, and it's even weirder that we were more excited to massacre them in Shadow of Mordor specifically because they felt more human. They felt like people with lives and backstories and that made it way more satisfying to slice their heads off what the fuck. But! It's escapism. It's full of shit, but it's full of shit in a way that is decidedly fun and effective. Should we ask greater questions about why Shadow of Mordor is fun, and consider how its fun-ness might be inexorably linked to racism and classism? Absolutely. Should we stop playing Shadow of Mordor and paint everyone who enjoys it as an enormous pile of human waste? Of course not. Or, to quote Anita Sarkeesian: "It is both possible (and even necessary) to simultaneously enjoy media while also being critical of its more problematic or pernicious aspects." (A quote that, if more people actually listened to, might have resulted in a way goddamn calmer gamer culture over the past few years.) So, it's okay to enjoy sadistic, weird, violent bullshit, so long as all parties involved know that that's exactly what they're doing. The only real problem, to me, is when that bullshit starts pretending to be about something else. Going back to Shadow of Mordor -- which was unquestionably my favorite game of last year -- I loved the over-the-top violence and the multitude of horrific things that you could do to your enemies. I distinctly did not love the story that tried to morally justify those things. The story of Talion's vengeance, and how justified he was in killing all those orcs because they are inherently "vile, savage beasts" (again, you should really read Austin Walker's article), is kind of nonsensical. It gets the player from A to B, sure, but it never stopped feeling weird for the game to paint Talion as a hero with one brush, and then allow you to decapitate an orc who is defined by a very human, relatable fear of fire moments later. But we've heard this argument before, right? Ludonarrative dissonance, blah blah blah. We've heard this argument so much, in fact, that it spawned an entirely new genre of games: the Violent Games That Criticize Violence And People Who Enjoy Violence genre. Anyone who has played Hotline Miami will remember the constant, enigmatic questions posed to the player by its cast of animal-faced murderers. "Knowing oneself means acknowledging one's actions." "You like hurting people, don't you?" "You're not a nice person, are you?" "Do you like hurting other people?" On its surface, these questions -- questions that many games pose to their players -- are deep, interesting queries. Functionally, though, they do nothing but jab an accusatory finger at the player. You fucking caveman, they shout. What's wrong with you? Why do you like this horrible, violent pornography? The answer to these condescending questions is simple: because these games are fun, and you know they're fun, and you spent hours and hours and hours of development time making sure I'd find them fun. These games never broach the actual social or biological reasons we find violence entertaining. Evolutionarily, it's to our advantage to find violence more stimulating and interesting than other aspects of the human experience, because a failure to find violence noteworthy can result in our deaths. Culturally, there are reams and reams of academic papers on violence as a (chiefly male) expression of worth and power that can often poison the aggressor almost as much as their victim. These games don't address that. Far Cry 3 says you like violence because you're a racist, simple-minded tourist (or at least, you have no problem taking on the role of one because, as a player, you're so eager to get to the murdering that your avatar is meaningless). Hotline Miami says you like it because you're kind-of-sort-of-bad-person-I-guess-but-maybe-not-really-I-don't-know. Spec Ops: The Line suggests you've just never given any thought to what the hell you've done as a player of games. These games chastise the player for enjoying consequence-free violence, right before offering them a smorgasbord of beautifully rendered, lovingly visceral consequence-free violence (Spec Ops less so, as it actually gives a shit about the choices you made in the story. Additionally, it forbids the player from being as graphically sadistic toward his or her enemies as FC3 and Hotline Miami). This is kind of weird, right? This is a hypocritical way of having your cake and eating it too -- of pretending you're making a grand statement about violence, without actually saying anything of note beyond -- bizarrely -- blaming the player for buying your game. If a game truly cared about exploring violence and its consequences, wouldn't it bake that into its game systems? XCOM, to me, is a greater treatise on violence and death than any of the other games I've mentioned because its systems force the player to make real, consequential, dynamic choices about the value of life. Should I put my elite assault trooper into the path of a crysalid if it means that he'll be able to save two or three civilians? Is it worthwhile to use my rookie to draw a sectoid's fire, just so my sniper can get a shot off? How much do I care about "winning" versus being a good person? What is the actual, financial cost of a human being? XCOM, while seemingly just a silly game about marines fighting aliens, directly engages with these questions in a way that the Hotline Miamis and Far Crys of the world never do. (And what's more, they do it without relying on gore for spectacle's sake). The answer for that is, perhaps, obvious: because it's hard. Because to do so is expensive, and means you're making a mechanically complex game in a time where it's easier and cheaper and often more profitable to make simple games. But if you're going to make a simple game that casts the player in a simple, hyperviolent role, why pretend to be an exploration of violence when your game mechanics obviously aren't? Why not go the other direction? Why not celebrate the fact that you're, to be brutally cynical, kinda full of shit? That's what Borderlands 2 was about -- from my perspective, at least. (It should probably go without saying, but a TON of people worked on Borderlands 2, and though I wrote about 90% of the dialogue, that dialogue makes up a comparatively small percentage of the overall Borderlands 2 experience. I can only speak for myself, and my own frame of mind when I worked on the game.) Early on, after the player kills a few psycho bandits, I had Claptrap comment on the battle: "Minion! What did you DO?! Those people had LIVES, and FAMILIES, and -- nah, I'm totally kidding. SCREW those guys!" As a joke, this line of dialogue isn't great. It's too long, its punchline is obvious, and it's just plain not all that funny. But nonetheless, this was a line I found myself coming back to as a thematic touchstone for the series as a whole. Yes, you are a murderer. Yes, you only exist to kill people and rob their corpses so you can kill more powerful things and rob more shiny stuff from their corpses. But it's all bullshit, so don't sweat it. Don't forget that you're being kind of a murderous antihero, but have fun with it! It's entertaining to be a murderous antihero. Don't pretend you're something that you're not (a hero), but don't beat yourself up over your antiheroism -- revel in it. There was a bit of internal worry about casting the player as such an amoral mercenary, but by making the bad guy an even bigger asshole, and by surrounding the people with (hopefully) charming, equally amoral good guys, everything basically turned out okay. We didn't, to my recollection, get any letters about how horrific it was to play as an antihero -- if anything, people seemed to enjoy that Borderlands was so jovially honest with its players about what it was and what it asked them to do. Saints Row works for exactly the same reason. The first two Saints Row games can often veer toward the horrifying, as the player upholds "values" like loyalty (which manifests itself in the player brutally murdering Julius, the founder of the Saints who rats on them in an attempt to bring peace back to Stillwater) and justice (which sees the player kidnap an unarmed woman, lock her in the trunk of a destruction derby car, and trick her boyfriend into ramming her to death as a means of avenging one of their fallen comrades). But Saints Row 3 and 4? The games where the franchise fully accepted just how batshit insane its players, characters, and world are? God damn, those are some good fucking videogames. Yes, your only method of interaction with civilians sees you punching or bludgeoning or shooting them. "Fuck it," the game says -- "let's incentivize that kind of behavior by making civilians drop health when you kill them." The moment Saints Row stopped trying to make serious statements about anything was the moment it reached its full potential. It accepted its own ludicrousness, and in so doing became the most honest videogame ever made: you play like a psychopath in these games, so we'll cast you as a mass-murderer and have everyone talk about how hilariously fun it is to be a mass-murderer. Fuck it, we'll make you president because you were so good at being a mass-murderer. Sure, the Saints Row games aren't "deep" (except for the fact that they totally are, thanks to their treatment of sexuality), but they're honest. Their messages, such as they are, match up perfectly with their mechanics. In my dumb, ex-game-dev opinion, XCOM and Saints Row represent the two best ways of actually tackling violence in games. Either build your systems around violence and its consequences -- actually force your players to answer questions of morality and power for themselves --  or just throw up your hands and create a world where the player can have fun being a total piece of shit. Above all, just be honest in what you're doing -- don't pretend your game is about How Bad Violence Is when it's really about How Awesome Pixelated Blood Looks.
Immoral games photo
Now move on, already
With Hotline Miami 2 recently released, I realized I am really, really tired of games that belong in its genre. When I say "genre," I refer not to "action games" or "indie games" or even "violent games," but a subtler, more h...

Hotline Miami 2 photo
Hotline Miami 2

I'm going to play the Hotline Miami 2 soundtrack on repeat until I'm utterly sick of it


It's the only way
Mar 17
// Jordan Devore
If there's one thing we can all agree upon re: Hotline Miami 2: Wrong Number, it's that Dennaton Games did an exceptional job matching songs with the tone and feel of specific levels. This series wouldn't be what it is -- a ...
Hotline 2 photo
Hotline 2

There's a fun little Easter egg at the end of Hotline Miami 2


Spoilers: don't expect it to actually happen though
Mar 10
// Chris Carter
After completing Hotline Miami 2: Wrong Number, the credits roll and a suspicious title screen appears. Funnily enough I raced to click "New Game" and it ended up being part of the ending, promptly rewinding back to the Hotline 2 main menu after a few seconds. Spoilers below and in the gallery as to what the Easter egg is.
Payday 2 Jacket DLC photo
Payday 2 Jacket DLC

Payday 2 welcomes Jacket from Hotline Miami to the crew


This can only end well
Feb 26
// Nic Rowen
You might not know this, but murderers love cross-brand synergy. That's why hot on the heels of some John Wick co-marketing, Payday 2 is getting a rash of neon-soaked DLC to celebrate the release of Hotline Miami 2. Remorsel...
Hotline Miami 2 photo
Hotline Miami 2

Answer Hotline Miami 2's call on March 10, 2015


$14.99 on Win/Mac/Linux and PS3/PS4/Vita
Feb 25
// Jordan Devore
No maybe about it: Hotline Miami 2: Wrong Number will release on March 10, just as the cryptic phone message seemed to indicate. The ferocious overhead action game is headed to Steam and GOG.com (Windows, Mac, Linux), and Pla...
Hotline Miami 2 comics photo
Hotline Miami 2 comics

Hotline Miami 2 digital comic series free on Steam


Get your murder on with pictures and words!
Feb 18
// Rob Morrow
Devolver Digital and Dennaton Games have teamed up with Italian art collective Dayjob Studio to bring you an early taste of Hotline Miami 2: Wrong Number in delicious, digital comic book form. The free, five-part comic s...
Hotline Miami 2 photo
Hotline Miami 2

Call this phone number for a cryptic Hotline Miami 2 message


The game is coming out in March, maybe?
Feb 02
// Jordan Devore
The Hotline Miami Twitter account just posted this phone number: +1 (786) 519-3708 ext 10. I called it, like you do, and got a weird message, as expected. "We are 50 Blessings. Together we march ... into the future." Before I...
Devolver sale photo
Devolver sale

GOG.com's newest bundle slashes prices on Devolver titles


By Grabthar's hammer, what a savings
Jan 30
// Jason Faulkner
Bundle deals are all the rage these days. Although there's a ton of derivatives of the original Humble Bundle, GOG.com outshines the competitors and delivers with its Devolver Game & Watch Bundle. It's great to get such a...
Hotline Miami 2 photo
Hotline Miami 2

Hotline Miami dev suggests piracy as an alternative to Australia 'ban'


While not encouraging the practice, Söderström makes an exception
Jan 16
// Rob Morrow
Devolver Digital and Dennaton Games' forthcoming title Hotline Miami 2: Wrong Number made headlines yesterday after the Australian Classification Board made the decision to refuse the game classification, effectivel...
Hotline Miami 2 photo
Hotline Miami 2

Hotline Miami 2 refused classification in Australia (Update)


Graphic implicit rape scene goes beyond the country's 18+ rating
Jan 15
// Laura Kate Dale
Hotline Miami 2 has been refused classification in Australia, primarily due to a rape scene. Before we dig into the meat of the news, be warned this article contains a pretty graphic description of rape. With that out the way...
Hotline Miami 2 photo
Hotline Miami 2

Grab some headphones and listen to this Hotline Miami 2 song


Magic Sword
Jan 13
// Jordan Devore
The music and gameplay of Hotline Miami are so intertwined in my mind that I'm hesitant to listen to tracks off the sequel's soundtrack beforehand. Oh, what the hell? One can't hurt! This song, "The Way Home, comes from Magi...

Destructoid's most wanted games of 2015

Jan 06 // Steven Hansen
Steven Hansen, Persona 5Release: 2015   I had two options here. Talk about Gravity Rush 2, a game we still know nothing about save that I will love it, for the second year in a row. Or, talk about Persona 5, a game we know little about save that I will love it.  Gravity Rush and Persona 4: Golden came out in the same year. It was a good year for me. Looking for that to happen again. Also looking to see if the Persona team's writing on the series has matured at all post Catherine, another game I love to death. Everyone's problems will still probably be solved by your being the ultimate listener (a patient mute) and the power of friendship will win out in the end. That's fine as long as there are good characters, good music, and I can mainline dungeons in one day to get back to what matters, virtual friends.  And holy shit Metal Gear Solid V looks weird and good, full of fine detail and idiosyncrasy. Runners-up: Gravity Rush 2, Metal Gear Solid V: The Phantom Pain, Kentucky Route Zero, getting decapitated, Tetsuo & Youth, baseball Chris Carter, BloodborneRelease: March 24, 2015   Every year in one of these things I choose a Souls game and every year I am happy with my choice. Everything about Bloodborne looks great so far. On top of the From Software patented atmosphere, I'm loving the idea of randomly generated dungeons. The biggest thrill of the Souls games for me is the notion of exploring completely unknown and uncharted territory. Once I've done a few New Game+ runs, that bit sort of loses its luster. But with Chalice Dungeons, I may be playing this game for the entirety of 2015. Runners-up: Gravity Rush 2, Metal Gear Solid V: The Phantom Pain Darren Nakamura, SeaFallRelease: 2015 Back in 2011, Hasbro released Risk Legacy, which accomplished what I thought was impossible: it got me to enjoy Risk for the first time since 1996. The key to its critical and commercial success was the invention and implementation of legacy mechanics. Where other board games start over from session to session, Risk Legacy "remembers" things that happen over the course of a campaign. Particularly brutal battles scar the world (literally--stickers and Sharpies are used to mark the board), and new rules are introduced as the game progresses. It was such a wild idea with so much potential to expand upon that I said it would be the next big thing in board games. And while it hasn't caught on as quickly as I had expected, there have been other games that have adopted the idea. The most notable currently available title is probably Viticulture's expansion Tuscany, but the one I'm looking forward to most is an original game by Risk Legacy's designer Rob Daviau called SeaFall. SeaFall is set to be a 4X (explore, expand, exploit, exterminate) strategy game that takes place on uncharted seas. Past that, there is not a lot of information out there aside from a press release from 2013 and sporadic reports from playtesters that it is totally rad. It was originally scheduled for release last year, but as time went on with so little news (except for the announcement of Pandemic Legacy, developed in part by Daviau), it became clear that the release would be pushed back. I can only hope now that it does release this year. Runners-up: The rest of Tales from the Borderlands, Heart Forth, Alicia, There Came an Echo, Paradise Lost: First Contact Laura Dale, Broken Age: Act 2Release: Early 2015, apparently. I really wish they'd give a solid date already.   I finished my first playthrough of Broken Age: Act 1 and instantly started over from the beginning of the game, not taking so much as a break to grab a glass of water. As someone who at all times has a backlog of games to tackle for work and too little time to cover them all, that's saying a lot. Broken Age: Act 1 was a really well-written comedy point-and-click adventure with charming memorable characters, hilarious writing, great world design, and a fantastically interwoven pair of nontraditional hero narratives. The pair of protagonists broke a number of expected tropes, they had layers of depth, and were consistently interesting to play as. Oh, and the last five minutes or so completely threw the entire experience on its head for me, forcing me to replay from start to finish so I could see all those well-hidden clues that changed the tone of the experience. While Act 1 worked incredibly well as a standalone experience, I can't wait to see where the universe-flipping changes will send the plot of Act 2. Seriously, such an amazing cliff hanger to tease a narrative sequel with. Runners-up: Zelda Wii U, Persona 5, Life is Strange, Bloodborne, Xenoblade Chronicles X Bill Platt, SplatoonRelease: 2015  I spent just about an hour going over all of the currently known game releases for 2015 to see which game I am most excited about playing. I already have a game in mind, but I wanted to make sure that I wasn't missing anything, especially with how jam-packed 2015 is shaping up to be. My choice will most likely come as no surprise to most of you, particularly if you had a chance to read over my favorite games of 2014. Without question, the game I am most excited for is Splatoon from Nintendo. From the very first time I laid eyes on those cute little squid kids, running around and inking each other, I was hooked. This is the Nintendo I love, when they are at their silliest and taking chances on something new. There are certain things you can always be sure of when expecting to play a first party Nintendo game. These include quality, polish, fun, and solid controls--all of the makings of a good game. From the videos we've seen as well as all of the hands-on impressions, I have no doubt that we are in for one hell of a good time. Runners-up: No Man's Sky, Zelda Wii U, Kirby and the Rainbow Curse, Adr1ft, Xenoblade Chronicles X, Uncharted 4, Yoshi's Wooly World. Josh Tolentino, No Man's SkyRelease: 2015 One of the first games I ever played was Moonvasion, a Defender clone on the Apple II. After playing it, the first thing I ever wanted to "do" beyond what a game allowed was to land that ship, get out, and walk around on the damn moon. That in mind, even if Hello Games' new baby turns out to be nothing more than the bare minimum of what's been shown in the trailers, No Man's Sky pretty much has me covered. Granted, it's not the first game ever to have exploration, planetary landings, and space, but only a few have done it and looked that pretty at the same time. Runners-up: Persona 5, Bloodborne, Satellite Reign, Metal Gear Solid V, Heat Signature, Naruto Shippuden Ultimate Ninja Storm 4, Flagship, Uncharted 4 Caitlin Cooke, Hotline Miami 2: Wrong NumberRelease: Q1 2015Hotline Miami came out in October of 2012, but I didn't end up playing it until a year later. In an alternate universe I would have waited until this very day to start, because a year without animal masks and pixelated murder is unacceptable. In the meantime I've survived off the amazing soundtrack, but I still yearn for that sweet adrenaline rush I get every time I kick open a door. Thankfully, Hotline Miami 2 unleashes upon us soon with even more sweet tracks in the mix.  Fun fact time -- did you know that 6,858 people played Hotline Miami on June 24, 2013? Were you one of them?  Nic Rowen, BloodborneRelease: March 24, 2015 I can't wait to get splattered with gore and assorted monster viscera in Bloodborne. The latest spiritual successor to the Souls series is taking all my favorite masochistic adventure action out of the fantasy milieu and dropping us into a Gothic-Victorian inspired nightmare city. As much as I love fighting dragons and manticores, I think the new setting will do the series some good. I'm excited to hear that Bloodborne features a much faster pace, ditching the gigantic tower-shields and huge sets of armor of the Souls series for a riskier and more offense-based take on monster slaying. I'm really hoping it shakes things up enough that I'll be just as terrified and lost as I was the first time I played Dark Souls. Mostly though, I'm excited by the return of lead designer Hidetaka Miyazaki. While Dark Souls 2 was one of my favorite games of 2014, it lacked some of the special je ne sais quoi of the original Dark Souls. I'm hoping Miyazaki will bring back the magic, and with everything we've seen so far–horrifying feral werewolves, unsettling mobs of villagers, and spooooky ghost doors–it looks like he's right on track. Runners-up: Star Citizen, Evolve, Batman: Arkham Knight. Brittany Vincent, Metal Gear Solid V: The Phantom PainRelease: Probably Pretty Sure Definitely 2015  Hideo Kojima’s opus is and always has been the Metal Gear Solid games, and the fifth entry in the series is heading our way in 2015—at least, we’re hoping it will. Metal Gear Solid V: The Phantom Pain looks to combine every single thing fans love about the series, from the epic cinematic touch Kojima lends to every inch of the production to the characters that we yearn to hear from again and again. If the near-perfect “Nuclear” trailer is any indication, this is going to be one of the most cryptic and engaging departures for the series and hopefully tie up some loose ends we’ve had for quite some time. It's going to be a thrill ride from start to finish, but hopefully it won’t break our hearts like Metal Gear Solid 4: Guns of the Patriots did. Or if it does, hopefully it’s in a good way. Hey, I sang "Snake Eater" before. Maybe I'll sing "Nuclear" for you guys, too.  Runners-up: Persona 5, Final Fantasy Type-0 HD, Amplitude, Kirby and the Rainbow Curse, Criminal Girls: Invite Only, Day of the Tentacle The Badger, Drawn to DeathRelease: Who-the-fuck-knows o'clock More game "journalists" had more to say about David Scott Jaffe's fucking dumb use of the word "fucktard" during the announcement of Drawn to Death than they did the actual videogame in question. Hopefully everyone will get their priorities straight before the game is released on the PS4 later this year, because getting Jaffe back into the third-person character action/deathmatch genre is a big deal. Jaffe on an action/deathmatch game with a decent budget and total creative freedom has never happened on consoles like this. It could turn out to be the game equivalent of Green Day's American Idiot, or that semi-shitty Metallica orchestral album. That's worst case though, and a semi-shitty worst ain't bad. It's more than you can say for most of the games people are hyped about for 2015, let me tell you.  Jonathan Holmes, Zelda Wii URelease: Whenitsreadyvember 14, 2015 I have enjoyed every new 3D Zelda game more than the previous one, so I have every reason to be excited about the upcoming Wii U title and its Nausicaa-esque interpretation of Link. There are a lot of other games coming in 2015 that I'm even more sure of, like Wattam, Majora's Mask 3D, Resident Evil Revelations 2, and the final build of Nuclear Throne, but Zelda Wii U is the game I'm most on pins and needles for. It's got me feeling incredibly optimistic and curious, which isn't always an easy combination to pull off. Zelda Wii U looks both alien and familiar in just the right order. That's my favorite formula for adventure.  Like with Splatoon, Zelda Wii U looks to take a genre that has been largely dominated by Western developers and "Nintendo-ify" it. They are clearly taking inspiration from the first game in series while pushing the core concept of Zelda in all new directions. While Skyward Sword worked to make your physical interactions with the game the star of the show, Zelda Wii U puts the spotlight on Hyrule itself. Thanks to the amazing art direction, interplay of serenity and excitement, and incredible sense of scope and scale, Zelda Wii U could be the Zelda game to end all Zelda games. Hopefully we'll find out for ourselves before 2016 rolls around.  Jordan Devore, Metal Gear Solid V: The Phantom PainRelease: Not soon enough When Steven first prompted us to contribute to this list, I expected to land on Bloodborne for many of the reasons Chris and Nic have described. I've played an early build of the game, and it feels terrific in the ways you'd expect -- also quick, brutal, and even unnerving. I actually jumped! But The Phantom Pain has the slightest edge. Kojima's lead-in game, Ground Zeroes, marked the first time I made it to the credits of a Metal Gear Solid. I've flirted with the series before -- most notably Peace Walker -- but never committed. Everything I've seen of The Phantom Pain makes me want to commit. We know it's going to be a grand, eccentric adventure, but how grand? How eccentric? Kojima has my curiosity like no one else. Runners-up: Yoshi's Woolly World, The Witness, Splatoon, Hotline Miami 2, Just Cause 3 Kyle MacGregor, Persona 4: Dancing All NightRelease: God dammit Atlus, give it to me now!  I like weird Japanese games, and they don't get much weirder or more Japanese than a dancing rhythm game based on the Persona franchise. My real answer is probably Persona 5, but Steven already talked about that and I don't have much to add aside from "HNNNNG PERSONA!" Shoji Meguro, it's your time to shine! Runners-up: Xenoblade Chronicles X, Titan Souls, Majora's Mask 3D, Evolve, Splatoon Brett Makedonski, Life is StrangeRelease: January 30, 2015 Man, I can't even explain the feeling I get when I think back to my gamescom 2014 demo of Life is Strange. It's this weird combination of giddy, anxious, nervous, and calm. It's completely inexplicable. I was just so immediately invested and entranced in the lives of the young women on screen that I had completely drown my own world out. Mind you, this is at the world's largest videogame convention when I'm supposed to be acutely alert. I can't say that 20 minutes with any other game has ever had that exact effect on me. That's why I'm impatiently anticipating my trip to Arcadia Bay, Oregon. I don't know if five episodes of time-travelling, indie-tinged self-exploration will live up to my initial exposure. Frankly, I don't care. These girls have so much life to discover, and I want to do it right alongside them. - What are you looking forward to? Ciao, amiche
Most anticipated 2015 photo
Oodles and noodles
Ugh. Mondays, am I right? They're a day that people don't like because you have to do stuff and things after (maybe) not having to do those things, you know? Lame. Let's turn our frowns upside down and instead talk about some...

Hotline vinyl photo
Hotline vinyl

Holy crap, this Hotline Miami 2 vinyl is cool


Wait until you see the jacket art
Dec 18
// Jordan Devore
iam8bit has opened pre-orders for the Hotline Miami 2: Wrong Number Collector's Edition Vinyl ahead of its first quarter 2015 ship date. (Is that when the game is releasing? Hope so!) At $60, the three-record set features 28 ...
Hotline Miami Collection photo
Hotline Miami Collection

Hotline Miami collection added to iam8bit


My quest for the ultimate Hotline Miami shirt is nearly at an end
Nov 10
// Rob Morrow
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." -- Oscar Wilde Back in 2013, we ran a story on a beautiful piece of art produced by UK-based freelance illustrator and c...
Hotline Miami 2 photo
Hotline Miami 2

Hotline Miami 2 might not be done until early 2015


I'm okay with this!
Oct 09
// Jordan Devore
Hearing that Dennaton Games is taking more time to polish up Hotline Miami 2: Wrong Number -- it's now looking like late 2014 or early 2015 -- sits well with me. Totally okay with waiting. I know that should be the default r...
Payday 2 photo
Payday 2

Hotline Miami's masks are a great fit for Payday 2


I'm holding out for Tony
Sep 29
// Jordan Devore
Overkill Software has teamed up with Dennaton Games for Hotline Miami-themed DLC for Payday 2, which releases tomorrow on Steam for $6.99. Here's more info in the mean time. Besides the screenshot above, there's a mini websit...
Payday x Hotline Miami photo
Payday x Hotline Miami

Killer collaboration: Payday 2 is getting Hotline Miami DLC


Releasing September 30
Sep 11
// Jordan Devore
Overkill Software and Dennaton Games are teaming up for Payday 2 DLC based on Hotline Miami. It's unclear what all is included here beyond a heist -- they can get away with offering the slimmest of details and we'll still be ...
Hotline Miami 2 photo
Hotline Miami 2

Here's 80 minutes of leaked Hotline Miami 2 footage


Guess what, it looks a lot like Hotline Miami
Aug 20
// Alasdair Duncan
A YouTube user named LennyReviews has stumbled across some alpha footage of Hotline Miami 2 and has posted a whopping 80-minute-plus video of the hotly anticipated release from Dennatron and Devolver Digital. This is suppose...
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Non sequitur
Max and I are coolin' out on the couch, talkin' about dumb old videogames. Samus gets a skimpy outfit in Smash Bros. Pokemon gets some teases, but Youkai Watch 2 looks cooler right now. And Hotline Miami might be getting a badass 1/6th scale figure.

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Oh my god I need this Hotline Miami figure in my life


Just give it to me
Aug 18
// Hamza CTZ Aziz
Hotline Miami developer Dennaton, along with Devolver Digital and esctoy.com have teamed up to create the Hotline Miami figure you've dreamed of. It's a 1/6 scale, 12-inch figure based on Jacket, featuring removable clothing,...
Hotline Miami photo
Hotline Miami

Hotline Miami is bludgeoning its way onto PS4


Still no word on a release date for the sequel
Aug 11
// Alasdair Duncan
I know one of the ways I'm going to fill the gap between now and the release of Hotline Miami 2 later this year is.... by playing more Hotline Miami. Especially now as Devolver Digital is releasing the original Hotline Miami...
Devolver @ E3 photo
Devolver @ E3

Video: E3 for Devolver Digital means pigeon dating, bros, and murder


E3 2014 impressions from Max and Bill
Jun 16
// Jordan Devore
It's true. Devolver Digital does have the best E3 presence in that its booth isn't actually a booth -- it's trailers and a barbeque in a parking lot outside of the hustle and bustle of the Los Angeles convention center. For ...
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Yes! PC version of Hotline Miami 2 will have a level editor!


Share levels with others online
Jun 09
// Hamza CTZ Aziz
Hotline Miami 2: Wrong Number will have a level editor on the PC! Fans can create their own demented levels, decorate it however they want to. And yes, you'll be able to share these custom created levels with other players. ...

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