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Let's talk about the ending... *Spoilers*

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  • Jan 17, 2013 1:12 am GMT
    I think the main character is you, the player. And the overall theme is basically the question, "Why are we ok with killing everything without any real reason or decision on our part?" Kind of like the Bioshock twist. The people making the phone calls are the creators of this game. They are getting you to kill countless people without giving you any reason to, yet the player is willing and even enjoys killing. So the message is simple, "Why are we so willing to do this?"

    This is the point the game is trying to make.
    "You" are Jacket. "You" go ahead and kill a bunch of "people" based on nothing but a phone call. You aren't brainwashed or anything. You just do it because it comes natural to you as a gamer.

    It kind of disappointed me when I first beat it because there was so much more stuff going on (Richter guy, the coma, the shopkeeper/bartender guy(s), the bloody corpse visions). I feel that all that stuff is part of the "game world" setup while the janitors and the phone calls are on a higher, metatextual level. Overall, I'm not sure how I feel about the double aspect of the Jacket character - the game character with his own personality, who might have a motive for killing and who slowly goes insane, and the player avatar who simply exists to reflect human behaviour in a game world. It may be genius, it may be inconsistent, I'm not sure yet.

    It's an interesting point and it's very nice to see games finally questioning the basic foundations and psychology of their own medium (cf. also Spec Ops: The Line, No More Heroes and, albeit in different ways, the Metal Gear games). It'd be VERY interesting if another game came out and took it further, questioning the flaws in Hotline Miami's point, first and foremost the fact that it's basically a linear puzzle and your only other option is to not play it.

    Despite all that, the beauty in Hotline Miami's approach is that it takes a common gaming premise (obscure, slowly revealed plot to justify mass murder-based gameplay) to build up the player's doubts and questions. In the end when you're asking "So why the hell would Jacket kill all those people?" the answer is "Why the hell would YOU kill all those people?"

    It may come across as a bit of a cheap shot (give me a puzzle and then blame me for solving it) but it succeeds in making you reflect on the way games have conditioned us, and how our behaviour differs in-game from real life. The road to better, more innovative game design is through questions like these.
    ---
    "Most men complacently accept "knowledge" as "truth". They are sheep, ruled by fear." - Sydney Losstarot
  • Jan 27, 2013 7:19 pm GMT
    What's with all the ridiculous fan fiction going on in this thread? The story ain't complicated once you get the real ending. The main dude gets drawn into these killings at the start of the game, up until the phone dept. level. At that point motorcycle dude knocks his head in and the main character ends up in the hospital. The levels between the phone dept and the hospital are hallucinations. main guy wakes up and kills the cops and eventually the mob boss afterwards. at the same time he's out cold, the biker tracks down the phone people, and may or may not kill them; we dont know because main guy never talks to them again.

    forgot to add, main guy was sent to the phone company to kill the biker since the biker had ignored their call from the night before.
  • Jan 28, 2013 10:54 am GMT
    The story is far from simple, from a writers perspective anyway. people are so ready to write off the story to this game because the graphics are a hommage to the super nintendo era, and not a next gen release. The people who wrote the story for the game put a lot of work into actually making the outcome based - not on the users actions in the game, but the internal determinations the player has to make about the story itself. for example death of both the main characters at the hands of the other. an obvious misdirection set by the writers

    Due to the use of the hallucinations, and the use of the 'unreliable narrator' perspective in this games story suggest that both characters, biker and jacket survive - because in their alternative stories, the only real opposing facts is their deaths, and since once could say both story arcs are told in the perspective of the main character, in both instances either character can Lie about what happened, to claim they killed the other one would negate the leverage the "50 blessings" had over that person, believing they're dead - note how even while working against them, biker (and jacket) take the phone messages - even after "killing" his respective counterparts. giving reason to believe that both characters did not in fact fight at phonehom, instead recruiting him to stop them. (notice how biker interrogates another masked character in an earlier cut scene - and does NOT bash his brains in) with this evidence, and other slights including jackets interactions with the clerk after "killing" biker (Jackets story is told mostly through flashbacks, and the faults in the visuals in jackets cut scene after "killing" biker seem to signify the fact that he's lying to others or possibly himself.) this is also supported by the fact that the final moments are not jacket but the biker cruising into the distance.

    In short by "lying" about the others death, It frees the other one to fully satisfy the desires of their story arc. i.e. Jacket gets to avenge the death of his Hooker girlfriend, with no care of going after the "50 blessings", while Biker can go about tracking down the people behind the violence, as he originally planned.

    so when you boil it down, expect co op in the next game.

    normally I could care less about posting on forums about a game's story, especially a 5 dollar indie-style game, but this one stands out like a Tim Dorsey novel. its a eye catching, and enveloping little world they created in this game, making the player actually WANT to figure out what's going on - and then being deliberately stingy with concrete answers, but the tidbits you acquire leave you with a sense of satisfaction rarely seen these days. a good cryptic story line can make a game, like it made this one for me.


    (another side note for the people to daft to figure this out , even though its really obvious - the masked people in the dark room that jacket talks to periodically are manifestations of his subconscious, attempting to wake him from the flashback coma he's currently in. each figure representing a different internal issue the character is wrestling with - the death of his girlfriend - the horse, the killing of countless people - the chicken, and his desire for revenge - the owl )
    ---
    damn Nelson Mandela ! you smell so good.
  • Jan 29, 2013 3:15 pm GMT
    i think reykiu and ZombieMD nailed it , and i'd like to thank em for sharing , i finished the game this afternoon and while i do agree it can be considered "cheap" for a resolution , the fact that it's just a game and the "answers" we want lies within ourselves and not in the game , we have to take into consideration the "package" they gave us this cheap morale with.
    If it was just the phonecalls and the devs/phoneguys in the end , that would have been really cheap , but they put in a lot more.The characther swap , the coma , the masked guys from a David Lynch nightmare , this game actually tries to be as deep as possible just to emphasize the cruelty of the truth , which is that it is not deep.At all.There's no political agenda , no real reason beyond the calls , the truth , not the "game" truth , the REAL truth , it's that it's just a game made by two guys for fun , and you liked it , and that's a happy ending to me.

    You know what would have been REALLY cool?they should have made some kind of cut-scene or premature "alternate ending" if you "refused" to play the game , like stay in the house before the first mission , after picking the call , for a stupid long amount of time , like 6 hours , then the cleaner guy comes in and kills you telling how if you're not playing the game , he is ....well i'm sure they could have come up with something way better...aaaaanyway,great game hope there will be a sequel
    ---
    goldeneye FC 401862914637 name: giulio
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  • Jan 29, 2013 3:39 pm GMT
    That, in my opinion, makes this game so charming. the fact that they dupe 75% of the audience into thinking its just another low res indie skull bash game, where the plot is as 2d as the game itself, however. they wrapped up a pretty engaging story for those who have the intellect or eye for details to pick out the tidbits of actual information left by the creators to hint at the deeper meaning of the story.
    ---
    damn Nelson Mandela ! you smell so good.
  • Jan 30, 2013 6:45 pm GMT
    When he picks up the SUPOSED girlfriend, she is just a Wh*re, he saves her from that life, and if you look closely to the apartment, its changes everyday, and everyday they get a little bit more closer. Before she dies, you can see that their beds are close, this means they started a relationship... something that they didn't had... she was just a random girl that he saved from the horrible life she had. She even tells him (when he was saving her) that he can kill her... because she doesn't care... but he saves her.

    In the end, they kill her, and since he liked her, he wants revenge.
    I think she was there to build some kind of relation with the gamer (I'm gonna say it) something like Clementine in the Walking Dead... you kinda.. start liking this girl, because before her, you were all alone in this sick and crazy world, and when she dies, you want to kill the bastard who did it...
    ---
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  • Jan 31, 2013 8:35 pm GMT
    From: Ding6 | #046
    When he picks up the SUPOSED girlfriend, she is just a Wh*re, he saves her from that life, and if you look closely to the apartment, its changes everyday, and everyday they get a little bit more closer. Before she dies, you can see that their beds are close, this means they started a relationship... something that they didn't had... she was just a random girl that he saved from the horrible life she had. She even tells him (when he was saving her) that he can kill her... because she doesn't care... but he saves her.

    In the end, they kill her, and since he liked her, he wants revenge.
    I think she was there to build some kind of relation with the gamer (I'm gonna say it) something like Clementine in the Walking Dead... you kinda.. start liking this girl, because before her, you were all alone in this sick and crazy world, and when she dies, you want to kill the bastard who did it...


    Look at the apartment after you get back from the hospital. It's the same trashheap that it was at the start of the game. It never got better, your character's insanity worsened and he convinced himself that he was living in a nice, clean apartment with a woman that he loved.
    ---
    Ma-shi-nuh, because there's no such thing as a "correct" way to pronounce things.-zero7717 on pronunciation of Machina
    http://i.imgur.com/eJDEa.png
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