Even being fully in control of the game, you can begin to feel nauseous from the whole experience. In my opinion, Hotline Miami does not encourage violence. Once again video games are being tested as a scapegoat for real world violence, so how does one of the most aggressive games manage to be so unashamedly visceral? Bodies are visibly mutilated, blood splatter is everywhere, and since you die fairly quickly you can guarantee that you will have to kill the same enemies over and over again. If done successfully, each level only takes a few minutes, but it sticks with you. As a game, it is nasty, brutish, and short. Hotline Miami chooses to revel in this feedback and uses it to alienate the player. Death and violence are important not to encourage further violence, but to show progress. It isn’t necessary to go over the top with character reactions, but there should be some sort of indication for the player that he or she is succeeding. Most would be frustrated, why even bother playing if the game won’t make some sort of show of your achievement? The player is rewarded for successfully mastering the game’s mechanics, and the easiest way to do this is by having your opponent show damage. Imagine spending days continuously trying to beat Mike Tyson, just for him to unceremoniously disappear upon defeat, leaving you with an empty ring. Mike Tyson’s Punch Out would be much less engaging if the characters did not recoil from your blows, or if your opponents didn’t start to show some signs of defeat over time. In order for the gamer to be absorbed in the game, there has to be feedback for his or her actions. Feedback is the most crucial components for nearly every game.