tIt’s a subtle art that doesn’t tell you where to go in video games. All the strings that are done right and pull me just feel like an interconnected web with great hindsight. If you’re wrong, if you’re promoting player freedom and organic exploration, it’s something unnatural and predictable, far from the death penalty. However, the illusion shatters and the man behind the curtain is revealed.
Hell is usRogue Factor’s latest title is like a soul, mostly action-adventure, and mostly keep it. It has exaggerated the lack of handheld for months, dropping players in a fictional country in the middle of the civil war with a small amount of necklaces and a handful of leads. In the obvious commentary on the horrors of war and the crimes committed by both parties, it becomes an event known as the calamity spawning hollow pedestrian who dabbles supernaturally and terrifies survivors and soldiers alike.
The similarities between them and real fear were clear from day one (that’s a surprise for us, humanity). Of all this, how Hell is us Do you address the cruel and uncompromising portrayal of war, while maintaining the quest of one man’s parents and its action-adventure framework, and leave it to your own device, not only providing enough incentives for progress? The truth is told, somewhat awkwardly, but it’s still a working combination.
https://www.youtube.com/watch?v=_6ot-wjmhfi
“On the other hand, disastrous results don’t have very deep narrative results, but it’s said that someone is starving for death because it was too late to understand where milk is available.”
The setting is Hadea, divided into multiple regions along with the Savinians and Paramists during the war. You don’t know the front line. Instead, the journey unfolds from the perspective of Remi, a peacekeeping force going to AWOL. Rather, through his flashbacks, he sits on the other side of a mystical individual, forced to take medicines with true serum and tell what happened. This approach appears to be placed only for one reason, but I appreciate the small details such that the storage points are polygraphs. Die causes some quirky feedback by reminding him that it’s not how things fell. After watching these scenes a few times, I’ve paid a little attention to detail, even if faster respawns are preferred.
After obtaining some mystical weapons in the prologue and surviving his first encounter with the Hollow Walker, Remi ventures on an APC, tablet and drone to pursue his first lead about her father. From the beginning, I really liked the overall atmosphere Hell is us – Different, dark, but also mysterious. However, opening hours can take time for their simple layout. Remi is not immediately thrown into the deep edge, but thankfully, Asasa’s swamp changes are also the first town’s location.
Here, the true atrocities of war are exposed. The whole family was torn apart and executed. Soldiers are tired of being revealed equally by the massacre. A corpse hanging from a tree. Even if some of the NPC dialogues are encountered as stiff or cheap from time to time, the injustice factor cannot be hindered by these depictions. Perhaps the most depressing thing about all of this is that there are few happy endings and even fewer if Remi is not involved in any way.
Hell is us It starts out as a pseudo-Mastery/Good Samaritan journey and works pretty well. As you interact with more characters, more leads and branches open, spurring you to explore elsewhere. Usually they focus on getting items for the person in question or killing enemies, but they can start good deeds similar to side quests. Fashion from typical software can fail without completing these before proceeding with the story.
On the one hand, the disastrous results do not produce very deep narrative results, but it is said that someone is hungry for death because it was too late to understand where milk is obtained. Some of these good deeds are clearly time-independent. The people trapped underground in the first area seem to have survived for quite some time before I finally found the key I needed. Otherwise, it is a loving loop, and Remi’s purpose is intertwined with the people he meets.
“It’s easy for Remi to forget that there’s still some kind of interest in all of this, as the deeper connections with people have stopped, especially after learning where they learn about the next place.”
That means you’re just before you discover the watcher’s nest for a few hours and learn more about the all-nighter. From this point on, the story transitions into a hunt for four keystones, each representing the same unstable emotions owned by the Hars: sadness, anger, fear, and ecstasy. Remi is joined by journalist Tania, who deciphers research items discovered in the wild, using advances to discover safes of prohibited knowledge. HADEA’s lore and history can open up and become an overwhelming amount.
It’s all persuasive. There’s still a lot more to it, especially regarding some of the puzzles and how it will tie into progress into the dungeon. Tania is great enough to edit all her research subjects into neat articles, but she still needs to gather them all.
It is easy for Remi to forget that there is still some interest in all of this, as the deeper connections with people have stopped, especially after learning about the next place. Certainly, you may discover some notes and letters from the day before, but thanks to your help, forget about what happened to that father and son duo after they reunited and evacuated from the bombed town.
Then there is a village where all the citizens have been cut off by sadistic soldiers. Restoring strength and saving women all goes well, but there are still so many soldiers. It creates this atmosphere of merely moving after I have obtained my information. Good luck, everyone else!
The ending is also troublesome. Because it feels like so many are left unresolved. However, when I tried to integrate it with a huge amount of history and current situation, I felt a bit empty.
He also has a passion with Remi as a character. He is a sociopath, which should mean ignoring the feelings of others, their rights, etc. By the game’s own definition, he really doesn’t feel anything. All the time he does except that you know. This can be explained in the later revelations of the game, which is not spelled out, but his character is still seen as uneven. His collaboration with Tania is fully encountered – common interests and others – but he feels that the pivot to actual friendship is forced (and some of Remi’s quips come across as horny).
“Backtracking is a problem. There is no fast trip between points, especially if you are trying to find everything yourself – just go back to APC. So if you suddenly find the right material to dispel it and decide to go back to the dungeon time loop lift, get ready for a long trek.”
I run around Hadea and ask people if they saw these images or if they heard these keystones. Hell is us We fulfill our most basic promises: nothing is missing. There is no guidance. Find your own way. The items discovered may be the key to the mystery. Especially the Limbic rods open by people who know the doors and breasts. A map actually looks like a map, and is like an item to equip. Some Limbic Roads are very important as they could lead to other time loop lifts in the area, but to access them you will need to kill certain Time Loop Guardians (which cannot be identified without a specific device or in the usual way of annihilation of everything on the map).
The feeling of suddenly discovering a soldier huddled inside a devastated structure or structure that ham and reacts to attacking them in a particular order is pretty cool. Puzzle solutions can range from obvious (if you are gentle attention to the details of your surroundings) to occasionally bewildered, especially when manipulating radio frequencies to reveal hidden safety and stuffing passwords from the history dates and numbers of a particular painting. If the forbidden knowledge vault involved more code destruction than providing a solution when depositing sufficient research items, or providing Tania completely, I would have liked it.
However, backtracking is a problem, especially if you’re trying to understand everything yourself. There is no fast travel between points – just go back to APC. So, if you suddenly decide to go back to the dungeon time loop lift, find the right material to dispel it and prepare for a long trek. Combined with some environmental designs, why do Asasa Wetlands have so many places, can you die, and should you circulate long distances? – And the exploration can become boring as a result.
On the bright side there is a dungeon. Probably the highlight of the overall experience. From lymbic forges with dropping water levels to towers and pain-inducing timed puzzles to museums with colored switches opening different doors, to the final resting spot where you fall on various attempts. Tracking locations and where you use certain items is important, if not overtly complicated, and offers a healthy balance between combat and puzzle soaving with many unique rooms and encounters.
It may look like a soul like a battle – light and heavy attacks, stamina bars, etc. – actually more similar nioh. When you land an attack on an enemy, small particles gather together to create a healing pulse triggered by R1. When this is right, it also restores stamina and appears to encourage an offensive approach. However, even during blocking, the particles will dissipate after one hit. So there is a risk and reward approach. At the same time, it can block and trigger healing pulses, greatly reducing the risk.
“Even so, combat has more prominent drawbacks to combat due to the enemy and its mechanics. There are only five types of hollow pedestrians in the game. There are three layers. One or two layers are added to the repertoire. The real threat is when you are linked to Hazes.”
Anyway, the overall feel of the battle is very impressive. Parrying is responsive and can be pulled away very easily. The dual axis was my weapon of choice, simply because of its fast speed (I felt that the regular sword was a little too slow for my taste). You can also choose between the Great Sword and the Pole Arm. By improving the weapon grade, you can infuse emotions in order to lack better words.
It felt like slim picking most of the time – these glyphs, especially some of the glyphs, can use some buffs – encourage a more proximity-focused approach, but thankfully Hell is us I don’t have any worries about allowing that. Equip the gear that reduces damage and gives life stalls, always with hits with passive artifacts that reduce the entire Lymbic energy in exchange for 50% melee damage, and go to the enemy to ham.
Still, combat has more notable drawbacks due to the enemy and its mechanics. There are only five types of hollow pedestrians in the game, with three layers. The higher layers add one or two movements to your repertoire. The real threat is when they are linked to Hazes. You cannot damage the main body without defeating Haze first. There are also three different layers, each with a more complicated attack pattern that encourages them to wait for Parry. Treating multiple linked enemies and multiple dents bound by a single haze makes things a bit dangerous.
However, you can also stumble one with a ranged attack and destroy it before Haze appears. Alternatively, you can hit the hollows, reduce stamina significantly, and destroy the haze to get free runs. The second method seems intentional, but the first perfect thing trivializes the encounters of the most linked enemies. The fact that most battles develop into the same pattern – whether Haze can represent or destroy Haze, and whether the cavity can be killed, means that the battle is repeated. And even so, there are a few bugs, such as hollow stamina, which failed to do the attack when attacked after Hayes’ retreat, leading to this nasty moment when you wait for it to take damage. The lack of proper boss fights doesn’t help either. Others feel like you’re running around and fighting the same Harz.
This does not count other aspects where one or two balance paths can be used. The drone has some nifty abilities, such as running through multiple enemies or spinning to win, but it feels like there’s a few delays in doing these (which absorbs free damage). The heavy charged attacks look cool at first, but the damage ends up falling to the side of the road, as it doesn’t require time or lymbic energy.
“From the beginning, Hell knows what experience it wants to offer and how it wants to experience it.
It is worth assessing the direction of the art of Hell is us. You can challenge the tower dungeon basements, watch their bones move into their enormous mountains, overlooking the gorgeous blue-flower fields on the shore of Lake Sinon, and the museum’s beautiful floors and corridors look stunningly. The combat animation is pretty solid, especially for hollow pedestrians and Hayes, with the cutscenes being compiled quite competently. However, optimization can be a problem. “With 5 unrealistic engine titles?” you say. “No, that’s not possible!”
I ran the game on core i5-11400, 32 GB of RAM and used the RTX 4060 to surpass some of the recommended requirements. Anyway, there were a lot of tweaks to get performance in a solid location, but there were still some blurry textures revealed in the distance (and definitely when illuminating a flashlight in a dark hallway). Even if performance appears to remain consistent at 60 fps, it sometimes utts down while exploring, regardless of whether anything is happening or not. Your mileage is different as usual, but it’s worth noting regardless.
From the beginning, Hell is us You know what experience you want to provide and how you want them to experience it. It’s a throwback to the old days of novels, sometimes other people’s games, a solid action adventure with lots of rough edges and flaws, but those who captivated me to venture beyond the horns of the future, even if the rewards are more rudimentary than they breathe into.
The overall lasting impact is controversial, but with many flaws it may be an experience that is more or less highly appreciated. Without anything else, hell reminds us that there is no place like home, even if you can’t really go back.
This game was reviewed on PC.
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