Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

Hell

Hell yeah, I want a Gundam keyboard with Topre switches
Gaming Gear

Hell yeah, I want a Gundam keyboard with Topre switches

by admin September 26, 2025


Japanese keyboard brand Realforce is teaming up with the Mobile Suit Gundam franchise and releasing four limited edition mechanical keyboards inspired by popular Gundam designs. The four keyboards are based on the Z Gundam and Hyaku Shiki from Zeta Gundam and the Nu Gundam and Sazabi of Char’s Counterattack fame. Realforce’s Japanese site indicates reservations will begin in late December, but there is no pricing.

All four models are based on the Realforce GX1, a wired tenkeyless keyboard that normally runs $250-ish. Realforce keyboards are made by the Topre Corporation; they use capacitive Topre switches, like the cult classic Happy Hacking Keyboard.

Realforce mentions both English layout as well as Japanese ISO, so hopefully these mecha-inspired mechs won’t be exclusive to Japan. As a Gundam fan, I’m certainly crossing my fingers they come to the US.

But as cool as these keyboards look, I think their designs are a little plain — like the Asus ROG Strix Scope Gundam Edition before them. Elsewhere, there are Gundam-inspired keycap sets out there that really amp up the nerdy anime fun. I know because I’ve bought some myself. In addition to the Char Zaku II keycaps I put on the Zoom75 Tiga in our recent keyboard buying guide, I’ve got Hi-Nu Gundam and Sazabi keycaps on my Epomaker P75 and Keychron Q1 Max.

Now I just need the matching Gunpla kits.



Source link

September 26, 2025 0 comments
0 FacebookTwitterPinterestEmail
A soldier in an icy landscape facing off against two well-armed skeleton enemies while a dragon watches in the background
Product Reviews

This metroidvania based on an old Atari 2600 classic had the audacity to release on the same day as Silksong, but it’s a nice break from Hornet’s hell

by admin September 18, 2025



Every week at least a couple of metroidvanias release on Steam, and most remain obscure. Adventure of Samsara, which released on September 4, was more fated to obscurity than most, despite being published by an ascendant Atari. Because September 4 was also the day Silksong released. Few were going to make time for a handsome but orthodox pixel art metroidvania when the joys and indignities of Pharloom beckon.

Except me: I needed a break from Silksong earlier this week, mostly because I was getting my ass kicked, but also because a small detail on the Adventure of Samsara Steam page piqued my interest. This is actually a spiritual sequel of sorts to the 1980 game Adventure, which was probably the most cryptic and sprawling Atari 2600 cart on the market.

Adventure gave me nightmares as a child. Whereas most Atari 2600 games were cheerfully straightforward one-screen arcade games or scrolling shooters, Adventure had designs on being a full-blown, well, adventure, and it displayed some proto-metroidvania qualities to that end.


Related articles

You explore a same-ish labyrinth as a dot, collecting color-coded keys to unlock color-coded doors, avoiding bats and dragons, and using tools—such as a magnet and a bridge—to solve problems. Its austere blocky graphics are to ASCII what Duplo is to Lego, but there’s a quiet inscrutability to it that freaked me out as a kid (as did Secret Quest, another fairly ambitious Atari 2600 adventure game).

Here’s what the original Adventure looked like (via Retro Games Fan):

Atari 2600: Adventure – YouTube

Watch On

After spending around seven hours in Adventure of Samsara, I can confirm that it doesn’t share a hell of a lot in common with its 1980 source material. The closest call-back I can find, the dragons, are coiled in the same way as the old game and similarly color-coded. If you liked Adventure (I highly doubt you ever loved it), then you’re probably not going to feel relief or the frisson of familiarity with this 2025 game. It definitely feels like a case of having a languishing IP fitted to a new game, almost as an afterthought. (Beyond the Ice Palace 2 comes to mind.)

That’s fine (that’s business) but how does Adventure of Samsara stack up as a 2025 exploration platformer? Kinda well, but not brilliantly. As a “Solar Champion” it’s my job to reactivate “a mysterious interdimensional fortress”, which means exploring a big interconnected underground labyrinth full of monsters, traps and those dragons. Along the way I find the usual array of exploration-gratifying power-ups while unlocking shortcuts, save points and fast travel stations.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Image 1 of 5

(Image credit: Atari)(Image credit: Atari)(Image credit: Atari)(Image credit: Atari)(Image credit: Atari)

My Solar Champion is a floaty lil’ fellow (“lil” because Adventure of Samsara feels more zoomed out than most modern platformers) and his actions can’t be canceled. These qualities do not bode well at first, but I did get used to the stiffness of the controls, probably because Samsara isn’t otherwise a very demanding game. My Solar Champion eventually has three weapons—a sword, a bow and a hammer—and the latter two double as traversal and exploration tools, alongside the usual hard-won character upgrades. Yes, there is a double jump.

I was surprised to find that this game kept me up just as late as Silksong has been this past week.

What I like about Adventure of Samsara is its atmosphere. Yes, it blends fantasy and sci-fi in a pretty familiar way, but the retro-futuristic synth soundtrack is evocatively subtle. It clearly has designs on channeling the 1980s, but it does so in a quiet, nearly plaintive way that’s quite at odds with the nowadays suffocating banality of synthwave.

The other thing I liked about Samsara, especially compared to the 30-odd hours I’ve spent in Silksong, is how exploration-forward it is. There are bosses, but they’re not especially hard, and once you’ve beaten them you can look forward to big chunks of just nosing around. At first this exploration is done tentatively, as the combat is pretty rote and repetitive: attack, dash back, attack, dash back. But once my Solar Champion has some crisper moves and more effective weapons, the exploration becomes freewheeling and engaging. I was surprised to find that this game kept me up just as late as Silksong has been this past week.

(Image credit: Atari)

I also came to appreciate the pixel art, which was a bit of an obstacle for me at first. The world is coherent and carefully illustrated, but the enemy sprites kinda look like something you’d see in uh, Siralim. They’re barely animated—they just blob around. But this culminates in Samara having an interesting primitive quality that oddly reminded me of Barbuta from UFO 50.

Will Silksong signal the end of the charming, humble indie metroidvania? Are these games now doomed to be big budget affairs designed to sap mindshare for weeks going and months? What I love about the genre is that the vast majority of its purveyors—the ones making games you find on Steam with less than 50 reviews—feel like the work of joyful hobbyists, a tradition that runs from Cave Story through to stuff like Astalon.

Adventure of Samsara definitely belongs to that tradition, despite having a 40-odd year old IP attached to it. Yes, it has rough edges, but the next time you want to slide into a mysterious, enveloping metroidvania that doesn’t want you to suffer mercilessly, I’d recommend giving it a look. Maybe also check out Zexion.



Source link

September 18, 2025 0 comments
0 FacebookTwitterPinterestEmail
Silksong's surprise release was "a little callous", says Hell is Us creative director
Game Reviews

Silksong’s surprise release was “a little callous”, says Hell is Us creative director

by admin September 16, 2025



Hell is Us creative director Jonathan Jacques-Belletête called the surprise release of Hollow Knight: Silksong “a little callous”, believing it had an impact on his game’s sales.


Rogue Factor’s adventure game was already locked in for its release ahead of Team Cherry’s announcement, but the two games eventually released on the same day.


“When you know you’re that big, I think a shadow drop is a bit like – wow,” said Jacques-Belletête on Skill Up’s Friends Per Second podcast. “As the ‘GTA 6 of indie’… to shadow drop something like this is a little callous.”

Hell is Us Review: Death Stranding meets… ZELDA?Watch on YouTube


After Team Cherry’s announcement, the Hell is Us development team discussed with publisher Nacon whether to change the date. “It was a real thing,” said Jacques-Belletête.


However, the “real pain in the ass”, Jacques-Belletête explained, is that changing release date means refunding pre-orders. And while that wasn’t a deciding factor, the team believed they could weather the storm.


Still, Jacques-Belletête admitted Silksong’s release did impact the launch of Hell is Us. “I don’t have any specific numbers,”he said, “at least not at this time. But for sure it did.”


Above all, Jacques-Belletête highlighted the difficulties of finding an appropriate release window in the current climate.


“That’s the thing nowadays, honestly – getting a window where you’re pretty much alone is almost impossible,” he said. “15 years ago, the mid-end of the summer was always a dead period. But there’s no such thing anymore. It’s just constant madness.”

Plenty of games did change their release date in the wake of Silksong’s launch, including Demonschool and Baby Steps.


“Hell is Us is an absorbing, nightmarish meditation on the horror of war, but divisive design choices prove tedious,” reads our Hell is Us review.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.

Love Eurogamer? Make us a Preferred Source on Google and catch more of our coverage in your feeds.



Source link

September 16, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hell Is Us Dev Is A Little Salty Over Hollow Knight: Silksong's Shadow Release
Game Updates

Hell Is Us Dev Is A Little Salty Over Hollow Knight: Silksong’s Shadow Release

by admin September 16, 2025



After years of anticipation, Team Cherry only gave the video game industry and players two weeks notice that Hollow Knight: Silksong was about to arrive on September 4. While a handful of indie games were moved away from that date, Rogue Factor had already staked out the same release date for Hell is Us six months earlier. Now, Hell is Us’ creative director is sharing his belief that Silksong’s shadow drop negatively impacted Hell is Us’ sales, and he doesn’t sound happy about it.

Jonathan Jacques-Belletête acknowledged that Team Cherry had the right to pick any date it wanted to during his appearance on the Friends Per Second podcast (via This Week in Video Games). However, Jacques-Belletête feels that the decision to do so on such short notice was “a little callous.”

“When you know you’re that big, I think a shadow drop is a bit like–‘wow,'” said Jacques-Belletête. “As the ‘GTA 6 of indie’ … to shadow drop something like this is a little callous.”

According to Jacques-Belletête, discussions were held between Rogue Factor and publisher Nacon about delaying Hell is Us. But there were too many complicating factors, including the need to refund any pre-orders that had already been placed.

“We decided to keep the date, and I’m happy that we did,” added Jacques-Belletête. “We’re still much bigger than some of the smaller ones who would have gotten a lot more affected and who decided to change their dates. Changing the date of Hell Is Us would have been a pretty big [endeavor].”

Jacques-Belletête went on to note that he believes Silksong’s release hurt Hell is Us’ sales, but also acknowledged that he doesn’t currently have the sales numbers available to illustrate that point.

As for Silksong, it debuted with a massive concurrent player count on Steam during its first weekend. A common complaint about the game is that it’s too difficult, and mods designed to make Silksong easier were released almost immediately. Team Cherry subsequently released its own patch to lower Silksong’s difficulty.



Source link

September 16, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hollow Knight: Silksong launch breaks global game storefronts
Esports

Hollow Knight: Silksong’s surprise release date was “a little callous,” says Hell is Us lead

by admin September 15, 2025


Hell is Us’ creative director, Jonathan Jacques-Belletête, has described Team Cherry’s surprise reveal of Hollow Knight: Silksong’s release date just two weeks before its launch as “a little callous.”

As reported by This Week in Videogames, Jacques-Belletête appeared in the most recent episode of Skill Up’s Friends Per Second podcast, where he discussed his and Rogue Factor’s experience releasing soulslike Hell is Us on the same day that Hollow Knight: Silksong was released, having had only two weeks’ notice that both games would release on September 4, 2025.

“We all jumped on our phones really quickly, with our publisher [Nacon] and all sorts of things like that,” Jacques-Belletête said, describing the moment the studio discovered Team Cherry had unexpectedly announced Hollow Knight: Silksong’s long-awaited release date in a trailer posted on August 21, 2025.

“I mean, they’re allowed to do what they did; there’s no laws or rules against that,” he continued. “And I don’t want to say: ‘they caused this to us or somebody else’. I don’t really care about that. I don’t want to get into that type of debate.

“But when you know you’re that big, a shadow drop is a bit like ‘wow.’

“As the GTA 6 of indie – and I know now this term gets thrown left and right, but in the industry that’s already how we were calling such a game – to shadow drop something like this is a little callous.”

Hell is Us was first announced in April 2022, with a release window slated for the following year. In October 2023, Rogue Factor announced the game was delayed until 2025, with its final September 2025 release date revealed during Sony’s State of Play livestream in February 2025.

After learning about Team Cherry’s plans to release Hollow Knight: Silksong on the same day, Rogue Factor “decided to keep the date,” said Jacques-Belletête. “And I’m happy that we did.”

“We’re still much bigger than some of the smaller [studios] who would have [been] a lot more affected and decided to change their dates,” he continued. “Changing the date of Hell is Us would have been a pretty big endeavour.”

When asked whether changing Hell is Us’ release date would have been feasible, Jacques-Belletête explained that “the real pain in the ass” of doing so was that the studio would have had to reimburse and refund player pre-orders.

He did clarify, however, that the decision to keep the date was not “just” because of this.

“We were also like ‘no, I think we can get through the storm’. But it was a thing.”

“That day, a lot of emails, texts, and messages went back and forth between a lot of people, between us and our publisher,” he continued. “It was a real thing.”

Hollow Knight: Silksong surpassed half a million concurrent players following its launch, while Hell is Us’ all-time peak concurrent player count stands at 4,431 (according to SteamDB).

When asked whether he believes Hollow Knight: Silksong’s release impacted Hell is Us’ performance, Jacques-Belletête said: “I can’t prove it, I don’t have any specific numbers, at least not at this time. But, I mean, for sure. For sure it did.”

Jacques-Belletête did emphasise, however, that “it’s not just Silksong” that had an impact on Hell is Us’ release, pointing to Bloober Team’s Cronos: The New Dawn, released on September 5, 2025, as an example of another title released during the same period. “It was busy.”

“That’s the thing nowadays, getting a window where you’re pretty much alone is almost impossible,” Jacques-Belletête continued.

“15 years ago, kind of the mid to end of the summer was always a dead period. But there’s no such thing anymore. It’s constant madness.



Source link

September 15, 2025 0 comments
0 FacebookTwitterPinterestEmail
Photograph bosses to death in this head-pulsing whirligig of a bullet hell
Game Updates

Photograph bosses to death in this head-pulsing whirligig of a bullet hell

by admin September 5, 2025



I fear and covet no videogame genre on this Earth like the bullet hell shoot ’em up. I find these scions of the arcades irresistibly beautiful. They look like how I imagine human nervous systems appear to thunder spirits. By the same token, I’m not sure they’re actually designed to be processed by the human nervous system. They’re the sort of game the androids will play, once they’ve hunted down and incinerated the last of our kind.


Within the shmup genre, the Touhou Project series stands as a diamond-hard constellation of electrochemical pizazz. Dating back to 1997, it spans 20 mainline games and 13 spin-offs, all created by Team Shanghai Alice, a studio that apparently consists of a single guy, Nagano, Japan-based Jun’ya Ōta. The series has spawned a vast cosmos of fanworks. Today sees the release of another fan game, Touhou Kouzougi ~ Flickerframe Shutter Festival from Brazilian game developer Ryann Thierry. ‘Tengu paparazzo’, you say? Seems worth a quick post. Here’s a trailer.

Watch on YouTube


I’m writing about Flickerframe Shutter Festival partly because I really like that trailer soundtrack – the game’s score is the work of Benji Tunez, and is apparently full of references to other Touhou productions – and partly, because this is my first exposure to the concept of a “photography bullet hell”. As in other shmups, the basic idea here is to survive on a screen that looks like a tornado full of stinging jellyfish. The twist is that rather than just shooting bullets back at the source of those projectiles, you’re trying for a Kodak moment.


“Use your camera to take shots of the bosses, while also clearing the projectiles shot by them!” explains the blurb. “Acquire new skills given to you by your clients to aid you in your sessions! Try getting the craziest shots to overcome your highest scores!”


Photographing bosses to death – what a concept! I actually think I might be able to master this one, inasmuch as a lesser-known vidyagame gurnalist skill is taking screenshots during fights. For the professional hack, there is no shame greater than having to illustrate a breathless description of a nuclear haymaker with a picture of the protagonist looking at a table, or something.


True, you can automate the taking of screengrabs nowadays, but I’ve always preferred the personal touch – and I’m sure that old school obstinacy will stand me in good stead as I try to beat Flickerframe Shutter Festival. Which you can find on Steam.



Source link

September 5, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hell is Us Review - Brains Over Brawn
Game Reviews

Hell is Us Review – Brains Over Brawn

by admin September 3, 2025


For many triple-A video games, appealing to a wide audience often means ensuring players can see a game to its conclusion. That sometimes translates to sanding down combat, exploration, and puzzle-solving to make it approachable as possible. But this can sometimes veer into making games too guided for their own good. Hell is Us tosses all of these conventions out of the window. Goodbye quest logs, maps, and objective arrows telling you where to go. By trusting players to figure things out, Hell is Us’ smart level and puzzle design shine to create compelling and rewarding discoveries, despite middling combat and uneven storytelling.

The game follows Remi, a soldier who sneaks into Hadea, a mysterious country isolated from the rest of the world. Remi returns to his homeland to meet his parents and learn why they smuggled him out of the country as a child. But with little memory of his parents, nor knowledge of their current status or whereabouts, Remi must rely on his wits to piece together answers within a nation gripped by a brutal civil war and invaded, for some reason, by otherworldly monsters. This setup lays the groundwork for what Hell is Us does best: letting players uncover leads to figure things out.  

 

The absence of traditional forms of guidance forces a genuine immersion in Hadea’s open hubs that feels refreshing and rewarding. While not a true open world, each zone offers a strong assortment of hidden dungeons, environmental puzzles, and distressed citizens often begging for aid. Unraveling mysteries becomes an engrossing exercise of finding clues, such as curious letters, ancient relics, or lost keys, while gleaning information from dense character conversations inspired by classic point-and-click adventures.

Whether it’s figuring out where to find milk to deliver to a starving infant or uncovering the location of multiple hidden switches to open a mysterious door, puzzle-solving always manages to be fun and logical without being obtuse. Most everything you find matters in some way, making each discovery, no matter how seemingly insignificant, feel worthwhile and exciting because you know it’s a potential solution awaiting a problem yet to be uncovered. 

Hell is Us’ puzzle variety is also commendable. Some problems rely on using your compass to follow a specific path, utilizing visual cues such as landmarks to stay on track. Others hew closer to traditional dungeon puzzles evoking The Legend of Zelda, such as stepping on spike traps in a correct sequence to offer a blood sacrifice to open a door. Only a few puzzle types repeat themselves, such as special hidden doors locked behind enigmatic symbols, but most appear only once, lending their locations a unique flavor. Plus, solving certain smaller puzzles chips away at larger, more tantalizing mysteries, creating an even greater sense of purpose and incentive. 

Despite refusing to hold players’ hands, Hell is Us throws a bone via helpful flowcharts tracking the main bullet points of the primary story objectives, such as relevant persons or objects. I never needed more help than this, as the game merely displays relevant facts while trusting me to figure out how to use this knowledge accordingly. I only wish the overwhelmingly dense menu tabs had better filtering options to make reviewing specific clues less of a hassle.

Sidequests, however, have no such tracking other than the menu vaguely stating they exist. Everything else regarding the nature of an optional request must be committed to memory (or note-taking), including the location of an NPC and their dilemma. While that may seem like a hassle, I love how Hell is Us rewards you for paying attention. Solving many puzzles requires spotting telltale visual cues about a person, place, or object not explicitly highlighted, then making educated deductions and the occasional leap of faith. The game manages to do all of this without ever feeling oppressively difficult, frustrating, or opaque. That’s a very tricky line to walk, and developer Rogue Factor effortlessly struts along it.

Even when I found something I couldn’t immediately access, it fueled my desire to comb every inch of Hell is Us’ environments, as nooks and crannies often yield new clues. Revisiting areas is a necessity, and I was always eager to backtrack to unlock the solution to an hours-old problem.  While I understand encouraging players to study their surroundings, the lack of widespread fast travel wore on me when I just wanted to return to a spot I’d visited multiple times. If I didn’t find the correct key, I’d find a relic yielding fascinating lore expanding on Hadea’s history. This is its own treat, as the setting has a compelling history rooted in a cultural and religious schism that is admirably fleshed out in well-written and compelling lore materials.

Puzzle-solving thankfully makes up the bulk of Hell is Us, as the game’s combat doesn’t hit the same highs. While competent, the action is simple to the point of becoming mind-numbing as players spam a one-button combo ad nauseam to drop the game’s fascinatingly strange monsters. Commanding Remi’s drone offers helpful crowd-control assists, such as distracting an enemy, unleashing a pulse to stun multiple targets, or even spinning Remi around like a saw to mow through mobs. The most unique element of battle is a neat health regeneration mechanic that functions like an active reload in a shooter, letting you heal by timing a button press. Although this adds a nice intensity to encounters, the enemy variety stagnates in the game’s second act, causing battles to grow stale. I began avoiding monsters once my weapons were sufficiently leveled.

I only found one of the four weapon types – a pair of axes – fun to use, and while you can equip two at a time, the game never encourages experimentation with loadouts. That’s a shame, because this trivializes the thematically interesting emotion-themed weapon abilities. Each weapon can be augmented with up to three color-coded categories of special powers: Crimson rage abilities deal tons of damage, like unleashing a fiery energy missile. Grief-themed blue abilities hinder targets with debilitating effects. Some of these powers are entertaining, so I wish they mattered more, especially because the creatures are pretty cool and unlike anything else I’ve seen before. Their pearl, eerie forms resemble a melted abstract sculpture, and the way they eject haunting manifestations of human emotion to assault Remi feels like something out of the 2018 Alex Garland film, Annihilation, in a complimentary way.  

 

Despite being enamored by Hell is Us’ world-building, I was less enthused by the plot. Remi is a bland hero, and his primary character trait of being an emotionless sociopath isn’t utilized effectively in the narrative; it merely serves as an excuse for his dullness. His partnership with a strong-willed journalist doesn’t evolve substantially, and the true nature of the game’s intimidating and seemingly important main villain is brushed aside in baffling fashion. While the game begins with a strong introductory act and hits its stride in a lengthy second act, the third act feels rushed, focuses far too much on the so-so combat, and culminates in a flat conclusion that betrays the epic promise built up prior.

Hell is Us feels like a modernized spin on the classic action/adventure game that, as a third-person game, feels obligated to include combat. The game’s investigation elements are much more fleshed out in comparison to the action, which is, at least, passable enough to endure while I enjoy the main treat of running around and solving puzzles. I’ll be deciphering the game’s remaining riddles well after I rolled credits, and I can’t wait to see what revelations await. Hell is Us isn’t perfect, but it’s a bold and respectable debut that largely delivers on its promise, laying a strong foundation for future stories in its fascinating world. 



Source link

September 3, 2025 0 comments
0 FacebookTwitterPinterestEmail
Rami Ismail's New Game, Australia Did It, Is A 'Tactical Reverse Bullet Hell'
Game Updates

Rami Ismail’s New Game, Australia Did It, Is A ‘Tactical Reverse Bullet Hell’

by admin September 3, 2025


Rami Ismail is known recently for his work advising and consulting with game developers around the world, but he’s also an accomplished developer in his own right, with games like Ridiculous Fishing, Luftrausers, and Nuclear Throne on his résumé. To that end, today he revealed his latest project, Australia Did It, and announced it’s coming to PC later this year. You can check out the reveal trailer below.

 

Australia Did It (which is co-developed by Aesthetician Labs) claims to invent a new genre called tactical reverse bullet hell. It’s a big swing to attempt to define a new style of game before yours even comes out, but Ismail’s press release makes even stronger claims than that.

“I believe the games industry has been failing at supporting developer innovation and experimentation,” reads a direct quote from Ismail in the press release. “Publishers, investors, and shareholders fund the same few safe bets, later and later in development – forcing even the most creative developers to make safe games with predictable ideas, and force in the latest flavour-of-the-day.”

Ismail goes on to say that the way to break out of this cycle is to support games with truly new ideas, and that Mystic Forge, the publisher of Australia Did It, is doing exactly that by funding the project.

Australia Did It is a game about transporting cargo by train across a monster-infested, dried-out Atlantic Ocean. In the first part of an encounter, you’ll place units along a grid defending your train as it prepares for the journey, using strategic grid-based combat to hold off monsters long enough for the journey to begin. Once your engine departs, it becomes a bullet hell machine, blasting out overwhelming amounts of ammunition the bullet hell genre typically has players try to avoid.

I don’t personally see the genre title sticking – it’s too many words, for one – but the game looks good so far, and I’m interested in trying it for myself soon. Australia Did It launches on PC later this year.



Source link

September 3, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hell is Us review - nightmarish adventure treads a fine line between cryptic and tedious
Game Reviews

Hell is Us review – nightmarish adventure treads a fine line between cryptic and tedious

by admin September 2, 2025


Hell is Us is an absorbing, nightmarish meditation on the horror of war, but divisive design choices prove tedious.

Hell is Us review

  • Developer: Rogue Factor
  • Publisher: Nacon
  • Platform: Played on PS5
  • Availability: Out on 1st September on PC (Steam), Xbox Series X/S, and PS5

Strange synths rumble and whir in an electronic hum. Wind chimes tinkle. An unearthly screech in the distance and the bass escalates in intensity. Rain tickles the DualSense. What exactly is out there?

Hell is Us is a masterpiece in mood, and much of that comes down to its score – or, more of a soundscape, really – from composer Stephane Primeau. It lends the game such a heady, oppressive atmosphere. It comes as no surprise, since Primeau was previously in a metal band; the music is dark, haunting, unsettling. I recommend playing with headphones.

That sonic tone is fitting for an adventure game exploring the cyclical nature of war. Hell is Us, as the title suggests, is a nightmare. Demonic entities shift across muddy trenches and urban streets licked by flames; tanks lay abandoned half-submerged in marshy wasteland; and innocent (or sometimes not so innocent) citizens are caught in the crossfire of a country wracked by civil war and supernatural forces.

Yet, as a result of bold design decisions by developer Rogue Factor, Hell is Us is at times a mapless nightmare of abstruse puzzles, confusing menus and shallow combat that, collectively, is hostile to play. Hostility isn’t a bad thing – especially for a game depicting such a combative, malicious world – but there’s a fine line between cryptic and tedious that the studio doesn’t always balance. There are shades of sci-fi Zelda and classic survival horror in Hell is Us: dungeons to explore, idiosyncratic puzzles to solve, and centuries-old mysteries to unravel. Coupled with that oppressive atmosphere, it’s a welcome experience that has all the makings of a cult classic. But I believe it may prove too divisive for some.

Hell is Us – Story Trailer | PS5 GamesWatch on YouTube

After a story-in-a-story introduction, you’re dropped into the country of Hadea, a world heavily influenced by the 90s through character costumes, the low-fi computer vibes of its menus, and a ravaged landscape seemingly inspired by wars in Bosnia and Kosovo, as well as more recent conflicts in Ukraine and Gaza. Hadea is split between two religions – the Sabinians and the Palomists – that have caused suffering for centuries, but more recently ghostly creatures have appeared in the wake of civil war. Protagonist Remi is on a simple mission to infiltrate Hadea in search of his family, but is soon sucked into the country’s enigmatic past.

In short, Hell is Us is a meditation on the horrors and futility of war, and how history inevitably repeats itself. The use of imagery from modern – and very current – warfare lends the game shocking relevance, in addition to its sombre, disturbing tone. On his journey, Remi meets characters on all sides – religious zealots, soldiers, desperate refugees, innocent bystanders telling stories of regular people committing horrendous feats – but never takes a stance. There are good and bad people everywhere and, in this brutal war, no winners or losers: everyone suffers, everyone deserves assistance. Hell is – obviously enough – humanity, but more specifically the media and politicians with their propaganda and “constant campaign of dehumanising the other side”, as one character puts it. And when humanity has sinned and hatred of others is an embedded sickness, this war-torn hell is inescapable.

You’ll meet some interesting and unsavoury characters on all sides and there’s a smart conversation system that slowly unlocks new responses | Image credit: Rogue Factor / Eurogamer

Through detailed character conversations and well-written clippings and recordings, Remi pieces together the storied world of Hadea that thoroughly intrigues. The issue with the plot, though, is Remi himself. Besides searching for his family, he prescribes to the “boring white guy in a jacket” school of protagonists. He barely speaks, despite being voiced by Elias Toufexis of Deus Ex fame, and rarely comments on his discoveries. He is a thoroughly uninteresting character, exploring an interesting world. There’s potential to really interrogate the themes of the narrative, but Remi is little more than an avatar with whom to collect keys and hit things.

I’m being purposefully facetious here, as gameplay in Hell is Us is riveting and progress organic. Rogue Factor has chosen not to include signposting and not to provide a map, meaning players must use visual and audio clues to explore each individual zone, listen carefully to conversations, and sniff out potential leads to reveal new areas and progress the story. I love this! From the off I was utterly absorbed in Hadea, with this design choice forcing me to play in a far more attentive way than usual, focused deeply on each detail, and appreciating more thoroughly its dedication to mood. For the most part, each zone is designed to draw attention in a manageable way, though it can feel overwhelming.

The lack of map becomes more of an issue during dungeons. These take the form of underground crypts, ancient temples, scientific facilities, and more, each with their own distinct visual tone and colour palette. They’re often labyrinthine and filled with locked pathways and bizarre puzzles to solve, and mostly they’re satisfying to explore. Imagine for a second, though, navigating through a Zelda dungeon or the Spencer Mansion from Resident Evil with all its odd keys and locks and repetitive hallways, but not having a map to refer to and remind yourself what you found and where. That’s what playing Hell is Us feels like, and while I welcomed the cognitive challenge, I did sometimes feel frustrated – as I suspect many players will.

This is all the help you get on side quests in the menu | Image credit: Rogue Factor / Eurogamer

The poor UI and menu, however, are more unforgivable. Simply put, Hell is Us demands players hold far too much information in their heads. From environment layouts, to details in notes, to what the hell is this random locker key I’ve just picked up and where exactly am I meant to use it? The UI does a limited job of listing your findings unfiltered, and I wasted time scrolling through bits of evidence to find a hint of a code needed, or some other miniscule detail. Take my advice: play with a pen and paper, it’ll be much less infuriating.

Too often, Rogue Factor’s decision to withhold information results in frustration and tedium. Take side quests, or Good Deeds as they’re known. These commence during specific conversations, or sometimes by collecting an item with little context. Then, they’re listed deep in a menu with a blurred image and a quest title and nothing else. Unlike main missions, which are smartly organised in branching mind maps and found evidence, Good Deeds are presented minimally. What’s worse, some are failable if not completed in certain, unexplained, time periods – I managed to fail every failable quest in my playthrough by repeatedly being in the wrong place at the wrong time. I appreciate the developers likely want players to think carefully on their actions and share clues with others, but the tedious nature of these quests had the opposite effect. I simply stopped caring. Still, when I randomly entered an area only to find I’d failed a mission with no reasoning, it remained disheartening.

The dungeons are a real highlight of the game | Image credit: Rogue Factor / Eurogamer

Then there are Timeloops – shimmering domes found in each zone of the world. These are literal embodiments of the narrative’s core themes, containing ghostly apparitions of traumatic events that endlessly repeat. They’re a clever marriage of plot and gameplay, and closing them is a key part of the game. You need to kill many enemies hidden in each zone, before entering the Timeloop to close it using a specific prism item. Thing is, there are three different types of prism item, but you’ll only know which is needed once you actually need it. And where will you find these prisms? No idea – they could be anywhere in the world, in chests or elsewhere. While I’m at it, why can’t I use an item from the inventory system but instead have to laboriously equip it to my loadout first?

Here, the game feels less cleverly cryptic, more insufficiently optimised. Many of these tasks are optional, sure, and the main quest itself is comprehensive and (for me) intellectually challenging. It had me up late at night, sat in the dark, feeling enraptured and gripped by this evocative world. At least, until its anticlimactic finale.

The rewards for side quests are usually items and buff-providing glyphs to be used in combat. But combat itself is disappointingly shallow, making those rewards redundant. It’s been described as “Soulslike”, but that feels like a misnomer here (beyond it being third-person and using a stamina gauge). There is a fun twist in the game’s Healing Pulse ability, which feels like a mix of Nioh’s Ki Pulse and Bloodborne’s Rally system whereby hitting enemies releases particles that form a ring around Remi – time your button press correctly, and you’ll restore health in relation to damage dealt. Combat can be punishing too, with damage received dropping both maximum health and stamina that can make recovery tricky. Any other connection to FromSoftware’s work is loose.

Combat lacks depth and ultimately becomes tiresome | Image credit: Rogue Factor / Eurogamer

There are four weapon types – sword, twin axes, polearm, and greatsword – each with their own attack patterns, which lends each a distinct combat rhythm when combined with the Healing Pulse. And each can be customised with an element based on differently coloured human emotions, as well as buffs and abilities specific to that emotion – though any form of rock-paper-scissors elemental system isn’t explicit and lacks depth. Remi is also equipped with a drone that can provide extra support as new abilities are discovered, which are fun enough to experiment with, but as a whole combat quickly becomes monotonous and lacks the intellectual challenge of puzzle solving.

Hell is Us accessibility options

Three combat difficulties. Subtitle customisation. Camera shake and motion blur options. Colour blindness options. Directional audio option.

The real issue is that there are only a handful of enemy types repeated throughout the entire game, bolstered by three levels of difficulty. Some are linked to coloured Haze enemies that must be defeated first, but these abstract apparitions have such bizarre animations it’s hard to get a handle on parrying their attacks appropriately. Add in a dodge that pivots around enemies rather than to the sides, and it’s all too easy to be embarrassingly surrounded and stuck in a corner. Moreover, Hell is Us only has a couple of bosses – if you can even describe these unique, puzzle-like encounters as such – so there’s little escalation to combat, or real tests to punctuate the flow of gameplay. As a result, combat feels repetitive and laborious when instead you’re desperately trying to remember who you’re trying to speak with, or where the hell was that random, locked door at the start of the game I can’t remember now I’m twenty hours in and have no map to refer to.

Hell is Us features some moments of quiet beauty among its disturbing war imagery | Image credit: Rogue Factor / Eurogamer

Despite these misgivings, I still found Hell is Us to be a gripping experience. For each time I failed a quest or struggled to remember a vital clue, I was exploring a townscape freshly covered by the hazy, luminous glow of exploded bombs and littered with bodies frozen in death; or unearthing a medieval tomb filled with godly, mystical secrets; or investigating a strange facility as emergency signals whir and the screams of trapped humans haunt the metallic hallways. Hell is Us absolutely thrives on its atmosphere and sense of discovery, which few games nowadays even attempt in quite this manner.

I commend Rogue Factor for its design decisions, however divisive they may be. The studio has a core vision for Hell is Us, and the result is a singular experience that’s as enticing as it is frustrating. Try it – this hell might just be for you.

A copy of Hell is Us was provided for review by Nacon.



Source link

September 2, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hell Is Us Review - Devil In The Details
Game Reviews

Hell Is Us Review – Devil In The Details

by admin September 1, 2025



If you’re bothered by a world map littered with quest icons or the thought of being shepherded through an adventure rather than unravelling it instinctually, the freedom that Hell is Us promises will immediately draw you in. It’s evident every time you boot up the game, with a tooltip reminding you that you’ll get no quest markers, no world map, and no hints as to where to go next while you explore its world. This promise is kept throughout its campaign, although how challenging this makes it overall is less impactful than you might think. Hell is Us definitely demands more of your attention for exploration than most other modern video games, but it’s also quite forgiving in how much information it litters around you to keep you subtly on track. Coupled with a brutal but captivating world and a combat system that’s more than meets the eye, Hell is Us is an engaging, albeit imperfect, attempt at defining a new type of action/adventure game.

Set in the fictional region of Hadea in the late 1900s, Hell is Us blends together the centuries-long mystery behind the appearance of ghostly monsters and the calamity that follows them, with an ongoing civil war that is tearing apart the land. Citizens of Hadea align behind two factions, the Palomists and the Sabinians, with decades of heritage and ongoing propaganda fueling gruesome war crimes and countless lives lost to bloodshed. It’s here where Hell is Us features its most striking, and upsetting, moments, routinely letting you come across acts of depravity that depict how the divides between people can drive them to commit acts of brutality. You’ll naturally come across shockingly violent scenes or hear about gruesome tortures through conversations, which give shape to the brutality of the civil war you’re in the middle of. It’s not played wholly for shock value, either, with these unsettling scenes providing needed texture to the region and the plights of the citizens desperately trying to escape.

As you explore the various hubs that you can freely travel between, you’ll encounter a variety of characters hoping for some help. A grieving father at a mass grave can find solace in a picture of his family that you retrieve for him, a trapped politician will thank you for finding them a disguise to navigate a hostile office space, or a lost young girl can be reminded of her missing father by a pair of shoes he asked for you to deliver before his death. These good deeds aren’t critical to the central story, but they deepen your connection to Hadea further with each one completed. They also do the best job of delivering on Hell is Us’ promise of guideless exploration, with subtle clues pointing you towards the items that each character seeks, whether it’s in the town you’re currently exploring or waiting for you in another location much later. It’s satisfying to recall a brief conversation you had hours prior when coming across a new item, letting you close the loop on a side quest you had all but abandoned.

This sense of discovery extends to the main plot, with solutions to puzzles often requiring some pause and thought in order to overcome them. They’re multi-staged too, turning spaces into small puzzle boxes reminiscent of games like Resident Evil. The clues can be anywhere, including small phrases mentioned in conversations, throwaway lines in emails, and on notes you’ll discover alongside critical items. It’s not as simple as finding a safe combination scribbled in blood a few rooms away, but it’s also not so gruelling that you’ll often find yourself directionless. You won’t receive hints as to where to go next, but the character and location summaries that are generated give enough of a nudge in the right direction to keep your progress steady. You can think of Hell is Us as an action game that borrows more from classic point-and-click adventures in its approach to exploration than other contemporaries in the genre, just without the overly obtuse puzzles and hours wandering around in circles.

As you peel away the current events transpiring in Hadea, you’ll start learning about the centuries of history that led to this point. It’s filled with monarchs and betrayal, missing heirs and star-crossed lovers, but none of it makes much of a lasting impression or fully justifies the horrors taking place because of these events. This is interwoven with the story of protagonist Rémi, who was born in Hadea before being smuggled out as a child by his mother. Returning to find his family, Rémi’s story and the secret protectors of Hadea that his family is tied to is uninteresting and rote, ultimately concluding with a predictable ending that does little to explain the interrogation you continually flashback to from the start. It’s a pity that while you get to witness Hadea at its worst, Rémi never really seems to remark meaningfully on what is happening around him. Voice actor Elias Toufexis, most recognizable as Adam Jensen in Deus Ex: Human Revolution, is disappointing as Rémi, with the alluring raspiness of his voice lost in weak dialogue and a monotone delivery.

The intersection of the real horrors of current-day Hadea and the mysticism of its past allows for its various hubs to stand out visually. Your journey starts in a small town resting in a swampy marsh, with smoke from the embers of a recent siege filling the air. It contrasts with the open fields you’ll find yourself in next, littered with old statues from past monarchs while hiding a labyrinthine catacombs beneath the surface fitted with archaic machinery and gloomy stone passageways. Hell is Us moves you between war-torn cities engulfed in smoke to underground laboratories that are etched into the walls of old religious sites, and none of it feels out of place. Unfortunately, your ability to move around these spaces is incredibly rigid, with the lack of a jump preventing you from scaling numerous waist-high obstacles between you and some loot. It feels egregious artificially in the context of Rémi being rather dexterous otherwise, and is clearly done to force puzzles to be solved in a specific way.

While the soldiers around you brandish assault rifles and roll around in tanks, you’ll be forced to contend with a variety of monochrome creatures, known as Hollow Walkers, using melee weapons exclusively. Hell is Us’ combat will look and feel a lot like many soulsborne titles. Attacks and dodges are tied to a stamina bar, whose total is defined by how much life you have left. It’s a confusing coupling that makes early encounters challenging, but one that is counterbalanced by the combat’s encouragement of aggression. Similar to Bloodborne, each hit claws back some life from enemies. Here, however, you can regain more health than what you’ve lost in a fight, letting you use enemies almost like healing items when you know you can dispatch them without taking damage. It’s a system that makes fights very dynamic, with just a few well-timed and reserved hits taking you from death’s door to fully healed up again. Snatching away victory like this is exhilarating, producing a similar sensation to defeating a tough boss in a soulsborne without having to mimic the steps it takes to get there.

Outside of basic and strong attacks with one of the four weapons you can choose between, combat is aided by a variety of special abilities to choose from. These are divided between equipable perks for your weapon and bird-like drones, each with their own cooldown timers to manage. Your drone provides support mostly, latching onto your back to give your dodges a little more speed and distance, or distracting an enemy to grant you an opening. Weapon abilities are more active. I gravitated to abilities that let me crowd control effectively, such as one that dealt damage to foes around me, or others that would do large amounts of burst damage to single enemies at a distance. The combat has some breadth, but the overall depth doesn’t really match it.

Abilities and enemy types are limited, with both relying on bigger damage numbers and new attacks at higher levels respectively to make up for the variety. The limited enemy pool is helped somewhat by the inclusion of husks–brightly colored foes that are tethered to some enemies and shield them from damage. Some of Hell is Us’ best fights feature a husk tied to multiple enemies at once, forcing you to dispatch it a handful of times as you pick away its hosts one by one. But these moments are undone by Hell is Us’ reliance on enemy count rather than evolving challenges to maintain difficulty in the latter stages of the campaign, which results in some frustrating encounters with cheap deaths. They also expose problems with the game’s finicky lock-on system and camera, with both struggling to accurately find their targets while you’re being swamped in dark, gloomy underground corridors.

The combat is more lenient than its inspirations, too. Enemies do respawn, but only if you travel away from your current location. Each area also contains a timeloop; a constantly recurring moment of intense trauma that also keeps enemies in the area respawning. By clearing out certain enemies around it, you can enter the timeloop and close it for good, ridding the area of enemies and allowing you to explore it in safety. You’ll come across datapads that allow you to save and set your respawn point should you die, but you don’t lose anything when you do, making it significantly less punishing. Difficulty levels also allow you to tune combat to your liking, an option that isn’t extended to exploration, so that you can focus on that instead if you’re finding going toe-to-toe with Hollow Walkers less engaging. All of this means that while combat in Hell is Us looks like a soulsborne, it differs from the genre more than you might expect.

While I was left dissatisfied by the narrative conclusion of Hell is Us, its journey to that point was pleasantly engaging. It was refreshing to not just follow a quest marker through a story, but also a relief that I was never spun around for hours on end wondering where I needed to go next. This balance is what made traversing Hadea and experiencing all the horrors it contained a rewarding one, making each new step feel earned rather than routine. It’s backed up by an imperfect but engaging combat system that’s only let down by some shallow enemy variety and imprecise control, but never to the point of outright frustration. If Hell is Us is developer Rogue Factor’s first stab at a new type of third-person action game and although it’s less revolutionary than the initial promise might suggest, it is one that still managed to stay surprising until the end.



Source link

September 1, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (751)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • Blatant Animal Crossing Rip-Off Somehow Lands On The PS5 Store
  • Beloved co-operative platformer Pico Park: Classic Edition has been accidentally made free on Steam forever
  • Fortnite Creators Accused Of Running A Bot Scam For Big Payouts
  • “Incredibly moved and grateful” – Clair Obscur: Expedition 33’s director talks success, “art house” aspirations and the scope of future projects
  • Doja Cat Fortnite Account Takeover Gets Messy After Deleted Sex Toy Post

Recent Posts

  • Blatant Animal Crossing Rip-Off Somehow Lands On The PS5 Store

    October 9, 2025
  • Beloved co-operative platformer Pico Park: Classic Edition has been accidentally made free on Steam forever

    October 9, 2025
  • Fortnite Creators Accused Of Running A Bot Scam For Big Payouts

    October 9, 2025
  • “Incredibly moved and grateful” – Clair Obscur: Expedition 33’s director talks success, “art house” aspirations and the scope of future projects

    October 9, 2025
  • Doja Cat Fortnite Account Takeover Gets Messy After Deleted Sex Toy Post

    October 9, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Blatant Animal Crossing Rip-Off Somehow Lands On The PS5 Store

    October 9, 2025
  • Beloved co-operative platformer Pico Park: Classic Edition has been accidentally made free on Steam forever

    October 9, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close