They talk a bit about violence in the most recent Idlethumbs podcast. Specifically how it escalated in Splinter Cell and how weird it is that torture always produces reliable results in that series. Kirk Hamilton (one of the few good people at Kotaku) guests on this one and relates how he's almost managed to get that across to one of the developers in an interview, but then the guy he interviewed started talking about how unreliable torture would necessitate a branching narrative, etc. The Idlethumbs people correctly note that you would actually only need a mission where the info you've acted on turns out to be crap.
One of the developers also left the company over a scene (which was later cut) where Sam Fisher stabs someone in or near the collarbone and the player gets to twist the knife to prod the person for more info.
It's weird. Everybody highlighted the first Hotline Miami for the violence, but it didn't really register to me as unusual. Plenty of high-profile games are just as bloody and fucked up in a lot of ways. Not in as frantic a pace, but they meet the death toll numbers. And when they don't they make up for it with higher fidelity.