powerful.pineapple:
And split timelines are a bullshit cop-out storytelling crutch, unless your story actually involves either alternate timelines, or time travel.
actually, i haven't played this so i assume you mean non-linear storytelling. I actually intend to use non-linear storytelling in an important future project.
No, split timelines are something different.
Let me explain what happened.
[spoiler]You start the game playing as a guy called Jacket. There is some minor non-linear storytelling going on, because some of the between-level cutscenes are in the future, but for the most part it's linear. Towards the end, there's a rather difficult boss fight against a character called Biker. The player, naturally, wins this boss fight after fifty tries or so, and Hotline Miami being violent as hell, it ends with you scattering Biker's brains across the floor with a golf club.
The game continues on, still playing as Jacket, still mostly-linear. The game "ends" at Chapter Fifteen. But then it rewinds several days, and you start playing as Biker. After a few levels of that, you have a boss fight against Jacket, in the exact same place the first one was, on the exact same day, and he tries to do exactly what you did to beat that boss fight earlier. But you, Biker, win this fight, and his story continues on.
And that, right there, is the problem. The game goes nonlinearly, but it does so in a way that contradicts itself. No matter which way you look at it, one of those endings has to have not happened. Which means one character's ending gets nullified. That wouldn't have to happen if "getting killed by Jacket"
was Biker's ending.
Hotline: Miami isn't the only game, let alone story, to do this. It's common in time-travel stories, where every time you time-travel, you end up "splitting" the timeline into one where you didn't go back, and one where you did. That's actually a common scientific theory for how time-travel would actually work. Other variants have "parallel dimensions" instead of branching timelines, but it's not hard to see how it's effectively the same storytelling device.
But every time it's used *well*, it's as part of a story where time-travel is actually happening, and that it's acknowledged in-story. See Back to the Future, or the Zelda series as a whole. Here, it's used to crudely spackle over all the plot holes in Jacket's story, but it manages to do so in the most contradictory way imaginable. I get some of the reasons why it happened, but it still comes off as a huge plot crutch, one even I found a way to do without.[/spoiler]