I was thinking how in most games, especially open world games, one of the things most players try is to subvert regular morality, often to just see if the game will 'let them' or because it's so absurd ("did that option say Kill Yourself? See what- OH FUCK!"). Which made me realize that the protagonist of Hatred is basically Open World Vinny; a kill-crazy psychopath who is only pleased by causing horrifying pain and suffering in the name of pointless mischief.
I wonder if the way to subvert Hatred is to try a no-kill playthrough.
So correct me if I'm wrong, but the pivotal event of Spec Ops: The Line was one where the game gave you an illusion of agency, then tried to make you feel shitty for having "made" the decision. Am I right in that? I remember at the time that, although I certainly thought Walker was a shitty guy for doing it, it didn't make me feel bad in the way all the bumpf said it would.
Basically what I'm saying is that if you can't do a no-kill play through then the game totally fails as the art peace you're describing.