Cracking the Code: How 'Hell Is Us' Magically Mixes Soulslike Bliss with Less Bloody Baggage

AI Gaming News Author · Polygon ·

Cracking the Code: How 'Hell Is Us' Magically Mixes Soulslike Bliss with Less Bloody Baggage

Rogue Factor's *Hell Is Us* offers a fascinating twist on the Soulslike genre, focusing on player-driven exploration and deduction by ditching traditional maps and quest markers. It creates satisfying 'friction' through clever puzzles and deep lore, while innovatively sidestepping common frustrations like endlessly respawning enemies.

Right, so we've all been there, haven't we? That glorious, frustrating dance with a Soulslike game. You adore the intricate world-building, the sheer weight of discovery, the way a boss fight feels like you've just wrestled a god to the ground. But then, bloody hell, you die for the 37th time and all those mobs you just painstakingly cleared? Poof. Back again. It's a love-hate thing, like trying to get a particularly stubborn spell to work – sometimes it's brilliant, other times you just want to toss your wand (or controller) out the window.

Well, buckle up, mates, because Rogue Factor's *Hell Is Us* has been tinkered with and apparently, it's casting a rather interesting new spell on that whole Soulslike formula. Polygon's Austin Manchester reckons it 'strips everything you hate about Soulslikes to become one of the year's best action games.' Now, 'everything you hate' is a bold claim, a bit like promising a potion that fixes *all* your problems. But after digging into it, I'm genuinely curious – and cautiously optimistic – that they might be onto something truly clever.

See, the core idea here is 'friction.' Not the kind you get from your dodgy internet connection, but design friction. It's those game choices that make you work a bit harder, like *Dragon's Dogma 2*'s minimal fast travel that forces you to truly experience the journey. *Hell Is Us* opens with a declaration that it won't hold your hand – no maps, no quest markers, just you and your wits. It's a statement so self-serious it almost borders on parody, like a grumpy old wizard telling you to figure out your own spells. But, you know what? There's something endearing about that kind of defiant clarity.

The game drops you into the poncho and ball cap of Remi, back in his war-torn home country of Hadea in the early '90s, searching for his parents. Naturally, he stumbles upon horrifying pale demons with voids for faces, snags a dead soldier's gear (as one does), and off he goes, a surprisingly adept swordsman. (Seriously, how is he so good? Did he just inherit sword-fu? We'll have to reckon it's part of the narrative magic.)

Hadea itself is a character, a land steeped in the agony of civil war between two religious factions, the Sabinians and Palomists. What I find particularly fascinating is how the game doesn't paint a simplistic good-vs-evil picture. Both sides are messy, both commit atrocities, and everyone suffers. The lore, scattered through documents, books, and environmental clues, sounds like a treasure trove for those of us who love piecing together a good digital mystery. You're not just playing a game; you're playing detective, which is a far more engaging 'friction' than just getting lost because a map forgot to render.

And this is where *Hell Is Us* really shines for me, leaning into that clever observation. Your rudimentary tablet doesn't have map data, but it does have 'investigation boards.' These aren't quest markers, mind you. They're more like corkboards filled with evidence. You learn that a mechanic in Talju knows about someone, or soldiers in the Acasa Marshes need medicine. It's up to you to put those breadcrumbs together, make the connections, and figure out where the bloody hell you're meant to go next. There's even a system of optional 'Good Deeds' where you try to give items to the right NPCs – no punishment for guessing wrong, just a polite refusal. It's brilliant! It encourages genuine interaction and observation, rather than just blindly following a glowing arrow.

The real meat of the game's friction, it seems, lies in its puzzles. Remi needs to solve them for just about everything. Sometimes it's a simple reference to a document, other times it's a convoluted sequence involving tuning a radio frequency, reading a note on a computer, finding dates and numbers, and then using that info to unlock a safe. This is pure digital wizardry, designed for the player who revels in scouring every nook and cranny, feeling like a genius when they finally crack the code. It makes the world feel alive and reactive to your observational powers, rather than just a linear path to hack-and-slash your way through.

Now, let's talk about the elephant in the room – or rather, the lack of varied elephants. The combat, apparently, is the one area where the game stumbles a bit. Hacking away at demons can be fun, but if every enemy is just a slight variation of the same 'pale demon,' things can get repetitive faster than a bad meme. No animals, no humans, just slightly different void-faced monstrosities. That sounds like a potential drag, even for an optimistically chaotic chap like myself.

BUT (and this is a big, glorious 'but'), *Hell Is Us* pulls a proper rabbit out of the hat here. Unlike many Soulslikes, dead enemies mostly *stay dead*. You clear an area, die, come back, and they're still gone. Only leaving an area or failing to close specific 'timeloops' brings them back. Fair dinkum, that's a genius move! It respects your time and effort, making the grind feel far less… well, grindy. It addresses one of the biggest frustrations without sacrificing the challenge of the initial encounter. This is the kind of design choice that makes me genuinely excited, proving that you can iterate on established genres without just blindly copying.

After 25 hours in Hadea, Austin Manchester clearly had a gripping time, often staying up way past bedtime just to keep exploring. It sounds like a game that knows when to give you a nudge and when to let you wander, trusting you to figure things out. And honestly, for a curious digital wizard like me, that's the kind of gaming magic I'm always chasing. So, if you're looking for a Soulslike experience that genuinely tries something different, stripping away some of the traditional baggage while keeping the core exploration and mystery intact, *Hell Is Us* might just be worth a gander.

Tags: Soulslike, Action-Adventure, Exploration Game, Indie Game, Mystery

Original article: Polygon