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Publicada el 30 ABR 2015 a las 10:58 a. m.
Actualizada el 22 NOV 2017 a las 10:38 p. m.

I feel this game is so genuinely good that I'll make an actual review on it.
While it does have its faults, some of which being the pathing of the Alex character or your retical being stuck to certain positions as you advance to a side of or in the corner of a map, Hotline Miami 2 is a phenomenal sequel to the first game. Plain and simple. It's different, difficult, and entertaining as long as you take it piece by piece, if you become stressed easily. Every character you play as will have a restriction or an added ability, ensuring you'll have a different experience than you did in the first game. Enemies have new variations as well. It looks and feels great. It plays fluidly and rewards you for taking a more strategic approach to certain levels rather than a reckless one. And, while I'll admit I was frustrated with the level design during my first playthrough of the game, the addition of a level editor by the developers guarantees your experience playing it will never go stale, so long as the community wants to keep the game alive.
Having kept track of this game since it's announcement and being eager for it's release in 2015, it became very apparent that Dennaton was very nervous about making it. More than anything, they wanted to make a good sequel, for their fans and for themselves alike. I couldn't argue more that they succeeded in doing so with Hotline Miami 2: Wrong Number. It's not just more of the same. It's a different approach to more of the same. A violent, top-down shooter/smasher/slasher still but with more emphasis on story and character rather than just gameplay. In every sense of the phrase, this game does more of the same right. Anyone who creates a sequel to anything should look to this game as an example of how things should be done.
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