Hotline Miami cover art

Hotline Miami

2012Dennaton GamesGoogle Stadia, Xbox Series X|S, PlayStation 3, PlayStation 4, Linux, Android, PC (Microsoft Windows), PlayStation 5, Mac, PlayStation Vita, Xbox One, Nintendo Switch

A top-down slasher/shooter with unlockable gameplay-altering masks and weapons, featuring a neon-flavoured electronic aesthetic, in which a hitman receives anonymous calls ordering him to travel to certain residences and crime dens and massacre those within, as he stumbles through unreal visions and inconsistencies without any answers to how, why or who.

What it feels like

Overwhelming chaotic urgency and too-fast-to-fully-control action defines moment-to-moment play. Kinetic rush of speed, flow, and thrill in mastering combat encounters drives engagement. Enigmatic pull of secrets and answers withheld about the protagonist's purpose and reality.

Frantic85%
Exhilarating80%
Mysterious75%
Menacing70%
Uncanny65%
Sardonic50%

What it's about

Unraveling the hidden truth of who is calling and why structures the narrative arc. Criminal underworld, organized crime hits, and gangland violence form the setting and premise. Unreliable reality, disorientation, and psychic fragmentation create psychological unease and horror elements.

Mystery80%
Crime & Underworld75%
Psychological Horror65%

How it plays

Close-quarters brutal melee combat with skull-crushing takedowns is equally core to the experience. Aiming and firing ranged firearms with tactile feedback is a central pillar of combat. Independent aim and movement on two sticks for omnidirectional shooting and combat control.

Melee Combat85%
Gunplay80%
Twin-Stick Shooting75%
Gear Upgrades70%
Permadeath65%

How it looks and sounds

Top-down isometric perspective is the canonical visual presentation that defines the entire experience. Retro-electronic synth-driven soundtrack is a signature element that permeates the entire experience. Deliberately pixelated retro 2D sprites and environments form the core visual identity.

Top-Down95%
Synthwave Score90%
Pixel Art85%
Neon80%
Surreal Visuals70%
Psychedelic65%
Diegetic UI40%

How it's structured

Designed exclusively as a single-player experience with no multiplayer component. Discrete levels are played in sequence, though order is somewhat prescribed by story progression. Combat plays out in bounded residential and criminal locations rather than open traversal.

Single-Player95%
Linear Levels80%
Arena-Based60%
Short Playtime55%
Ubermosh50% match

Shares Top-Down, Melee Combat, Pixel Art, Exhilarating.

Both lean into Top-Down, Single-Player, Pixel Art, Melee Combat.

Top-Down90%Single-Player80%Pixel Art85%Melee Combat85%
Postal44% match

Shares Gunplay, Twin-Stick Shooting, Linear Levels, Frantic.

Both lean into Gunplay, Twin-Stick Shooting, Linear Levels, Single-Player.

Gunplay95%Twin-Stick Shooting75%Linear Levels70%Single-Player50%

Shares Twin-Stick Shooting, Top-Down, Pixel Art, Gunplay.

Both lean into Twin-Stick Shooting, Top-Down, Gunplay, Pixel Art.

Twin-Stick Shooting95%Top-Down70%Gunplay80%Pixel Art75%

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