I guess that's the thing, really. So many games are really good at one or two things, or they're full of lots of good ideas that you respect individually, and their qualities arrive in your head with great fanfare, like a county parade trailing down your high street. Hotline Miami isn't like that. It only works as a whole, and it doesn't hit you like a flavour; it builds up in your system like an intravenous solution. If you took away the masks, or the blinking colours, or knocking over guys with doors, or the stuff about answerphone messages, or the DeLorean, or the wobble on the screen, or the super-fast movement, or walking back through what you've just done, you probably wouldn't understand why it stopped working, but it would definitely stop working. Fortunately, it doesn't, and that's why there's only one number to dial.