No Map, No Problem – Hell Is Us Trusts Players To Discover Its Wartorn World
Editor’s Note: This week at Endless Mode, we’re exploring maps and how they help us navigate virtual spaces, both literally and not-so-literally. Whether it’s RPG overworlds that work as abstractions for a larger backdrop or scribbles that offer more insight into the person who sketched them than actual directions, we’ll be offering our thoughts on the near constant presence of in-game maps.
“Throw a rock in Hadea, and you will either hit a corpse, a cemetery, or a mass grave.”
A wounded, weary journalist tells this to Remi, the player-character of Hell Is Us, a couple dozen hours into this dreary and downbeat adventure game. By this point, the player will already know it to be true. The very opening moments of Rogue Factor’s ambitious title lay the stakes out for the player, plain as day.
The game’s narrative is told via flashback, as Remi is interrogated by a freakish, jackbooted sadist. A peacekeeper for the neutral O.N., Remi is marooned in the middle of an ongoing genocide. The Sabinian military—under the supervision and support of a larger totalitarian power in Hadea—has engaged in an ethnic cleansing of the Palomist populace. What’s more, the land is stalked by faceless, gutless beasts whose power may be tied to the nation’s collective trauma.
This conflict has ancient roots, as Remi comes to find out—it points back to a thousands-year-old religious schism centered around the goddess Sethyris. War-hungry generals and would-be Charlemagnes alike twist ancient text further and further away from its root. Over these hundreds of years, Palomists and Sabinians have done untold harm to each other’s cultures and development. Propagandist psychological terror campaigns and large-scale decentralized violence leave Hadea with scars both tangible and unseen.
Remi’s closest ally in uncovering these scars is Tania Alver, the aforementioned journalist who’s lost her closest allies and a great deal of hope. As players progress, they find items, both buried and tucked away in chests, that help build out a bigger picture of Hadea. The only purpose of these trinkets is to bring them to Tania so she can conduct research and offer her perspective, and as she offers explanations, players uncover the truths of Hell Of Us—these discoveries don’t happen in a set order, but based on the player’s whims.
“No map, no compass, no quest markers,” boasts the ad copy. Truth in games advertising isn’t dead, as it turns out. While there are physical maps and an analog compass, they function much like their real-world counterparts. There is no arrow marker to point Remi in the right direction, no mysterious wind to chase. This is liberation—a reclamation of the form and function of 3D gaming itself.
It takes me back to visiting Tomb Raider’s dingy catacombs on a Bondi Blue iMac in the dark, incensed room my dad meditated in. Or my sub-30 FPS descent into Blight Town on my first abortive Dark Souls run in my sophomore year of college. Moments in gaming where impatience was punished. Only once I let myself soak up the atmosphere, take in each and every corner of a level, could I piece together how I might progress. It’s why I love the directionless vagaries of early Silent Hill or hazy, obfuscatory adventure titles like Obduction.
These points of comparison bear mention because—more than anything else—these are baked into the DNA of Hell Is Us as much as director Jonathan Jacques-Belletete’s Deus Ex titles are. The third-person adventure takes the effective immersive sim approach honed in Mankind Divided; that game’s style of hub areas, rich with small details to uncover and nooks to mine, are found here as well.
But where both Divided and its predecessor put players on a relatively linear narrative track, Hell Is Us’ world utilizes a more open approach. The one recurrent map in the title is in an APC, taken off a dead trooper by Remi after the game’s intro. It’s an archaic GPS—sparse, simple, but functional. As the game takes place in an alt-1990s, technology has a chunky, antiquated look to it—and every single piece is caked in grime.
Players are not only encouraged to freely travel back and forth between different regions, but this is an inherent and necessary part of progression. This is not backtracking, however, so much as discovering that Remi can only do so much in one area before resolving to come back later. With each return trip, depending on who the player helps or talks to, the world will organically change. NPCs will change locations and assist each other as players encounter a larger web of acquaintances and families. This approach is used to contextualize the game’s larger story, which is never broken down in dry exposition.
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