Hell we are: hell is sometimes paved with good intentions and this solid title proves it

Hell we are: hell is sometimes paved with good intentions and this solid title proves it

It has been many years since the city of Montreal has become the nervous center of the video games industry, since the largest groups in the sector, such as Ubisoft or Electronic Arts, have formed development studios. In addition, in the sector these mastodones are spinning numerous parts of independent studios, which also try to give the sun in the ultra -competitive sector.

And, in the middle, the structures that form between the bets: Create ambitious games that we will place in the category “AA” but will develop a scale of flexibility across human beings. It was founded in 2013 and consists of fifty people, including many industry veterans, such as companies such as EIDOS, UBISoft, Electronic Arts, Microsoft or Square Enix, the studio rogue factor is fully in this logic.

“We are convinced that there is also a surrounding space something radically different. A new bold and original model emergence of a medium -sized developer who has the opportunity to produce ambitious and international titles that are complex, rich, personal and attractive.” This is a profession of studio faith that is shown from the starting page Its site.

The development of the development, which lasted for almost five years, landed in the studios in the bins in early September. Her name? Hell we are.

Here is a launch trailer …

In hell we are, players playing Remy, a protagonist who went to search for its origin during the Civil War. Almost the whole bus of this region hides heavy secrets: the recent appearance of strange creatures that reminds the country’s ancient stelles and monuments. In order to combat these monsters specifically fake weapons, Remy must learn to face them face -to -face and use their equipment wisely.

Excellent artistic direction

An amazing action-adventure game with a 3rd person who combines a fight with his hand and body and a study in the background of the civil war of the imaginary country, which still recalls recent conflicts that were destroyed by the Balkans in the 90s (Yugoslav War), in between the most beautiful artistic directions Between modernism.

And this is for the golds with which he is obliged to do because he carries Jonathan-Jacques Bellerte print, who performed the fabulous resurrection of the Cyberpunk Deus exchange license in 2011 and his mankind was released in 2016.

“This is what I wanted to do for a long time: playing around the civil war, from human inclination to cruelty and violence, but in the family. It explains about hell.

This respect for the player’s intelligence, to say that this confidence in it also proves itself before the game, on the screen, which explains that there is no sign in hell, there is no sign on the map, no indication of what to do. Everything goes through the screen interface, which recalls Palmpilot in the game where all the recovered items are stored, people crossed and discussions with them.

You need to take the time to read, think and make deductions. Because we never got it hand. The promise we appreciate; Even if crossing places are sufficiently reasonable in size due to the absence of an indicator on the map, it is truly harmful.

Hell is not just others

Beyond its background, hell also justifies its title by vaguely humanoid creatures who met the main character. Baptize Hollow WalkersThey symbolize people who have experienced a particularly intense emotion, be it grief, rage or terror.

Clashes that are technical, as punitive as a game, from software, where the slightest mistake condemned almost immediate death. We are sorry for them that the diversity of creatures is eventually quite limited.

The puzzles / puzzles are very numerous and, insurmountable, sometimes offers a certain peak of difficulties. But many of them tend to play the rhythm of the game, where we like more research phases, without delay. In our opinion, a more favorable study to sink into the universe, so hell is singular to us, because even details can tell something.

In a story that houses about twenty hours of her attire, which is very generous considering the title ambitions, the cut scenes enjoy the cleanliness and the world that requires the real abandonment of the player, Hell is solid assets for us. And represents, EventuallyA wonderful showcase for the studio to carefully follow.

Source: Allocine

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