When action-adventure game Hell Is Us was first announced a couple of months ago, we thought it had Annihilation vibes and appreciated the team's attempts to invoke Annihilation... and its vibes. Developers Rogue Factor didn't provide many other details, besides a few buzz words: "semi-open world", "true adventure", "third person".
So, I sat down with the game's creative director Jonathan Jacques-Belletête in the hopes he could shed some light on the aforementioned vibes, perhaps even turning them from ethereal gusts of Annihilation-ness to concrete info on just how the game aims to be a "true adventure". Lo and behold, I think it worked!
When you think "open world", you might see Assassin's Creed: Odyssey's sprawling Greece composed of many regions and islands, all pocked with map markers that guide you from one quest to another. You might think of The Legend Of Zelda: Breath Of The Wild, where you spot something, anything, and it's possible to scramble up it like a little mountain goat. Hell Is Us is going for a "semi-open world", which isn't like either of these two. Instead, it sounds like it's opting for a more inter-connected approach where you move in-between zones.
"It's semi-open, a bit like Metro Exodus, where you get into these zones that can be fairly open right? With varying sizes, some can be quite small and some are much bigger", he says. "But they're contained. So, it's not like you see a mountain in the back and you're going to traipse through the mountain. It's never been our intention to make an open world."
And much like Metro Exodus, you'll rely on a vehicle to whisk you in-between these zones as you progress through the game. Jacques-Belletête tells me that you'll "travel with an APC (armoured
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