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Hell Is Us
REVIEWS

Hell is Us Review: A Beautiful, Broken World Worth Getting Lost In

A haunting journey through war, mystery and the supernatural, where getting lost becomes part of the adventure and learning to read the world is the only way forward.

Hell is Us - Launch Trailer

There is a simple idea at the heart of Hell is Us, but it is one that has become increasingly radical in modern game design: the player should be allowed to get lost.

In an era in which action-adventures routinely surround us with objective markers, minimaps, navigation arrows, quest logs, and constant visual reassurance, Rogue Factor’s third-person adventure deliberately removes much of that safety net. Set in Hadea, a fictional country cut off from the outside world and devastated by civil war, Hell is Us follows Rémi, who returns to his homeland in search of his missing parents. What begins as a personal investigation gradually becomes entangled with something far more inexplicable: a mysterious calamity that has spawned supernatural creatures known as Chimeras, against which modern weaponry is powerless.

Yet the Chimeras are only one part of what makes Hadea so hostile. The country has already been fractured by years of violence, and the scars of that conflict are embedded into almost every environment Rémi encounters. The supernatural does not replace the human tragedy at the centre of the setting; it exists alongside it, creating a world in which war, grief, ideology, and the unknown overlap. It is within that setting that Hell is Us makes its most consequential design decision. It refuses to tell you where to go.

There is no conventional map covered in objectives. No compass constantly pointing towards the next waypoint. No procession of icons designed to turn exploration into a checklist. Instead, progression depends on the player’s ability to observe the environment recognise landmarks, listen to conversations, and draw connections between seemingly unrelated details.

A distant building might be the destination you were never explicitly told to seek. A remark made by an NPC can contain information that only becomes meaningful much later. A structure that appears irrelevant at first may eventually provide the answer to a problem you did not even know you were trying to solve. The world itself becomes the navigation system.

That distinction is more important than it may initially sound. In most modern action-adventures, exploration begins after the game has already established where you are going. Hell is Us reverses that relationship. The act of determining where to go becomes part of exploration itself, and the player’s ability to make sense of the environment becomes a genuine gameplay skill.

It is an approach that inevitably introduces friction. Getting lost is not always enjoyable, and Hell is Us occasionally asks the player to tolerate a degree of uncertainty that contemporary game design has spent years eliminating. But when the system works, the resulting sense of discovery is fundamentally different from simply reaching a destination marked on a screen.

The game does not reward you for following the path. It rewards you for understanding it. That philosophy extends naturally into its storytelling. Rather than treating exploration as a separate activity from the narrative, Hell is Us uses its environments, conversations, documents, and discoveries to gradually reveal the history of Hadea. The player is not simply moving through the story; they are reconstructing it.

The combat provides a more familiar foundation. Rémi fights the Chimeras using a selection of melee weapons, including swords, spears, and axes, while his drone provides additional utility both in exploration and during encounters. Battles draw on elements associated with the soulslike tradition, placing an emphasis on timing, positioning, enemy patterns, and deliberate decision-making rather than indiscriminate aggression.

But combat rarely exists in isolation. The game’s environments reinforce the relationship between human and supernatural threats. Ruined settlements, abandoned facilities, military remnants, and landscapes scarred by conflict provide a physical record of Hadea’s history, while the presence of the Chimeras introduces an entirely different kind of threat into those already damaged spaces.

This is where the setting becomes particularly effective. Hadea was broken before the supernatural arrived. That idea gives the world an atmosphere that goes beyond conventional horror. Its darkness is not simply the product of monsters lurking around the next corner; it comes from the sense that something has already gone profoundly wrong, and that the player is moving through the aftermath.

Visually, Hell is Us reinforces that mood through a deliberately restrained aesthetic. Developed in Unreal Engine 5, its environments favour atmosphere, composition, and a strong sense of place over spectacle for its own sake. The result is a world that feels subdued and melancholic, where the supernatural stands out precisely because it has been placed against recognisably human environments rather than an entirely fantastical backdrop.

None of these individual elements is entirely unfamiliar. The combat has recognisable influences. Environmental storytelling has become increasingly common. A supernatural mystery set against a war-torn landscape is hardly without precedent. What defines Hell is Us is the philosophy connecting them.

Rogue Factor is not simply removing navigation aids for the sake of difficulty. It is attempting to restore a sense of authorship to the player: the feeling that reaching a place, understanding a clue, or uncovering a piece of the story happened because you noticed something, remembered something, or made the right connection. That makes Hell is Us an inherently demanding proposition. It asks players to relinquish conveniences that have become so familiar that their absence can initially feel almost uncomfortable. But that discomfort is also the point.

The game wants curiosity to replace guidance, observation to replace objective markers, and understanding to replace instruction. Whether that philosophy ultimately succeeds depends on how consistently the game can justify the trust it places in the player. But as a statement of intent, it gives Hell is Us something increasingly rare: a clear identity built not around how much information it can give the player, but around how much it is willing to leave unsaid.

Trusting the Player: The Design Philosophy Behind Hell is Us

Behind Hell is Us is Rogue Factor, the Montreal-based Canadian studio behind Mordheim: City of the Damned and Necromunda: Underhive Wars. With its latest project, however, the studio is stepping well outside the boundaries of its previous work. Hell is Us is not built around the familiar conventions of the modern action-adventure, but around a more deliberate idea of exploration: one in which the world itself is expected to provide the information players need to understand it.

That vision is reinforced by Jonathan Jacques-Belletête, the game’s creative director and a key figure behind Deus Ex: Human Revolution and Deus Ex: Mankind Divided. His background helps explain some of Hell is Us’s particular strengths, especially its emphasis on visual identity and environmental storytelling. Hadea is not designed simply to provide an attractive backdrop for Rémi’s journey; its architecture, landscapes, and scattered details are part of the storytelling language through which the game communicates with the player.

Rogue Factor is working alongside Nacon, the French publisher supporting the project’s release. The partnership has provided the studio with the production resources to pursue a considerably more ambitious project without diluting its creative direction.

That distinction matters because Hell is Us does not feel like a game designed by committee. Its most defining decisions, particularly its approach to exploration, come from a clear and coherent belief in what the player should be allowed to discover for themselves.

At the heart of that belief is a simple proposition: the player should have to pay attention. Rogue Factor has deliberately removed many of the navigational conveniences that have become standard in contemporary action-adventures. There is no traditional map constantly covered in objectives, nor a succession of markers designed to make every destination immediately obvious.

Instead, the responsibility for orientation falls back on the player. Conversations need to be remembered. Landmarks need to be recognised. Routes need to be understood. Details that might otherwise disappear into the scenery can suddenly become essential.

That decision places an unusual amount of responsibility on the game’s level design. If the interface is no longer there to provide the answer, the environment has to be capable of asking the right questions. A road needs to suggest where it leads. A building needs to remain recognisable from a distance. A landmark needs to function as more than decoration. The spaces of Hadea must communicate without ever feeling as though they are simply pointing the player towards the next objective.It is an approach that turns world design into something closer to a conversation.

The game provides information; the player interprets it. The environment establishes possibilities rather than issuing instructions. And when that relationship works, reaching a destination carries a different kind of satisfaction because the game has not simply told you where to go: you have worked it out. That makes Hadea central to Hell is Us in a way that extends beyond its role as a setting. The world is simultaneously the stage, the clue, and the means of progression. Its spaces are designed to be read, and the player’s understanding of those spaces gradually becomes a form of progression in itself.

The technology supporting that vision is equally important. Built in Unreal Engine 5, Hell is Us makes extensive use of detailed environments, lighting, and visual effects to establish a world capable of carrying both its human and supernatural dimensions. Hadea has to communicate the physical consequences of war while accommodating something far less tangible in the form of the Chimeras, and the game’s visual direction consistently draws strength from that contrast.

The decision to target PC and current-generation consoles exclusively also gives Rogue Factor greater freedom to pursue the environmental detail and visual density on which this approach depends. Without the need to accommodate previous-generation hardware, the studio can focus its resources on creating spaces that are not merely technically convincing, but visually coherent and rich enough to reward careful observation.

Because that is ultimately what Hell is Us is asking its world to do. Not simply impress you, but tell you something. Not simply give you somewhere to go, but give you enough information to work out why you should go there. It is a subtle distinction, but one that goes a long way towards defining Rogue Factor’s ambition: Hell is Us wants Hadea to feel less like a world you are guided through and more like a world you gradually learn to read.

The Mystery That Brought Rémi Home

At the heart of Hell is Us lies a deeply personal search: Rémi has returned to Hadea to find his parents. What begins as a simple question, however, soon opens onto something far more complex. Hadea is the country where Rémi was born, but it is also a place he barely remembers: a distant homeland preserved only in fragments of childhood memory.

Rémi returns as part of a United Nations peacekeeping force, but his official mission soon gives way to a more personal one. He has not heard from his parents for years, and he wants to understand what happened to them. Shortly after the conflict began, his mother took him out of Hadea, and he grew up elsewhere, separated from the country and the history he had left behind.

His memories offer few answers. He knows only fragments of the life he once had: among them, that his father was a blacksmith in the small village of Jova. Beyond that, the fate of his parents remains unknown. That absence of certainty becomes the foundation of the narrative.

Rather than handing the player a complete account of Rémi’s past, Hell is Us allows it to emerge gradually. Conversations, documents, testimonies and locations each provide another piece of information, while discoveries often force earlier assumptions into a different light. The story is less something that is delivered than something that is reconstructed, with Rémi’s personal history unfolding alongside that of the country he has returned to. Because Hadea itself has changed.

The country preserved in Rémi’s memories bears little resemblance to the one he encounters. The civil war has left entire regions devastated, villages abandoned and infrastructure destroyed. Communication with the outside world has been severely disrupted, while the consequences of the conflict continue to shape the lives of those who remained. His search for his parents consequently becomes inseparable from the history surrounding their disappearance.

Every answer seems to lead deeper into the circumstances that transformed Hadea, and the more Rémi learns, the harder it becomes to separate his family’s story from that of the country itself.

Then the Chimeras enter the picture. A mysterious calamity has unleashed these supernatural creatures across Hadea, creating a threat fundamentally different from the human violence that came before it. Conventional weapons are ineffective, forcing Rémi to turn to specialised equipment and weapons from earlier eras in order to survive.

But the Chimeras are not simply another obstacle between Rémi and his destination. Their existence introduces another question into his investigation: why are they here?

As the journey progresses, the search for his parents begins to expand into an attempt to understand the calamity itself. Where did the Chimeras come from? What caused them to appear? And what, if anything, connects their arrival to the events that have already reshaped Hadea?

Hell is Us is careful with its answers. Its mysteries are not resolved through a succession of exposition-heavy revelations, but gradually assembled from the information Rémi encounters throughout the world. The further he travels, the more individual pieces begin to fit together.

His drone accompanies him throughout this journey, serving a practical role in both exploration and combat. It provides Rémi with capabilities that become increasingly valuable as he encounters threats that cannot be dealt with through conventional means, while also reinforcing the game’s broader relationship between technology, investigation and survival.

Yet the most important tool at Rémi’s disposal is still his ability to observe. Each region of Hadea has something to reveal. The people he encounters carry their own memories of the conflict and the calamity. Documents preserve fragments of events that might otherwise have disappeared. Abandoned structures can provide context that changes the meaning of everything around them.

This is where Hell is Us’s narrative philosophy becomes particularly interesting. Story and exploration are not two separate systems running alongside one another. They are fundamentally the same process. Without a traditional map, compass or constant stream of objective markers, the player has to remember conversations, recognise landmarks and establish connections between pieces of information. A location mentioned in passing can become a destination hours later. A detail encountered in one part of Hadea can suddenly explain something found somewhere else.

The player is therefore not simply following Rémi’s investigation. They are conducting it. That distinction gives the narrative a sense of discovery that conventional quest structures often struggle to achieve. Progress is not measured solely by how far Rémi has travelled, but by how much the player has come to understand. And gradually, the questions begin to change.

What starts as a search for two missing parents becomes an investigation into a country fractured by war, a calamity that defies explanation, and the forces connecting the two. Rémi returns to Hadea looking for traces of his family, only to discover that those traces are buried within a much larger history. He came back to find his parents. To do so, he first has to understand Hadea.

The Hell We Make

At its core, Hell is Us is a story about human violence, about the forces that create it, sustain it, and make it so difficult to escape. Rémi’s journey and Hadea’s history provide Rogue Factor with a framework for examining the consequences of conflict, but also the emotions, beliefs, and divisions that allow violence to perpetuate itself long after its original causes have been forgotten.

The civil war is therefore not simply a backdrop. It is the foundation on which much of Hell is Us’s world and narrative are built, giving the game a way to examine what happens to individuals and communities when political and ideological divisions become deeply embedded in everyday life.

Creative director Jonathan Jacques-Belletête has described human violence as a central theme of the game, characterising it as a perpetual cycle driven by emotion and passion. It is an idea that permeates Hadea without reducing its conflict to a simple struggle between opposing sides. Crucially, Hell is Us understands that war does not end when the fighting stops. Its consequences remain embedded in Hadea’s landscape and in the people who inhabit it.

Ruined buildings, abandoned villages, damaged infrastructure, and the remnants of ordinary lives all become evidence of what the conflict has left behind. The devastation is not merely environmental decoration; it is part of the narrative language. Hadea tells the story of its own destruction even when there is no battle taking place.

That approach also gives considerable weight to identity and belonging. Hadea is a society fractured by history, ideology, culture, and competing ideas of what the country should be. Its divisions are not easily reduced to opposing camps, nor does the game attempt to establish a single, uncomplicated explanation for how the conflict began. Different groups have different interpretations of the past, while the people caught within it often have reasons of their own for believing what they believe. As a result, Hell is Us rarely treats history as something fixed.

Memory is inherently subjective, and the game makes that subjectivity central to Rémi’s experience. He returns to a country he barely remembers and must reconstruct not only what happened there, but his own relationship with the place. His understanding of Hadea is assembled from fragments: childhood memories, conversations, testimonies, documents, and discoveries made throughout his journey. That personal reconstruction mirrors something larger.

Rémi is trying to recover his own past, while Hadea is struggling to come to terms with its collective one. The two stories gradually become inseparable, allowing the game to explore the difference between remembering what happened and understanding what it meant.

This is also why family carries such significance within the narrative. Rémi’s search for his parents gives the journey its emotional foundation, but it is more than a convenient motivation for setting him in motion. His family represents the part of his history that was taken away from him, and finding his parents becomes a way of confronting the past from which he was separated.

That search is accompanied by a quieter but equally important theme: loneliness. Rémi is rarely completely alone, yet he remains fundamentally detached from the world around him.

He is a stranger in the country where he was born, separated from its people by years of absence and from its history by the limited memories he retained. His outsider status creates an emotional distance that cannot simply be overcome by returning home. Hadea may be his birthplace, but belonging to it is something he has to rediscover. The most striking thematic tension, however, emerges in the relationship between human violence and the supernatural.

The Chimeras initially seem to belong to an entirely different order of threat. They are unnatural and seemingly removed from the ideological divisions that have driven Hadea’s civil war. Yet their existence creates a striking parallel with the conflict around them. Humanity needs no supernatural force to create horror; hatred, fear, and ideology are already capable of destroying communities from within. The Chimeras simply give that horror a physical form.

They therefore serve a purpose far beyond that of conventional enemies. Through them, Hell is Us gives tangible shape to emotions that would otherwise remain abstract: fear, grief, suffering, and pain become forces that Rémi can see, encounter, and ultimately confront.

Running beneath all of this is a question of individual responsibility. In a conflict where every side has its own history, it would be easy to reduce people to the factions they belong to. Hell is Us is more interested in what happens when that distinction breaks down, when the player is forced to consider the individual behind the ideology and the consequences of the choices they make. Circumstances may explain violence, but they do not necessarily absolve those responsible for it.

Even the game’s approach to exploration reinforces that idea. By removing the conventional map, compass, and constant stream of objective markers, Hell is Us refuses to tell the player exactly how its world should be understood. Instead, it asks them to listen, remember, observe, and draw their own conclusions. Information has to be weighed against other information. Testimonies can conflict. Details that initially appear insignificant can acquire meaning much later.

The player is therefore placed in much the same position as Rémi: trying to make sense of a world from incomplete information. This is where the game’s mechanics and themes become most closely aligned. Hadea cannot be reduced to a single narrative perspective, just as it cannot be reduced to a single route through the world. The player has to assemble their own understanding from fragments, accepting that some contradictions may never be completely resolved.

At its best, this makes Hell is Us far more unsettling than its supernatural premise might suggest. The Chimeras may be Hadea’s most conspicuous monsters, but the game’s darkest horror is unmistakably human: the ease with which people turn against one another, inherit the grievances of those who came before them, and perpetuate violence long after the reasons for it have been buried beneath layers of history and memory. That is also where the game acquires its fullest meaning. The hell of Hell is Us is not solely the supernatural nightmare created by the calamity. It is also the world people create themselves through hatred, division, fear, and violence.

The game does not always handle the weight of its themes with equal confidence. Its narrative is dense, and the sheer volume of characters, factions, and historical events can occasionally make its larger picture difficult to keep in focus. The deliberate fragmentation of the storytelling is often effective, but there are moments when ambiguity begins to resemble narrative overload.

Nevertheless, the ambition is difficult to overlook. Hell is Us uses war, family, memory, identity, isolation, responsibility, and the supernatural to explore the same fundamental question from different angles: why do human beings continue to create their own hell?

Rogue Factor does not provide a definitive answer, nor does it attempt to divide Hadea neatly between those who are right and those who are wrong. Instead, it leaves the player with fragments, consequences, and competing perspectives, trusting them to decide what those pieces ultimately mean. And that may be the most fitting conclusion for a game built around interpretation. Hell is Us is filled with monsters, but its most unsettling ideas have very little to do with the supernatural.

The real horror is what people are capable of doing to one another.

Between Ruin and Rebirth

Technically and artistically, Hell is Us stands out not through sheer graphical spectacle, but through the strength and coherence of its visual identity. Hadea is a world where the familiar and the supernatural exist in uneasy proximity, brought together through carefully considered lighting, dense environments, overgrown vegetation, and atmospheric detail. The technology provides the foundation, but it is Rogue Factor’s art direction that gives the world its distinctive character.

That identity is immediately apparent in the way Hadea has been designed. This is not simply a country ravaged by war, nor another post-apocalyptic landscape assembled from the genre’s usual visual vocabulary. Hadea exists in the space between ruin and renewal.

Its towns and villages still carry the scars of conflict, while forests, fields, and dense vegetation steadily reclaim places once shaped by human presence. The resulting contrast gives the world a sense of history without requiring every location to announce itself through spectacle.

Nature is central to Hadea’s visual identity. Vegetation is never merely ornamental; it is evidence of time passing. Forests encroach upon abandoned structures, paths slowly disappear beneath the undergrowth, and once-inhabited spaces take on the quiet character of places left behind. The result is a landscape that feels as though it has continued to evolve long after the people who shaped it were gone. Lighting and atmospheric conditions reinforce that impression, allowing familiar locations to shift in tone without having to be transformed into entirely different spaces.

The ruins work in much the same way. Hadea’s destruction is most convincing when it feels lived-in rather than staged. Damaged buildings, broken roads, and the remnants of everyday life suggest a society that has been disrupted rather than simply erased. Rogue Factor does not need to turn every street into a monument to destruction; often, a relatively mundane detail does more to convey the consequences of the war than a carefully choreographed set piece could.

This becomes even more significant because of the way Hell is Us approaches exploration. Without a conventional map, compass, or constant stream of objective markers, the player has to develop an understanding of Hadea through its physical landmarks. The environment effectively takes over some of the functions normally assigned to the interface.

A distinctive building can become a point of reference. A road disappearing into the distance can suggest a route. A structure visible beyond the treeline can help establish the player’s position within a larger area. These are small design decisions, but together they make the world considerably more legible without ever making it feel artificially signposted.

It is also where the relationship between art direction and level design becomes one of the game’s most interesting strengths. In a conventionally guided action-adventure, an environment can be visually striking without necessarily needing to be memorable. Hell is Us cannot afford that luxury. If the player is expected to navigate through observation, locations need a visual identity strong enough to remain in memory. The result is a world whose aesthetics have a practical purpose.

Hadea has to be readable before it can be navigable. Its architecture, landmarks, roads, vegetation, and topography are therefore not simply components of its visual presentation; they are part of the language through which the game teaches the player how to move through it.

Against this grounded aesthetic, the Chimeras provide a deliberately jarring counterpoint. Their designs feel fundamentally out of place, and that is precisely what makes them effective. Unnatural proportions, unsettling silhouettes, strange movements, and distorted anatomy distinguish them from the human world around them without reducing them to familiar monster archetypes.

The more powerful Chimeras make particularly strong use of that visual language. They are given the kind of presence that makes an encounter immediately memorable, but their designs also maintain a consistent relationship with the broader aesthetic of the game.

That distinction is important because the supernatural could easily have overwhelmed the more grounded identity of Hadea. Instead, Rogue Factor keeps the two elements in tension: war, ruins, and abandoned infrastructure establish a recognisably human world, while the Chimeras introduce something that appears to operate according to entirely different rules.

Hadea also benefits from a degree of regional variety. Different areas introduce changes in architecture, vegetation, colour, and atmosphere, giving the journey enough visual progression to avoid the feeling of moving through variations of the same landscape.

The differences are often understated rather than dramatic, but that restraint suits a game whose strongest environmental details tend to reveal themselves gradually.

Technically, Unreal Engine 5 gives Hell is Us a stong foundation for the visual approach Rogue Factor has pursued. Lighting is particularly effective, shaping depth, atmosphere, and the character of individual locations, while vegetation and environmental effects give Hadea a convincing sense of physicality and place. The environments are clearly where the technology is put to its best use.

The presentation is less consistent elsewhere. Secondary details can occasionally feel underdeveloped, while character animation does not always reach the same level of refinement as the environments themselves. These shortcomings are rarely intrusive and never fundamentally compromise the experience, but they do expose a noticeable gap between the ambition of Hadea’s world and the polish of some of the elements within it.

Character animation is the clearest example. Rémi’s movement through the world is generally functional, but certain animations lack the weight and fluidity of the environments around him. The discrepancy becomes particularly noticeable during interactions and dialogue sequences, where some movements can appear stiff or overly mechanical.

Facial animation is similarly inconsistent. That matters more here than it might in a game driven primarily by action, because Hell is Us relies heavily on conversations and character-driven discoveries. More expressive facial performances could have given some encounters greater emotional immediacy. Voice acting and characterisation frequently compensate, but the visual performance itself is not always as convincing as the writing demands.

Where the game is considerably more confident is in its manipulation of mood and atmosphere. Hadea can move from open, brightly lit spaces to environments that feel oppressive and threatening without relying on a dramatic change in art style. Lighting, environmental density, and the surrounding landscape gradually alter the player’s perception of a location, allowing tension to emerge from the space itself. The colour palette deserves equal credit.

Rather than adopting the uniformly grey and desaturated look associated with so many post-apocalyptic settings, Hell is Us allows Hadea to retain a strong presence of colour. The deep greens of its vegetation can sit against damaged concrete, rusted structures, and more disturbing elements of the landscape, creating a contrast that gives the world considerably more visual character.

There is beauty in Hadea’s decay, and the game understands that the contrast between nature and destruction is often more effective than either element would be in isolation. The vegetation is alive; the buildings are not. The landscape continues to grow while the traces of human civilisation slowly deteriorate. That tension gives the world an atmosphere that is difficult to reduce to simply “post-apocalyptic.”

The Chimeras remain the strongest expression of the game’s supernatural identity. Their visual consistency ensures that they never feel like generic additions to the enemy roster, while their distinctive anatomy and movement immediately separate them from the human inhabitants of Hadea. Even at their most spectacular, they remain recognisably part of the same visual language.

Taken as a whole, Hell is Us is technically strong without being technically immaculate. Its environmental work is considerably more accomplished than some of its character presentation, and there are moments where animation and secondary detail reveal the limitations of the production. But technical perfection is not what gives Hadea its identity.

Rogue Factor’s real achievement is the coherence of the world it has built. Architecture, ruins, vegetation, lighting, colour, atmosphere, and creature design all reinforce the same underlying idea: this is a place that has endured something, and the evidence is everywhere if the player is willing to look closely enough.

That is particularly effective because Hell is Us refuses to separate visual design from storytelling. An abandoned building can suggest a history. A destroyed road can reveal the scale of a conflict. Vegetation reclaiming a human space can communicate the passage of time. A distant landmark can tell the player where they are without ever appearing as an objective marker.

The best environmental storytelling in Hell is Us therefore requires almost no explanation. A forgotten road or a house disappearing beneath vegetation can say more about Hadea than a paragraph of exposition ever could. And that is ultimately where Rogue Factor’s art direction proves most successful. Hadea is not merely a world designed to be looked at. It is a world designed to be remembered, interpreted, and understood through what it leaves behind.

A World Heard Before It Is Seen

Sound is one of the quieter strengths of Hell is Us. It rarely calls attention to itself, yet it plays a crucial role in establishing the character of Hadea and, more importantly, in reinforcing the game’s approach to exploration. Rogue Factor treats audio as part of the world itself rather than simply an accompaniment to its visuals. The result is a landscape that feels inhabited even when there is no one in sight: wind moves through the trees, water carries through the distance, structures creak and settle, creatures announce themselves from somewhere beyond the player’s immediate view, and the relative calm of exploration can be broken at any moment by the sounds of violence.

That sense of presence matters even more in a game that demands close attention to its surroundings. With no conventional map and none of the constant navigational prompts that have become standard in modern action-adventures, Hell is Us leaves Hadea to guide the player through its environment: through the landmarks they notice and the sounds that emerge from beyond what they can see. The environmental soundscape therefore becomes another layer of spatial information. Different locations possess their own acoustic character, shaped by vegetation, weather, water, architecture, and the remnants of human activity. It is a subtle distinction, but an important one: these places feel less like backdrops and more like spaces with their own identities.

The game is equally effective when it chooses to take sound away. Silence becomes a tool in its own right, particularly during exploration. A sudden absence of ambient noise can make an otherwise familiar location feel strangely exposed, while a barely audible sound in the distance can create unease without the need for an overt musical cue. Hell is Us understands that tension often works better when it is allowed to emerge rather than announced.

The quiet stretches between encounters consequently carry their own form of suspense, encouraging the player to listen for whatever might be waiting beyond the edge of their awareness.

The Chimeras are perhaps the clearest example of this philosophy. Their sounds give them an identity before the player necessarily has a clear view of them, turning distant vocalisations and movement into warnings in their own right. They sound like creatures occupying the same physical world as Rémi, rather than enemies waiting for an encounter to begin.

Their cries, movements, and attacks give combat a tangible presence and make their otherworldly nature considerably more convincing. It is a small but meaningful distinction, particularly in a game where the supernatural works best when it feels embedded within an otherwise recognisable world.

Combat itself benefits from a similarly measured approach. Weapon strikes, parries, and attacks have a clear sonic definition, giving actions enough weight to remain readable during more hectic encounters. Since timing plays an important role in the combat, good audio feedback becomes part of the game’s physical language. A successful parry or well-timed strike is not communicated visually alone; the sound reinforces the action and makes the response feel immediate.

The score is considerably less assertive. Rather than filling every stretch of the journey with music, Hell is Us frequently allows environmental audio to occupy the foreground.

That restraint suits the game remarkably well. Constant musical accompaniment would risk undermining the sense of solitude that defines much of Rémi’s journey, whereas leaving room for the sounds of Hadea allows the player to remain connected to the environment itself.

When the music does step forward, it tends to do so with purpose. Its melancholic and mysterious qualities complement a story shaped by loss, war, memory, and forces that remain difficult to comprehend. Crucially, however, the score rarely insists on telling the player what they should feel. It accompanies Rémi rather than overwhelming him, giving important moments greater emotional weight without turning every discovery into a grand dramatic beat.

The voice performances complete the picture. In a game where conversations with Hadea’s inhabitants are an important source of information, history, and perspective, believable performances give those exchanges considerably more weight. Characters are not simply delivering pieces of lore; they are speaking from within a world shaped by conflict and fractured memory. The stronger the performances, the more convincing those fragments of Hadea’s history become.

There is nothing particularly ostentatious about Hell is Us’s audio work, and that may be precisely why it succeeds. Its greatest strength is its sense of restraint. Environmental sound, silence, the Chimeras, combat feedback, voice performances, and music rarely compete for attention. Instead, they reinforce one another, creating an audio landscape that understands the same principle as the game’s exploration: sometimes the world is more convincing when it is allowed to speak for itself.

Exploration as the Heart of the Experience

Few games make the relationship between world-building and exploration quite as central to their identity as Hell is Us. Hadea is a country scarred by civil war and haunted by the emergence of the Chimeras, but Rogue Factor resists turning it into the kind of sprawling playground where objectives, icons, and activities constantly compete for the player’s attention. Instead, Hadea is a world that asks to be read – observed, remembered, and interpreted.

Its buildings, roads, ruins, inhabitants, and landmarks form a network of clues through which the player gradually comes to understand both the geography and the history of the country. A location is rarely just a location. It can be a point of reference, a piece of environmental storytelling, or the answer to a question raised several minutes earlier. The game trusts the player to make those connections rather than presenting every piece of information as an explicit objective.

The clearest expression of that philosophy is the decision to remove the conventional map and compass. Navigation instead depends on conversation, memory, and an awareness of the physical space around Rémi. Someone might describe a building, point towards a particular area, or mention a road that leads somewhere significant; elsewhere, a structure visible on the horizon can become the only indication that the player is heading in the right direction. The world provides the information, but the player has to turn that information into a route.

It is an approach that asks more of the player than the waypoint-driven design that has become so familiar in modern action-adventures. Yet it also makes successful navigation feel considerably more meaningful. Reaching a destination because you remembered a description, recognised a landmark, or understood the layout of a region creates a small but genuine sense of accomplishment. The game does not tell you where to go; it gives you enough to work it out.

That same principle gives Hadea’s environments an unusually important role in its world-building. Much of the country’s history is preserved in what remains: houses left behind, damaged infrastructure, abandoned roads, ruined settlements, and spaces being reclaimed by vegetation. The game does not need to stop and explain the significance of every location because the landscape itself carries the evidence. Nature encroaching upon the remnants of civilisation becomes a quiet reminder of how much time has passed and how the country has changed.

There are limits to how far that freedom extends. Hadea is not an entirely open-ended world, and its regions are connected through relatively defined routes, with secondary paths and optional areas offering room to deviate. This structure allows Rogue Factor to maintain control over pacing and progression, but it also means the game can occasionally feel more directed than its philosophy initially suggests. What Hell is Us offers is not absolute freedom of movement, but freedom of interpretation. The player is given agency over how they understand and navigate the world, even when the world itself still determines the boundaries of that journey.

That philosophy carries into the gameplay as a whole, which rests on three principal pillars: exploration, combat, and puzzle-solving. The first is undoubtedly the most distinctive, while the combat is built on a more recognisable action-adventure foundation. Rémi can wield several melee weapons, each offering its own attack patterns, while encounters with the Chimeras revolve around dodging, parrying, and choosing the right moment to strike.

The system is fundamentally about reading what is in front of you. Enemy attacks are sufficiently telegraphed to allow the player to recognise patterns, anticipate incoming blows, and respond with a well-timed counterattack. It does not possess the mechanical depth of the genre’s most demanding combat systems, but it remains responsive and satisfying, particularly when tougher creatures force the player to become more familiar with their behaviour.

Rémi’s drone is another quietly important component of this design. It is more than a narrative companion: its capabilities extend into both exploration and combat, giving Rémi tools that would otherwise be unavailable to him. It expands the protagonist’s toolkit without fundamentally changing the game’s core language, adding another layer to encounters while reinforcing Hell is Us’s distinctive approach to exploration. Rather than making the protagonist increasingly powerful through a conventional progression of abilities, Rogue Factor uses the drone to expand what the player can perceive, investigate, and ultimately do within Hadea.

Puzzle-solving provides the third element. Here, too, Rogue Factor generally favours context over abstraction. Puzzles are frequently rooted in the environments themselves or in information encountered during the journey, asking the player to remember details and connect pieces of information that may initially appear unrelated. The solution is not always sitting in front of you. Sometimes, it is something you encountered much earlier and did not yet realise was important.

That makes attention one of the game’s most meaningful mechanics. A line of dialogue remembered from several minutes ago, a landmark glimpsed during an earlier journey, or an otherwise insignificant detail in the environment can suddenly become the key to moving forward. The game rewards players who pay attention not because it explicitly asks them to, but because Hadea is designed around the assumption that they will.

There is inevitably some friction in that philosophy. Players accustomed to conventional action-adventure design may find the lack of explicit direction frustrating, particularly when progression depends on remembering information or noticing environmental details that would be easy to overlook. But that friction is also what gives Hell is Us its character. It asks the player to do something games increasingly tend to do for them: pay attention.

And that distinction matters. The satisfaction of reaching a destination, solving a puzzle, or understanding a fragment of Hadea’s history comes from the same place: the realisation that the answer was there all along, waiting to be noticed. Rogue Factor does not remove guidance from Hell is Us so much as relocate it. The map becomes the landscape, the waypoint becomes memory, and the objective becomes something the player must learn to recognise for themselves.

Worth the Effort

Hell is Us is a game defined by a rare degree of conviction. Its strongest moments come from following its ideas through without compromise; its weaker ones emerge when those same ambitions stretch beyond what the underlying systems can consistently support.

Rogue Factor has built an action-adventure that deliberately places exploration and discovery ahead of convenience, resisting the increasingly standardised language of objective markers, minimaps, and constant guidance. It is a bold choice, and one that gives Hell is Us much of its personality. But it also asks something of the player in return.

That exchange is at its most successful in the way Hadea is navigated. The absence of a conventional map changes the relationship between player and world. Progress depends on listening to the people you meet, remembering what they tell you, reading the landscape, and recognising landmarks rather than simply following an icon towards a predetermined destination.

When those elements come together, navigation becomes an achievement in its own right. Reaching a place because you understood the directions you were given or remembered something you encountered earlier feels fundamentally different from being guided there by an objective marker. The interface stops telling you where to go, and the world starts giving you reasons to work it out.

It is an elegant idea, but not one without friction. There are moments when the information provided by characters is simply too imprecise, leaving the player to retrace familiar ground in the hope of finding the detail they were supposed to notice. The distinction between ambiguity and obscurity is crucial, and Hell is Us does not always get it right.

Asking the player to interpret information can be rewarding; leaving them uncertain about whether they missed a clue or whether the game failed to communicate one is considerably less so.

Combat takes a more familiar route. It is solid, responsive, and functional, with a selection of weapons offering different attack characteristics and encounters built around dodging, parrying, and recognising enemy patterns. The Chimeras generally provide enough visual and behavioural cues for attentive players to anticipate their attacks, while tougher encounters demand greater precision and a better understanding of their rhythms. There is satisfaction in learning those patterns, but the system rarely achieves the same sense of authorship as the exploration.

That disparity becomes increasingly apparent as the adventure progresses. Some encounters begin to feel repetitive, while the range of enemy behaviours does not always provide enough variation to sustain the combat over longer stretches. Battles are most effective when they punctuate the act of exploration, shifting the player from observation to reaction. When they occur too frequently, however, they can become interruptions rather than meaningful extensions of the journey.

Hadea itself is far more consistently compelling. The environments are among the game’s greatest strengths, not because they are detailed, but because they possess a distinct visual language. Abandoned structures, overgrown roads, and landscapes marked by conflict communicate the history of the country without constantly demanding the player’s attention. The world feels shaped by what happened to it, rather than decorated to suggest that something happened there.

That is where Rogue Factor’s artistic direction proves more important than technical spectacle. Unreal Engine 5 provides the foundation, but it is the studio’s sense of place that gives Hadea its identity. The strongest environments understand that atmosphere is not produced simply by adding detail; it comes from deciding what should remain visible, what should be left to decay, and how the remnants of civilisation should coexist with the natural world reclaiming them.

The narrative is less even, although its ambitions are similarly apparent. Hell is Us deals with mature ideas and deliberately distributes much of its story across conversations, documents, locations, and fragments of history rather than explaining everything through conventional exposition.

The approach suits a game built around investigation and interpretation, but the sheer amount of information can occasionally make the narrative difficult to follow. Mystery is effective when it creates curiosity; too much fragmentation can simply create distance.

When the balance is right, however, the connection between story and exploration is one of the game’s finest achievements. Hadea is not merely where the story happens: understanding Hadea is part of the story. The player is not simply moving from one marked objective to another before being rewarded with the next cutscene. Conversations, environments, discoveries, and fragments of history gradually alter the meaning of the places being explored. Progression therefore becomes an act of comprehension as much as movement.

The same level of consistency is not always present in the secondary content. Some optional missions and activities lack the focus of the main journey, while certain ideas seem to promise more than they are ultimately given the opportunity to deliver. There is a sense, in places, that Hell is Us contains more potential than it can fully realise. That is not a fatal flaw, but it is noticeable in a game whose strongest sequences demonstrate how effective its more focused ideas can be.

The technical presentation is strong where it matters most, though not entirely consistent. Unreal Engine 5 is put to particularly effective use in Hadea’s environments, with lighting, vegetation, materials, and atmospheric effects combining to give the world a convincing sense of depth and physical presence. The same level of refinement is not always evident elsewhere.

Character animation and certain secondary details can feel comparatively underdeveloped, exposing a noticeable disparity between the richness of the environments and the polish of the characters within them. These shortcomings are visible, but they remain peripheral to a presentation whose strongest asset is its artistic coherence rather than technical spectacle.

What Hell is Us never lacks, however, is a sense of authorship. Its design does not feel like the product of a formula assembled from the safest conventions of contemporary action-adventure games. Rogue Factor has made choices that can be divisive, inconvenient, and occasionally frustrating, but they are recognisably deliberate. At a time when so many games in the genre speak the same visual and mechanical language, Hell is Us is willing to speak in its own.

That comes with a clear demand: the player has to meet the game halfway. Those willing to explore without a checklist, retain information, study their surroundings, and solve problems independently will find considerably more to appreciate here than those expecting a frictionless progression system. The same mechanics that create a genuine sense of discovery can feel unnecessarily opaque when the communication falters.

Yet that tension is not incidental to Hell is Us. It is the natural consequence of a game that chooses to trust its audience. Its combat could offer greater variety, some exploratory sequences would benefit from more precise communication, and parts of the secondary content never quite fulfil their promise. But these shortcomings do not obscure the larger achievement. The game’s strongest systems are all working towards the same idea: that discovery should belong to the player.

That is ultimately what makes Hell is Us worth engaging with on its own terms. It does not always make the journey easy, and it does not always make its intentions perfectly clear. But when its design clicks, the reward is something modern action-adventures too rarely provide: the feeling that you have genuinely figured something out rather than simply been shown the answer.

Luca Giordano

From the moment I first held an NES controller, followed by the N64, my passion for video games began. However, it was during the '90s, with the release of the PlayStation, that my love for the medium truly flourished. While my heart beats for the horror genre in all its variations, I approach every video game as an immersive world to lose myself in—much like a captivating book I long to read cover to cover, or a dream I never wish to wake from.