


The compact original, which released without an ounce of fat, isn't as lean here, and there's some levels that feel a little cumbersome in comparison. Not only are there more missions than before, but they're much bigger. One of the biggest changes is the size of the game. In many ways it's exactly the same, but it also feels very different. Instead they've created a broader, more narrative-focused sequel that encapsulates most of what made the first game so great, but that is now intertwined with new, more prescriptive elements. It was a near-perfect formula that Dennaton has somewhat strayed away from in Wrong Number. Players had a variety of masks, unlocked throughout the game, and these offered different abilities (deadly punches or extra ammo, for example), and as you unlocked more masks, more options opened up for experimentation. It was about control, speed, aggression, and skill. Enemies patrolled rooms, gripping one-hit-kill weapons, ready to turn and end your attempt at the first sign of a mistake. The first game was so brilliant because of what it offered: high score chasing, puzzling missions to solve, a weird narrative drenched in meta, blood, guts, lots of guns, and a perfectly executed tightrope walk between art and obscenity. It's bloody, it's bloody tough, and it's characterised by numerous restarts. Like its predecessor, Wrong Number is a gore-filled quick-fire top-down action game, where the player guides a masked character through levels filled with armed-to-the-teeth henchmen. The first Hotline Miami is one of the best games of recent years (at least, it was one of our favourites), and we have been very much looking forward to getting our hands on this sequel.
