Ричард

Hotline Miami[]

  • Jacket drives an Acado GT, a fictional vehicle analogous to a DeLorean with gullwing doors. The car suggests that Jacket either has some unknown source of large income or stole it.
  • Biker rides a red sports bike.
  • In Crackdown two police cars and a SWAT van are parked out front as the player exits the level.
  • During the chapter Deadline, a black van crashes into the building and its driver and passengers attempt to kill Jacket. This van type is found again in Homicide, where Gang enemies load stolen goods into one, and Blood Money, where both the Son and the Colombians are shown using them during a bank heist.
  • In Showdown the Father is shown to own two Lamborghini Murcielagos, one purple and one green.

Trivia[]

  • Jacket is visible in the prison’s visitation area, next to Richter as he walks out from the area. He is being visited by a man in a black suit with a briefcase.
  • In the last area of the level, there are a dozen of 50 Blessings fliers scattered all over the cafeteria.
  • Interestingly enough, the level is named after the M|O|O|N single of the same name, which was heard in the first Hotline Miami, first being heard in The Metro when Jacket encounters the Bum.
  • There is a bug if a player killed a prisoner with the toothbrush shank, Richter’s clothes will change into a Prisoner clothes
  • There is a bug where if two psychos killed the player, there will be two bodies of Richter.
  • This is the first and only level to feature prisoners as enemies; prisoners are currently absent from the Level Editor

    This is also the first of two levels to feature two factions of standard enemies the player must fight, the other one being Blood Money.

    , though they can be placed as NPCs.

  • This is the first level in the game to feature Dodgers as enemies.
  • The fight with the Prison Boss at the start of the level is similar to the scene in Escape from New York, in which the protagonist fights a large bald bearded man while watched by a crowd and is given a weapon as the fight goes on.
  • In this level, there is an alarm which overlays the level, similar to Seizure.
  • The level’s cover is a possible reference to a Terminator 2 scene.
  • After the fight with the Prison Boss, it is possible to dodge the bullets of the gaurds in the hallway and finish the level early, completely avoiding any combat. Doing so will get a time of level completion of 0:00.000, similar to the Into the Pit skip. However, unlike Into The Pit, this time will not be set on the leaderboards.

Personality[]

«Man, sometimes I hate this city.»

Pardo is consistently portrayed as exhausted and cynical. His dialogue is oriented toward either world weary remarks about the depravity of the press and Miami or awkward attempts at charisma to ease a concerned character or present himself in a better light. He follows the news regularly and is a friend of Evan, a former member of the press. According to Evan, Pardo has a reputation of incompetence and misconduct at the MPD.

Pardo secretly desires fame and to be seen as an action star, and has a bench press and punching bag in his sparse apartment to build his strength, physique and endurance. He wears a leather Mark Gor jacket and is the only character who can execute enemies with guns. In «Homicide» he’s shown to keep a loaded shotgun in his trunk. However, his extreme desire for fame has led him to commit many reprehensible misconducts such as singlehandedly sabotaging the Colombian operation and murdering Tony in cold blood despite pleading with him. He even told his friend, Evan, to stop writing the story about the masked maniac and focus on the Miami Mutilator. Of course, his extreme obsession with fame has caused him to become twisted and led him to become the killer he was supposed to investigate: The Miami Mutilator.

Pardo also has a distinct off-putting void of attributes (perhaps a parody of Jacket being a silent protagonist with a fairly blank apartment, or a reference to the quiet, strangely traitless Driver in Drive). He’s the first Hotline Miami playable character to have a bland vehicle, and his dialogue consists largely of clichés awkwardly trying to emulate a charismatic personality, with the outro to First Trial having him awkwardly attempting to salvage his relationship with Evan, and several scenes featuring him trying to put concerned women at ease with unsuccessfully flirtatious remarks («You too, sweetheart!», «I can see you got the good genes. You’re very pretty.»). His apartment features no possessions whatsoever other than a couch, a bed, a TV, a punching bag, a plant, a magazine stand, and a bench press.

Profile[]

Description

Daniels is an appropriately overweight caucasian man, his hair is shaven, and he has large ginger eyebrows. His face is mostly covered by a white keffiyeh. He wears a soldier uniform.

Personality

Before the war, Daniels used to be a school teacher. He is the most serious of his squad, and he likes picking on Barnes for his lack of field experience. During their time in Hawaii, Daniels and Barnes developed a rivalrous friendship. Just like Barnes, he also appears to be an alcoholic, though to a lesser degree. His keffiyeh could hint at a previous Middle-Eastern assignment or a hygienic interest in protection from the jungle environment.

List of killed victims[]

This is a compiled list of how many kills Manny Pardo has performed in the series. Kills in Bold are kills presented in Manny’s nightmare sequence in Caught, in which all kills seen in the nightmare sequence are most certainly not real:

  • At least 7 «Miami Mutilator» victims (including Jack)
  • Tony (with indirect assistance from The Son)
  • Phantom
  • 85 Colombians (including Thugs)
  • 33 Police Officers (including Inspectors)
  • 20 gang members
  • 6 dogs (1 dog was «killed» in the nightmare sequence)

Overall, Manny Pardo has killed 118 enemies (153 if you count the enemies from Caught, who existed only in Pardo’s nightmare).

Enemy Types[]

Gang Dodger: The gang variant of the dodger. Unlike regular gang members, they wear ski masks. These enemies wield chainsaws and share the same abilities as Colombian dodgers, despite their different appearance and choice of weapons. Gang Dodgers will wait in a single spot and idly wait for the player.

Upon being triggered by either the sound of gunfire or spotting the player, they will charge after the player in an attempt to kill them. They will often head straight back to their position if the player is out of sight or travels too far away from them. Gang dodgers cannot be hurt or killed via punches (attempting to punch them will result in death) unless the player is playing as Tony, and cannot be hurt by bullets or thrown weapons (as they will dodge these immediately). However, they can only be killed with a single swing of a melee weapon. Gang dodgers might also slowly walk near the players vicinity and idle if they have seen you.

Gang dodgers are only ever encountered in Hard Mode, and only appear in Down Under and Subway.

Soldier Dodger: The Russian Military variant of the dodger. These enemies dual-wield 9mm pistols. Like Gang Dodgers or Colombian Dodgers, these enemies wait for the player in a single spot and are attracted by gunfire or upon spotting the player and will chase after the player. However, they will rapidly shoot at the player upon sight, rather than charging up to them and killing them with melee. They can dodge bullets and even flames from the Flamethrower. They can only be killed with Beard’s combat knife. If they are somehow inserted into a non-Beard level in the Level Editor, they will dodge thrown weapons, and cannot be hurt or killed by punches, unless the player is controlling Tony, The Son using his Dirty Hands technique, or Jake when wearing the Dallas mask.

Soldier dodgers are only ever encountered in Hard Mode, and only appear in Ambush. This makes them one of the rarest enemy in the entire game, not counting bosses or unique single enemies like the gang leader.

Colombian Dodger: The Colombian variant of the dodger. These enemies wield katanas and share the same abilities as gang dodgers. Colombian dodgers will wait in a single spot and idly wait for the player.

Upon being triggered by either the sound of gunfire or spotting the player, they will charge after the player in an attempt to kill them. They will often head straight back to their position if the player is out of sight or travels too far away from them. Colombian dodgers cannot be hurt or killed via punches if Dirty Hands aren’t equipped (attempting to punch them will result in death), bullets or thrown melee weapons (as they will dodge these immediately). However, they can be killed within a single swing of a melee weapon.

Colombian dodgers only appear in Take Over in Normal Mode. In Hard Mode however, Colombian Dodgers appear in Dead Ahead, First Blood, Demolition, Seizure and Take Over.

Psycho The Prisoner variant of the dodger. These enemies feature traits that are entirely unique to the rest of the other dodger enemies. Psychos are the only variant that remain unarmed and attack with their bare hands. They are also the only variant to have different idle behaviors, such as clinging to walls or windows, or crouching over the dead bodies of Security Guards and possibly even cannibalizing them due to blood splatter on their faces and said dead Security Guards being heavily mutilated and gutted.

Psychos are never attracted by the sounds of gunfire. Upon seeing the player, Psychos will charge directly at the player at incredible speeds (similar to Dogs — a Psycho can bizarrely actually be seen being petted by another prisoner during the Prison Boss fight) and will try to kill the player by tackling the player and bashing his head repeatedly into the ground. Psychos can dodge bullets (albeit at a slower pace compared to other variants of dodgers), but they cannot dodge thrown items and can be knocked down with either punches or thrown weapons. Attacking these enemies with melee will also finish them off easily.

Interestingly enough, if a knocked down psycho is not finished off and simply gets up again, they will revert back to regular enemies. Psychos are the only variant of a dodger that does this, as well as the only variant of dodger than can be executed for that matter. They are also the only variant of a dodger that can be hurt with punches or thrown weapons.

Psychos only appear in Release, but can be placed in custom levels for Richter in the level editor.

Personality[]

The Son is shown to be ambitious and multi-talented, restoring much of the Russian mafia’s influence in Miami in just a month. He ultimately worries, however, that his lavish lifestyle and huge amount of notoriety will cause him to meet the same fate as his family in the original game. He’s also off put by how easily his men are killed, with the corpse of one surrounded by money in the vault in Blood Money triggering a vision of his dead family. He has a friendship with The Henchman, which he tries to rekindle once things have settled down on December 20th. He detests boring lifestyles, and, after failing to contact the Henchman, takes an unprecedented amount of the new product. The events of Take Over strongly imply he has a death wish, as the plan involves him single-handedly fighting 80 armed gangsters before walking unarmed into a firing squad in the main office, and he outright states that he isn’t «Afraid of dying» in The Table Sequence.

How do you think? They invited me.

His most noticeable physical features are the large scar down the left side of his face, and the golden hammer & sickle earring in his left ear. The source of the scar is never addressed.

His original hideout features Russian military crates (the same seen in the Hawaiian occupation levels and Richter’s «Demolition» level), glass cases of expensive swords and guns, and what appears to be a shark tank. He’s shown to be very generous when distributing payment money to the Henchman, but not a remotely equal amount, the difference highlighted by the extravagance shown in their cars.

Events in Hotline Miami 2[]

The Son is first seen in the introduction to the Act 2 level No Mercy (November 21st), where he’s shown to have a fondness to the Henchman, if not a full on friendship. He seems prepared to grant favors but when the Henchman expresses desires to quit, the Son has him clear out the newly Colombian-affiliated chop shop. The Son reminds the Henchman that he’s free to come back any time and to try the «new product» of purple and green pills.

The Son re-appears in the outro to Death Wish (December 20th), where he kills Alex and Ash with a magnum, seemingly laughing. He then walks toward the side of the building the Fans had planned to jump from.

His third appearance is in the intro to Seizure (November 18th) in the Catastrophe act, where he tells the Henchman he’s planning to attack a Colombian gang meeting he’s been invited to in an effort to reclaim lost territory. Henchman expresses reservations, but backs off. The dialogue strangely implies that the Henchman goes with the Son to Seizure (Henchman «I’ll do whatever you tell me too.» Son: «Alright then. Let’s go.»), though he doesn’t seem to.

In the Seizure outro, the Son is surrounded by strippers doing cocaine. He further implies that they did Seizure together («We sure did a number on those guys, huh?»). He tells the Henchman that Mary is too good for him and that «The minute you get attached to anyone, you know you’re fucked.» However he says it’s none of his business and gives Henchman some money to get Mary something nice.

During a bank robbery on December 7th he is confronted by apparitions of the characters from the first game’s Showdown level, who ask him why he’s here. He tells them that he wants to make them proud, but the apparition of the Father tells him «You’re just like me, you won’t get it until it’s too late.»

The next appearance is on December 14th, when Manny Pardo attempts to visit the Son, perhaps implying a partnership (possibly explaining Pardo’s Colombian massacre at the docks four days prior and his knowledge of Petrov’s whereabouts) and/or a desire of Pardo’s to kill the Son to become famous. Regardless of his reasons, he’s denied and the Son continues to the Colombian gang headquarters, wiping the majority of them out personally and letting his subordinates kill the Colombian gang leader and his guards.

After failing to make contact with Henchman and unwittingly giving his address to the Fans, he takes a large amount of the green-and-purple pills and goes into a mania-induced rampage, killing an unknown number of his own men. As the high continues, he comes across the semi-realistic animal versions of the Fans, first fighting Mark, Corey, Tony and finally Alex and Ash. In between the fights he sees warped images of jungle flora overtaking the building, wild animals having killed and feasted on his remaining men that were killed by the fans and not him, and a surreal rendition of the «Blood Money» toast, the vodka shots replaced with shotgun pellets. After killing all except Tony, he walks off the edge of the building’s roof on what appears to him to be a rainbow bridge to Valhalla, while in reality he falls to his death.

His body after his fall.

After the scene Death Wish, his body can be seen on the ground of the building, covered with a white sheet in a pool of blood.

Hotline Miami Masks[]

At the beginning of most of Jacket’s chapters in the first game, the player chooses a mask for him to wear. Jacket has 26 unlockable masks in total (27 on PS3, PS4, PS Vita, Xbox, and Nintendo Switch), each providing a unique effect, except for the default mask, Richard. The effects include, but aren’t limited to, making door slams lethal (Don Juan), inverting the player’s walking controls (Nigel), and giving the player a drill at the start of the chapter (Carl). Masks can be unlocked by getting sufficiently high scores, as well as being found in certain chapters. The player can see whether one already has the mask for a given chapter in the chapter selection screen, although not all available masks will be shown there (e.g. Carl in Chapter 8.)

Jacket’s Masks

  1. Richard (Rooster)Default mask — Grants no special abilities.
  2. Rasmus (Owl) — An Eye For SecretsObtained by achieving a high score in The Metro — Highlights unlockable masks and puzzle pieces.
  3. Tony (Tiger) — Fists of FuryObtained by achieving a high score in No Talk — Faster executions and lethal punches.
  4. Aubrey (Pig) — More GunsObtained by achieving a high score in Overdose — Spawns more guns.
  5. Don Juan (Horse) — Lethal DoorsObtained by achieving a high score in Decadence — Slamming doors into enemies will kill them.
  6. Graham (Rabbit) — Walk FastObtained by achieving a high score in Tension — Makes Jacket faster.
  7. Dennis (Wolf) — Start With KnifeObtained by achieving a high score in Full House — Gives a knife at the beginning of the level.
  8. George (Giraffe) — Look FurtherObtained by achieving a high score in Clean Hit — Allows the player to look further when holding down shift.
  9. Ted (Dog) — Dogs Don’t AttackObtained by achieving a high score in Neighbors — Dogs sprint after Jacket, but will not attack.
  10. Rufus (Elephant) — Survive One BulletObtained by achieving a high score in Push It — Jacket won’t die when hit by the first bullet.
  11. Rami (Camel) — Extra AmmoObtained by achieving a high score in Crackdown — Adds 1/3 more bullets to the magazine.
  12. Willem (Monkey) — Rip And StealObtained by achieving a high score in Hot & Heavy — Steals enemies’ weapons while performing a standing execution.
  13. Peter (Unicorn) — Quiet GunshotsObtained by achieving a high score in Deadline — Reduces the noise of gunshots.
  14. Zack (Frog) — Longer Combo WindowObtained by achieving a high score in Assault — Makes the combo multiplier last longer.
  15. Oscar (Mole) — DarknessObtained by achieving a high score in Vengeance — The game gets a dark red filter.
  16. Rick (Fox) — Good ShotObtained by achieving a high score in Safehouse — Enemies will always die in one bullet.
  17. Brandon (Panther) — Walk FasterObtained by achieving a high score in Fun & Games — Makes Jacket even faster.
  18. Charlie (Octopus) — More Melee WeaponsObtained by finding in Safehouse — Spawns more melee weapons.
  19. Louie (Chameleon) — Hard To SpotObtained by finishing the game with the normal ending — Makes Jacket harder to be detected.
  20. Phil (Fish) — French TranslationObtained by finding in Resolution — Makes a bad translation of all dialogue to French.
  21. Nigel (Bat) — Reversed ControlsObtained by finishing the game with the secret ending — Reverses walking controls
  22. Earl (Walrus) — Survive Two BulletsObtained by finding in Overdose — Jacket won’t die when hit by the first two bullets.
  23. Jones (Alligator) — More GoreObtained by finding in Full House — Makes kills and executions bloodier.
  24. Carl (Locust/Grasshopper) — Start With DrillObtained by finding in Push It — Gives a drill at the beginning of the level.
  25. Jake (Cobra) — Killing ThrowsObtained by finding in Hot & Heavy — Kills enemies when throwing weapons at them.
  26. Richter (Rat) — Start With Silenced UziObtained by finding in Assault — Gives a silenced uzi at the beginning of the level.
  27. Russell (Bull) — Raging Bull(Exclusive to Xbox One, PS3, PS4, Vita, Switch and Stadia) Obtained by finding in The Metro — The game gets a black and white filter.

Unlockable weapons[]

For some weapons to spawn, the player needs to unlock them first. Weapons can be unlocked by completing chapters. The score obtained from the chapter goes towards unlocking the next weapon. A new weapon is unlocked every 50,000 points until a total of 800,000 points is reached, upon which the final unlockable weapon is unlocked. Weapons are unlocked in the following order:

  1. Katana
  2. Glass Bottle
  3. Magnum
  4. Machete
  5. Beer Can
  6. Skorpion
  7. Hammer
  8. Brick
  9. Uzi
  10. Sledgehammer
  11. Ninja Star
  12. Dart
  13. MP5
  14. Fireaxe
  15. Scissors
  16. Silenced Pistol

In Hotline Miami 2: Wrong Number, Weapon Unlocks only available to four sets of characters: The Soldier, The Fans, The Son and Jake.

The Soldier starts out with a machine gun and a shotgun, but can unlock these weapons:

  1. Heavy Machine Gun (Big & Heavy)
  2. Sniper Rifle
  3. Flamethrower

The Fans do not unlock weapons, rather, they unlock new characters with unique weapons.

  1. Gloved Fists (Tony)
  2. Chainsaw and 9mm (Alex and Ash)
  3. Dual MP5s (Mark)

The Son unlocks perks which grant new weapons:

  1. Katana (Bodyguard)
  2. Knuckle Dusters (Dirty Hands)
  3. Dual MP5s (Bloodline)

Jake unlocks masks which grant new weapons:

  1. Nail Gun (Irvin Mask)
  2. Nunchaku (Dallas Mask)

Depiction in Hotline Miami[]

In Hotline Miami, he is accompanied by two other internal voices, Don Juan and Rasmus.

Richard seems to be Jacket’s primary call to remembering his life, who he is, and that he needs to wake up. He also assures Jacket his post-Trauma actions are fruitless and that he’ll never see the full picture.

The first encounter with Richard sees him telling Jacket they «met» on April 3rd, which is in reference to April 3rd, 1986 and April 3rd, 1989, major events in Jacket’s life, in an effort to jar Jacket’s memory.

Once Jacket recalls everything between receiving his mask and rescuing Girlfriend, a second encounter with Richard takes advantage of this newly remembered information to further jog Jacket’s memory by asking him four questions:

  1. Do you like hurting other people?
  2. Who is leaving messages on your answering machine?
  3. Where are you right now?
  4. Why are we having this conversation?

These questions evoke Tension, where Jacket kills another masked killer, Full House, hinting that Jacket’s in a big house (Full House also has an easter egg declaring that everything is a dream), Clean Hit, which indicates the people leaving him messages are Janitors, and Neighbors, indicating Biker is the reason Jacket was shot. However, Jacket convinces himself that he succeeded in killing Biker to avoid being riddled with guilt (Don Juan: «Bearing too much weight inevitably leads to collapse of everything»).

A blood-soaked Jacket appears in a trashed animal room where Richard informs him the coma is coming to an end with three predictions:

  1. Someone you know is not who you think he is.
  2. Something will soon be taken from you.
  3. On July the 21st you will wake up in a bigger house.

Jacket is soon after informed by Beard that Biker is still alive, prompting Jacket to begin to remember Richter, who silences Beard and overtakes his position. Beard also seems to summon «dream static» in reference to the booting up of Hotline Miami‘s main menu, to hint that events aren’t real. Richter is always accompanied by a spray tag mark and he serves the zombified corpses of Russians (who he calls VIPs), indicating that Jacket now believes the Russians to be behind the calls and Richter to be a faithful, well-informed Russian hitman. As Jacket remembers June 8th, his phone message hangs up 14 times, a van attacks him on his way out of a job (hinting he still isn’t safe after clearing the level), and Richter seems to overtake the Molotov Guy’s facial sprite, prompting Jacket to take out his anger on it as dream static interferes.

Upon remembering Girlfriend’s death and being shot by Richter, Richard visits Jacket, accompanied by the dream static, to finally wake him up with a Biker-esque head explosion. He tells Jacket that what he does from now on won’t serve any purpose, hinting that Jacket understands that the connections and associations he’s made are flimsy and that he’s just trying to make himself feel good. Richard tells Jacket that he will never see the full picture of what is happening and adds that it is Jacket’s fault. This is a reference to Jacket’s failing to kill Biker, failing to aid Biker’s investigation and indirectly causing the death of Girlfriend.

Richard never appears again, but dream static appears one last time as Jacket gets dressed after Trauma, hinting that he rested a bit before Assault (which possibly dates it as July 22nd).

The Abyss[]

Intro

Evan Wright, having taken the floppy disk he obtained with Manny Pardo’s help (and exiting the evidence locker to a burst of dream static) to a Copy Flash to print its contents, goes to retrieve the documents found on it from the Copy Flash store. The employee hands him a print out of the documents found on the floppy, which turn out to be a list of addresses (…NW 27th Ave… …NE 101st St…). Before leaving Evan asks the employee for a map of Miami, but is told they don’t sell maps and to try a tourist center a block away.

Abandoned Building

Evan meeting several hobos wearing 50 Blessings masks by a candle-lit 50 Blessings logo.

Evan arrives at NW 27th Avenue to find the abandoned 50 Blessings headquarters visited by Jake in Withdrawal. Several ruined beds, a water purifier system and a gym are now visible. The building has lead lined walls and a vault door, implying 50 Blessings planned to survive the nuclear war in there. Whether those plans ever panned out is unknown. It is possible this building in particular was abandoned because of the unwanted attention brought onto the organization by Jake.

He goes through the building, littered with 50 Blessings paraphernalia and various graffiti. Evan goes through the bunker until he reaches the back room, which contains several squatting hobos. The hobos are wearing many of the masks from the first game, including Richard, Don Juan and George; a large candle-lit 50 Blessings symbol is painted in the middle of the room. The hobos apparently mistake Evan for a 50 Blessings representative or other official come to kick them out, and he is told to leave or be killed. After exiting the back room, gang members have now occupied all the rooms and Evan must fight his way out to leave.

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