It's not the fact that the story is depressing that merits whether or not it's any good.
What's much more important is if there's a good reason to make it depressing in the first place, you need good awnsers to the question of why you should emphasize something that in most cases is unwelcome and uncomfortable to your audience.
It's simple to say that if you don't have a reason of why your story should be dark as suppose to making it bittersweet or optimistic beyond sentences that are along the lines of "Because that's what demographics want now and days" or "Everyone else is doing it because it's more realistic", You probably don't have any bussiness writing the story in that manner anyway.
The choice of emphasizing the more depressing things about being a human in a story is likewise to the choice of using a lens. It's a tool that filters out visuals that you would otherwise see then if you didn't use it. But for this particular lens, one of it's uses would be when it's necessary to use it to bring attention to something that can potentially be dangerous that would without the lens, otherwise be ignored. Atleast that's my understanding of it.
The example I'll give is Spec Ops:The Line, and while the story is criticized of faults I won't deny like giving the player no choice of avoiding tragedy other then not finishing the game. The reason people started paying attention to this game is because it's a deconstruction of the clique and most often poory handle game genure of MMS (Modern Military Shooters, Codified by Call of Duty 4) where your typical story involves a small team killing a large number of enemy soliders under the unquestionable justification of the enemy threatening to kill a larger number of innocent people.
The purpose of Spec Ops:The Line's narrative was to show how someone with the same combat skills and justifications as a CoD protagonist can cause a huge tragedy in a world that is not as morally black and white as we would want it to be, pretty much showing what would happend if it took place in the real world. It's not faultless as a game or a story, but it atleast had that justification to be grimdark.
Hatred on the other hand has no justification to exist as anything except a history lesson that as of this generation: You can sale a morally fucked up game that brings nothing of worth in gameplay without even using an exuse of a some pretentious narrative allegory that no one will buy, All you need is enough shock value to cause a big enough controversy and you get all the fortune of becoming steam best seller. I honestly cannot see any other good out of making this shitty murder sim.
I'll say it again, If you want to make a dark story, just make sure you have an actual reason to do it.