Editorials
‘Hotline Miami’ and the Horror of Postmodernism
Hotline Miami came into existence at a very specific time in our zeitgeist. It blends a multitude of styles and aesthetics deliberately intended to tug at what is both familiar and comforting. This nostalgia is highly directed towards our experiences with various forms of media. You have the 80’s VHS style menus and the beautiful Miami Vice-styled landscape and decor but behind this facade, you have the contrasting hyper-violence of late 90’s top-down shooters a la Grand Theft Auto. Both Hotline Miami and it’s sequel highlight our society’s glorification of violence and how it hints towards a deeper, underlying issue with consumption. Hotline Miami reflects both the sheer violence and dread that many experienced in Miami during the eighties while at the same time subverting this with the now fashionable, rose-tinted view of the eighties.
The games’ plot exists both as events and a product within the universe of its sequel; the in-game world glorifies and aspires to the entertainment value that is Hotline Miami. On the surface Hotline Miami resembles your standard top-down, retro indie game but it is so much more as developers Jonatan Söderström and Dennis Wedin create a sprawling, complex and human story. The entire plot of the opus that is Hotline Miami in its entirety takes both games to explain as each game fills in each other’s specific plot holes. Both games’ playful use of chronologically as well as reality creates an almost Lynchian universe where nothing is outside the realms of rationality. This uncertainty of time and space set against the upbeat backdrop of synthwave creates at times a deeply unsettling experience for the player.

Each level has you kill, die and repeat until you clear the entire building, be it of the police, Russian mafia or politicians. Each and every level of the game has the player commit these violent killings to the soundtrack of catchy, rhythmic synthwave/electronic music. It always ends the same way; once your mission is complete the music cuts away and you must jarringly retrace your steps through the dozens of people you’ve slaughtered and all the carnage you have left in your wake. Adding to this is the game’s electrifying mechanic which has both you and your enemies die in a maximum of two hits. This creates a frantic almost animalistic quality to the combat where it is kill or be killed.
Adding to this primal aspect is the animal masks that are scattered around and worn throughout the game. This ambiguity plays a great part in the sheer ferocity of the games’ violence. The masks provide a motif throughout the game as both meaning and motive are often disguised by multiple interpretations of various ideologies. The protagonists are acting on their most primitive urges as they take out their resentment and fear of invading forces. Juxtaposing this is Jacket’s seemingly normal, quick stops at bars, fast food joints and convenience stores just moments after missions where Jacket brutally pulverizes at least thirty people.
These regular, mundane activities such as returning videotapes serve as Jacket reentering society and after his bouts of reverting to his killer instinct. It’s slightly off-putting to see this much context and depth in a game that on the surface tries to play homage to mindless, stupid fun. The bland, consumer-oriented life is so alien from Jacket’s stint the army that he needs to reject it. The bestial violence that Jacket was taught to do in the military has no place in the real world. Despite the conclusion of the Soviet-American War, Jacket cannot co-exist with the Russians that he fought against neither can he forgive them for killing his best friend Beard. As you complete more and more missions aspects of Jacket’s violence begins to creep into the banality both unnerving Jacket as well as the player as increasingly surreal elements bleedthrough into his reality. As this reaches a climax the specter of Jacket’s dead friend has to remind him and the player that:

“This … all of this is not really happening …
What you saw just now, did not actually happen ”
Hotline Miami‘s jumbled chronology aids the sense of confusion the player experiences as they traverse this synthwave haze. Alongside the fast forwards and rewinds, the games’ plot blurs the line between real life and the film production in-game. This makes the player begin to question what exactly is real or not real. Martin Brown is a playable character in the sequel – a highly acclaimed actor starring as The Pig Butcher within the in-game film: Midnight Animal.
The Pig Butcher is Hollywood’s interpretation of Jacket. Unlike Jacket’s tragic albeit warped justification for murdering the Russian gangsters, the plot of Midnight Animal presents Jacket as merely a lunatic with a bloodlust; showing how a larger part of society views Jacket and his motives. As the game progresses, Martin Brown’s levels distort so frequently that it is never really clear whether or not Martin is actually recreating these crimes in real life or if he is only playing a character. There is no conclusive evidence for any interpretation as it is never made clear; are we just experiencing what Martin thinks he’s doing or are we playing Martin as he fully embraces the violence that he states he’s relished in:
“I have wanted to do this for a long time. Kill kids, strangle them, beat people’s heads in. Rip their eyes out. … Just listen to the scream, see them die in agony. I finally get to do that now.”
As the game progresses Martin insists that the violence is not real which allows him to justify his voyeuristic enjoyment. This serves as an analogue to how players can distance themselves from their own role and pleasure from the game’s violence. After all, because of the hallucinogenic nature of the game, it is clear that you are not reenacting the game’s events as they occurred but how a comatose Jacket interprets said events. There is no cohesive evidence that strongly alludes to either interpretation to be canon and this surrealism contrasted by ultraviolence and sincerity makes Hotline Miami a very visceral and emotional game that always keeps the player guessing and piecing together the series’ overarching plot.

Regressing through the level is a lot more somber and introspective than the high octane violence seen only moments before. The game part is done and now you need to reflect not only on what you have just done but also your motive. The rooster – Richard is one of the three internal voices that appears to Jacket (the first game’s protagonist) in his dreams. He constantly re-enforces the player’s own self-doubt; questioning the player’s motives or even whether the player has any motives it all:
“Do you like hurting other people?
Who is leaving messages on your answering machine?
Where are you right now?
Why are we having this conversation?”
Neither the player nor the player-character can answer this. You’re just here for fun right?
Editorials
‘Bloodlust: Subspecies III’ Remains One of Full Moon’s Greatest Achievements
The problem with filming sequels back-to-back is that, unless you can afford expensive reshoots, there’s no easy way to adjust course in between movies if fans react badly to where the story is headed. That’s why it’s important to have a complete narrative thought out well in advance lest you accidentally kill a budding franchise.
However, this isn’t always the case. Every once in a while, it seems like the cinema gods smile upon certain chaotic productions and gift moviegoers with complete franchises that feel like more than the sum of their hastily produced parts. Ted Nicolaou’s Bloodlust: Subspecies III is precisely one of these miraculous pictures, with the raw talents of the artists involved (as well as the continued support from Romania) turning the feature into an effective conclusion for a series that kind of made things up as the filmmakers went along.
That’s why I’d like to invite my fellow readers to join me on this third part of our journey through the Subspecies franchise as we look into Bloodlust and talk about how it remains a surprisingly satisfying finale to the original trilogy.
A Trilogy Planned on the Fly

Released only a year after Bloodstone found plenty of success in rental stores and mail-in VHS catalogues worldwide, 1994’s Bloodlust was produced at the same time as its predecessor in (mostly) the same locations and with the same team. This means that the movie benefited from all the same upgrades as Bloodstone, with the crew now being more experienced with the ins and outs of surviving a low-budget Romanian production and the cast really settling into their characters.
At this point, everything from location scouting to the makeup process had been streamlined, with Wayne Toth and Norman Cabrera, the main duo behind special effects, even switching out time-consuming prosthetics for latex gloves in order to speed up Anders Hove’s monstrous transformation. The titular “subspecies” demons were also once again relegated to a mere cameo appearance due to the laborious puppetry required to bring them to life.
The only real hiccup came from the fact that actress Denice Duff had replaced the first film’s Michelle (Laura Mae Tate) and was immediately expected to portray the character as both an innocent victim in part II and as a secondary villain in part III. According to behind-the-scenes interviews, the hectic production schedule that blended two different movies meant that Duff would often find herself having to alternate between two incredibly different versions of Michelle during the same shooting day – though it’s obvious that she’s having more fun with Bloodlust’s more traditionally vampiric version of her character.
In the finished film, we pick things up immediately where the previous entry left off as Rebecca (Melanie Shatner) is forced to leave her vampire sister Michelle (Duff) behind in the dungeons of Castle Vladislav due to the rising sun. This allows Mummy (Pamela Gordon) to use Michelle’s blood to revive the vicious Radu (Hove) so that he may continue his quest for the coveted Bloodstone – a magical artifact that perpetually drips the Blood of Saints.
Meanwhile, the dreamy US embassy agent Mel (Kevin Blair) agrees to help Rebecca plan a rescue mission, though they’re unaware that Radu has become infatuated with Michelle during his attempts to guide her growing bloodlust. This all culminates in a climactic confrontation meant to tie up all of the series’ loose ends in one of Full Moon Pictures’ most ambitious productions.
The Evolution of Radu

Like its predecessor, Bloodlust: Subspecies III was also warmly received by fans who argued that the series was an even bigger success than Full Moon’s other major horror franchise, Puppet Master. This praise wasn’t unanimous, however, as 1994 had seen the rise of a more modern breed of sexy vampire popularized by Anne Rice, with old-school Nosferatu like Radu being viewed as obsolete when compared to the likes of Lestat and Gary Oldman’s take on Dracula.
In a way, one might argue that Nicolaou’s film is something of a swan song for the classic vampire story, as Bloodlust combines all of the traditional elements we tend to associate with these tales into a single tragic yarn that ties a neat little bow on Radu’s story as well as the old-fashioned monster movies that he represents. The finale remains shocking despite the fact that this is the third time we see Radu get brutally killed onscreen, with the brief tease that he may one day return feeling more like a nod towards the nature of evil rather than sequel bait.
The film dabbles a bit in gothic romance and even explores the inherent power fantasy behind transforming into an immortal creature of the night, but the filmmakers never lose sight of Radu as a demonic force even when he’s willing to betray his beloved Mummy for Michelle’s sake. In fact, his twisted “love” for his fledgling makes him even creepier as we get the feeling that his passion comes from a dark and disturbing place.
Anders Hove is at his absolute best in this film, with the effects department boosting his moments of what the younger generation would call “aura farming” whenever Radu emerges from shadows like a 90s version of Count Orlok. There are even a couple of surprisingly effective jump-scares here, which is why I’d argue that Bloodlust cements Radu as one of the most memorable cinematic vampires of all time despite his humble origins.
Subspecies Saves Its Best For Last

Nicolaou and Vlad Panescu also saved the best for “last” (more on that in a bit) regarding the film’s visuals, with the cinematography and overall atmosphere of Bloodlust absolutely surpassing what we saw in the previous films. Everything feels appropriately climactic this time around (including the wonderful soundtrack that was co-composed alongside an authentic Romanian orchestra), and I appreciate how this is the fastest-paced entry in the trilogy since the film doesn’t need to waste time setting anything up.
Bloodlust still suffers from some of the same low-budget blemishes as its predecessors, but there’s so much creative passion here that no amount of wonky effects work or stilted dialogue can get in the way of appreciating the flick’s gothic grandeur. That’s why it’s not surprising that the movie’s definitive(-ish) ending would later be retconned as fans begged for more Radu.
Of course, the next entry in this series would be a different kind of vampiric endeavor altogether, with the filmmakers attempting to engage with the same trends that ultimately killed Radu and his antiquated kin. That, however, is a story for another time. For now, I’ll merely insist that Bloodlust: Subspecies III remains a highlight of Full Moon’s expansive catalogue and is definitely worth seeking out today.
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