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© 2026 | PlayFront
Video

Hell is Us: Deep Dive with the developers provides exciting insights

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Mark Tomson
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ByMark Tomson
Managing Director of PlayFront. Mark Tomson shapes the vision of independent PlayStation reporting. His focus: technical analysis, hardware evolution, and the strategic positioning of the gaming industry. He stands for...
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Following the recent Gameplay debut of hell is us The State of Play presentation now offers deeper insights into the upcoming action-adventure game from NACON and Rogue Factor. Creative Director Jonathan Jacques-Belletête presents new details about the game's core mechanics, including story, design, and combat system, in a 15-minute video.

hell is us The game transports players to Hadea, a fictional country ravaged by civil war. There, they take on the role of Remi, who returns to his homeland after a long time abroad to uncover secrets from his past. With a blend of intense combat and profound storytelling, the game promises to be a captivating experience.

The publication of hell is us It is planned for 2025, specifically for PlayStation 5, Xbox Series X|S and PC.

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ByMark Tomson
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Managing Director of PlayFront, Mark Tomson shapes the vision of independent PlayStation reporting. His focus: technical analysis, hardware evolution, and the strategic positioning of the gaming industry. He stands for transparency and genuine industry knowledge instead of superficial trends.
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1 Comment
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Crydog
1. October 2024 08: 13

Isn't it getting boring to keep making Soul Rogue-like copies? I'm just asking the market, but eventually it will be saturated, like back in the PS1 days with racing and fighting games. Developing games today is far more expensive than it was back then, and people are less tolerant of lower quality. I notice this myself with horror games; if a third-person perspective doesn't reach the standard of a Resident Evil 2 remake, then you might as well not bother. The same goes for first-person horror games like Resident Evil 7.
Of course, one should give new brands a chance, but how is that supposed to work when an average double AA game already costs €60-70 and then also requires a time investment from you?
Wouldn't it be better to just stick with what's tried and tested?
I think the market should react, for example by simply offering more demos or a one-hour return policy like on Steam. Otherwise, I still see the risk of publishers/IPs dying out or becoming consolidated, and that will never be to the customers' advantage, neither financially nor creatively.

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