Hyper Mode: The Masculine Tropes of Hotline Miami 2 and The Castle Doctrine
I used to think Hotline Miami did a neat job dicing up the classic tropes of American masculinity that have dominated various media forms for decades. I still think it might, but I get the sense that no one else—including the game’s developers—sees the same lampoon I do. I feel all the more doubtful of my interpretation the more I hear about Hotline Miami 2: Wrong Number.
The end of the original Hotline ties up all of its loose ends by allowing its contract killer protagonist to murder the men who run his crime ring, thus preventing future deaths (and future games—or so we thought). The heroes of Hotline Miami 2, a game presumably demanded by and made for fans rather than for the sake of continuing Hotline’s wrapped up narrative, features fans as its protagonists. In the world of Hotline Miami 2, the original protagonist of the first Hotline Miami has been elevated to cult status by folks who want to follow in his murderous footsteps.
Given that the leaders of the crime ring in Hotline Miami intentionally resemble the developers of the game, the second game’s story about fans keeping the killings alive feels about as subtle as a two-by-four. Bonus points for the next-level Fight Club parallel, as that’s a comparison I’ve made since the first game: It doesn’t matter if Jack (or Jacket) leaves his life of violence behind. The seed has been planted. The inherent violence has been awakened in everyone around him. Well, all of the men around him. Because men are violent. Get it?
In discussing Hotline and Hotline Miami 2 with friends and fellow critics, I often find myself deflecting back on the “intent” of the game, the “intent” of the authors. “Surely they meant this to be satirical—look at all of these indicators within the game that the writers are in on the joke,” I’ll say, as though I’m the only one who got my Dennaton Games Decoder Ring in the mail. But if almost everyone else thinks that Hotline Miami is playing its tropes straight, then perhaps Dennaton fell short of its mark. Or, perhaps I overshot and became a victim of Poe’s Law.
With the first Hotline, Dennaton managed to have their cake and eat it too: They made a game smart enough that games critics would fall over themselves explaining that Hotline’s violence had purpose and meaning and was an unexpected commentary on masculinity. Meanwhile, 99% of the people playing the game mowed down their enemies and bobbed their heads to the beats in complete sincerity.
Overwrought interpretation or no, I went along for the ride with Hotline Miami because I felt like I was in on the joke. Hotline Miami 2, on the other hand, seems to have thrown out Hotline’s original notes. Hotline Miami 2 opens with a campy, staged rape scene that takes place on a film set; you play the part of the rapist. It involves a classic double-take: You commit rape, and then you find out you’re just an actor! Sorry, did I say “classic”? I meant “horrifying”. Nothing about this scene feels familiar. No videogame has ever done this. It’s not a send-up of anything, other than the contents of my stomach.
In the original Hotline Miami, I committed many a deplorable crime, but all of my actions followed classic videogame logic: I killed people (and dogs) with methodical precision, stole weapons and threw them like projectiles, opened doors into people’s backs in order to instantly murder them (?), all while wearing a goofy animal mask that gave me super-powers (???). All of that fell within the scope of bizarre videogame and action movie tropes, but not necessarily the scope of reality (how often do people die from having a gun thrown at them?). But I’ve never played a videogame that demanded that I rape someone. Rape definitely qualifies as an oft-mishandled trope across action genres, but the inclusion of it here doesn’t make sense as a satirical commentary on anything.
There are videogames that will allow—nay, encourage you to commit that particular crime. Recently, my mother heard that the videogame RapeLay existed; she demanded that I justify “how people let this happen,” and I found myself responding that no one can keep an independent game developer from creating whatever the heck they want, no matter how vile or nonsensical it is. But what purpose is there in creating a game that includes rape without any attempt to comment on the presentation of rape in other forms of media? Players will feel discomfited by this sequence in Hotline Miami 2—but to what end?
Although I am disappointed that Hotline Miami 2 seems more interested in upsetting me with misplaced discomfort rather than in charming me with its satire (“intended” or not), Dennaton Games does get to make whatever kind of art they want, including bad art. I am mostly disappointed that these games aren’t as smart as I thought they were, or at least, that the games as a set of two do not appear to be as cohesive nor as tightly planned as I had imagined they would be.
I can’t speak for my fellow critics, but the dialogue around Hotline has me reevaluating the entire concept of “commentary” or “satire” in media, especially games. Take, for example, Jason Rohrer’s The Castle Doctrine, an upcoming indie multiplayer game in which players take on the role of a white patriarch with a wife and kids. These fathers and their families live in a dog-eat-dog neighborhood that requires them to decide between bulking up their home defenses, looting other homes, or both (bonus: actual dogs are involved, presumably for literal dog-eat-dog action…or as a Hotline Miami callback). Presumably, an enterprising player might win a Man of the Year award if they kill everybody else on their server.