Content warning for discussion about mass murder, sexual assault and sectarian hatred.
We are us very early in hell. You come to a village that may be entitled “War Crimes Theme Park.”
With this approach, mud-stained bodies are piled up in the shadows of excavated buckets, passing by the massive tombs they have dug up. A man holds his lively wife and daughter nearby. Down the road you will find a moonlight swamp filled with abused, sunken tanks and dead soldiers. The village is taking up a distant rise. According to developer Rogue factors, it has been occupied and plundered by the power of the Savinians, one of two groups that have rethinked real civil wars since the 1990s.
I have a lovely chat with the Savinian captain – a faintly cartoonish obscene figure in the Grizzle, like the easy self-intrusive Arce Hall you would expect from a game titled “Hell Is Us.” He must call the opposite paromist “cockroaches” and be sent to eradication or camp, and justify his own atrocities with the statement that the paromist has done this much worse. To the right of the Captain’s Lookout Post is a house that describes women becoming sexual slaves as punishment for joining the Palomist Lynch mob (it wasn’t until I left that I realized the importance of a house locked in a game where the door tends to be bolted). To the left of the entrance is a displaced fire squad member relaxing in front of a line of recently executed civilians.



On the other side of town was the Palomist Abbot. He lamented the “expanding hatred from one generation to the next” and apologized to hear that “the outside world appears to be struck by the same dark impulses as the Hadeans.” He asks you to check his relatives. Covered under the blanket by candlelight, she tearfully describes the Savinians as “not a person” and meditates on the fate of her family in heaven as “a place with no memories.”
Who is in all of this? Vagrants pretending to be agents of an “organized nation” – fictional similarities to the UN peacekeeping forces with a similar blue earth logo design, but your mission is not entirely on earth.
Aside from their outward political functions, peacekeepers are investigating the plague of hollow-body monsters. Wrapped in your smooth poncho, you will grant you a license to visit every part of the war, and will engage yourself in everything, but the Savinian captain will make it clear that he shot you if he could escape it. You are similar to the hero of the fromsoftware game. Exiles are exiles who have been privileged and exiled at one time, considered disgust and doubt, but perhaps have the power to intervene in an undead world of self-aerated violence.
Hell, we’ve redoled from our work quite a bit. Melee combat is built around stamina and parry, and the timing health recovery system is similar to Nioh’s pulsation and Bloodborne’s rally. There is no bonfire mechanic in the game. Holographic floating manual save points take inspiration from a comprehensive soul template that keeps murdered enemies in place but never truly dies.

Enemies will respawn when you travel away from the area. The only way to shut them down forever is to dispel them by entering one of the wavy black domes that house the fossilized trauma of the human inhabitants of the land. In other words, monsters are an unauthorized symptom of a country’s historical injury. Early dungeons guide their supernatural origins into the context of the “real world.” It passes through ancient theocratic black sites. There, Gravenstone Plaque describes the proper incarceration and handling of “sinners” and appears in a recently excavated trench network backed by a laid back how-gun. The symbols of that dungeon are found all over the open world, in town murals, costumes and a three-part puzzle that may strike you as casual borrowings from Zelda.
I’ve only been in hell for a few hours. And it is somewhat absorbed by flashy nihilism and mystical ideas about historical cycles. Again, it feels cartoonish and didactic. Wear your mind on your sleeves, then the title sums up your entire emotional arc. It’s probably not helpful to be playing the character played by Elias “Adam Jensen” Tophekis. The depiction of the village often feels like Atrocity Porn, Exploitation Theater.
However, I am interested in the premise of a soul-like set of things like our historical presents, as I cannot believe it has not been attempted any more frequently. I wonder about the usefulness of genres like souls as historically important instruments suitable for the era of “eternal war.”
The siege of Israel, occupation, and invasion of Latter-day Gaza decades ago are not necessary here. The Somali civil war has been fought since the 1980s. I remember the enormous protests on the British streets against the latest US-led invasion of Iraq in 2003. That war and subsequent profession theoretically ended in 2011, but it is undoubtedly in a “low-intensity” form, with the decline in the presence of Western military forces amid secular “conflicts”, rebellions and militias, acting on behalf of neighbouring countries.

From the Software game we return to almost medieval times, but the story and the petrified hatred and endless decline, the fierce decline to protect fierce power, and the rulers who refuse to extend their power can be compared to the above. As I’m playing Hell (I can’t guarantee that I have time to review it in full), I’m thinking about how it can be used to explore something as badly complicated as the war in Somalia, using soul fire, bonfires, resurrectable XP, certain types of status effects, new weapons and boss execution orders.
Perhaps this is an absolutely horrible idea. Based on the few hours I’ve played, hell suggests we certainly do how it goes badly. Soulslikes deals with great grotesques, and I don’t know if it would be helpful to apply such thoughts to the dehumanization and genocide of reality. However, I have to acknowledge the injustice factors that allow me to go to places I have not dared to.
(tagstotranslate)Hell is us