Hell Is Us’ Intriguingly Bold Design Decisions Refuse To Give You A Hint

Games are often grouped for convenience. In the past, it was straightforward; games fell under categories such as platformers, shooters, sports, or RPGs. However, as creativity flourished, terms like “metroidvania” emerged. Today, we encounter complex genres and innovative ideas, leading to labels such as “deckbuilder roguelite,” “strand game,” and “soulslike.” These tags offer a quick understanding of a game’s nature, but they can become puzzling when encountering something like Hell is Us. I recently played three hours of Rogue Factor’s upcoming title at a press event in Montreal, and I found it difficult to classify cleanly due to its unique blend of elements.

In the 1990s, the story unfolds in the secluded, fictional land of Hadea, where players step into the shoes of Remi, a native who returns home after many years spent abroad. His aim is to uncover his past and locate his long-lost parents. Unfortunately for Remi, his homecoming coincides with a period of immense turmoil in Hadea – a civil war rages across the land, and a strange event known as the Calamity has brought forth otherworldly and aggressive creatures.

In the game as Remi, players will swiftly gather snippets of details that gradually reveal the story behind his hometown and family’s fate. Regular interactions with Non-Player Characters (NPCs) often provide pertinent information which gets logged in Remi’s datapad. Initially, the “Investigation” section of your datapad is quite rudimentary, containing only a few general leads. However, over time, these leads branch out and the investigation tab transforms into a complex network of leads and mysteries. For players who enjoy solving puzzles and unraveling mysteries, the early stages of Hell is Us should prove highly engaging.

Each player’s approach to discovering this information should be distinct. Rogue Factor is committed to not guiding players during their adventure. There won’t be any maps, quest logs, or objective markers. Instead, the game provides minimal heads-up display (HUD). At best, you may encounter subtle clues such as tree markings or wind chimes in a forest to confirm you’re on track. Occasionally, you might find something useful like a hand-drawn map that functions similarly to an inventory item for quick access.

On my trip to Montreal, I was engrossed in the remake of Oblivion. With my quest log, Clairvoyance spell, and numerous markers guiding me, there was no chance I’d get lost, even if I’d tried. Transitioning from that structured gameplay to Hell is Us was like a jolt. In Hell is Us, unlike in Oblivion, the path forward wasn’t clearly marked; instead, it relied on my own deductive reasoning to figure out what to do next.

Red Dead Redemption II could be modified to eliminate HUD elements, leaving players dependent on in-game markers and NPC hints for navigation. However, this experience requires players to manually adjust several settings (although they can always revert back to their quest log). Hell is Us doesn’t provide any such flexibility; the player must discover their own path through the game or risk being unable to progress.

In the realm of gaming, I’ve come across titles that let you navigate at your own pace without much guidance. While Hell is Us doesn’t appear to offer such a luxury initially, it does provide ample opportunities to customize the combat experience. You can fine-tune enemy aggression, damage, health, and even the consequences of death – handy if battles prove too tough. However, it seems that Hell is Us extends little leniency when it comes to overall progression. It appears Rogue Factor intends to keep that aspect as challenging as they can.

The encounters seem intentionally designed, though not quite as challenging as games from From Software. Most of the foes I encountered were variants of Hollow Walkers – eerie, faceless humanoids with a chilling aesthetic. They frequently expel amorphous energy blobs from their bodies, which are intriguing yet unsettling to behold. Interestingly, these creatures seem attached to these energy blobs by an umbilical cord, and you must destroy the blobs first before inflicting damage on the main form.

As a gamer, at first glance, the combat options seem straightforward: there’s a regular attack, a charged heavy attack, and the ability to deploy a drone to divert foes, which comes in handy when dealing with groups. It’s not exactly revolutionary for third-person action games, but during my gaming session, I was advised to reload from a later save in the game, revealing an array of expanded combat options. Each weapon gains experience as you use it, and in my brief playtime, I encountered numerous weapons. I have no doubt that Hell is Us will offer players the flexibility to engage in combat according to their preferred style.

In this game, one feature I particularly enjoy is similar to “active reload” for healing purposes instead. As Remi delivers consecutive blows on enemies, particles float around him. By pressing a button at the right moment when these particle clusters appear, you can restore health. However, there’s an element of chance involved because if you keep attacking and allow more particles to accumulate, you’ll heal more, but missing the opportunity or taking damage will cause the particles to vanish, resulting in no healing benefit. Overall, it’s a thrilling system that brings an entertaining twist to the traditional attack/parry/dodge mechanics.

After spending three hours playing Hell is Us, I must admit that my curiosity has been piqued significantly more than before. This game stands out in a way that a brief State of Play trailer can hardly convey. I have a feeling it will provoke strong opinions among players. Some will appreciate the high degree of player agency that Hell is Us offers, while others may find it challenging and give up in annoyance. Personally, I’m leaning toward the former – this game showcases daring, assertive, thoughtful design choices by Rogue Factor, and I’m eager to see how players respond when it launches on September 4.

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2025-05-30 15:39