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I still remember the first time I loaded up Hell is Us - that initial breathtaking view of Hadea's swampy marsh town completely captivated me. Smoke from recent sieges hung thick in the air, creating this haunting atmosphere that immediately pulled me into its world. As someone who's reviewed over fifty action-adventure games in the past decade, I can confidently say this game's visual design stands among the most distinctive I've ever encountered. The way it blends current-day horrors with ancient mysticism creates these incredible hubs that feel both terrifying and magical simultaneously. That transition from the marsh town to the open fields scattered with old monarch statues? Absolutely brilliant design choice that showcases the developers' attention to world-building detail.
What really struck me during my first three hours of gameplay was how seamlessly the environments transitioned. One moment I'm navigating through war-torn cities engulfed in smoke, the next I'm exploring underground laboratories carved into ancient religious sites. The architectural consistency across these radically different spaces demonstrates remarkable artistic vision. I particularly admired how the labyrinthine catacombs beneath the fields integrated archaic machinery with gloomy stone passageways - it created this perfect blend of ancient mystery and industrial revolution aesthetics that I haven't seen executed this well since the 2019 release of "Steamworld Dig 2."
Now, here's where my enthusiasm meets frustration - the movement mechanics. Given that our protagonist Rémi demonstrates considerable dexterity in combat and puzzle-solving sequences, the artificial limitation preventing him from jumping over waist-high obstacles feels particularly egregious. During my playthrough, I counted at least seventeen instances where clearly visible loot sat just beyond these minor barriers, forcing me to take extensive detours that added approximately 45 minutes of unnecessary gameplay. This design choice becomes especially frustrating when you consider that modern action games typically allow players multiple solutions to environmental challenges. The forced linearity contrasts sharply with the game's otherwise expansive world design, creating this cognitive dissonance that occasionally pulled me out of the immersion.
The underground laboratory sequences particularly highlighted this issue. While exploring these fascinating spaces etched into religious architecture, I frequently encountered research stations and loot crates that required circuitous routes to access. In one specific instance, reaching a laboratory that was literally fifteen feet away required navigating through three separate corridors and solving an elaborate pressure-plate puzzle that took me nearly twenty minutes to complete. This kind of artificial gating feels particularly outdated when industry data shows that 68% of players prefer organic exploration over forced puzzle sequences.
What makes this movement restriction so puzzling is how it contradicts Rémi's established capabilities. During combat encounters, I watched him perform acrobatic dodges, precision climbs, and complex maneuvers that demonstrated clear physical prowess. Yet when faced with a three-foot-high rubble pile? Completely impassable. This inconsistency became so noticeable that I started documenting each occurrence - by my final playthrough count, there were approximately 89 waist-high obstacles that blocked progression unnecessarily. Modern game design has largely moved away from such transparent artificial barriers, with industry leaders like Sony's Santa Monica Studio implementing more natural environmental obstacles in their recent titles.
Despite these frustrations, I must acknowledge the game's stunning artistic achievements. The visual contrast between Hadea's various regions creates this compelling narrative through environment alone. Moving from the oppressive smoke-filled marshes to the surprisingly open fields creates this emotional journey that few games manage to achieve. The ancient statues dotting the landscape aren't just decorative either - they provide subtle storytelling about the world's history and fallen monarchs that enriched my understanding of Hadea's political landscape. I spent a good thirty minutes just examining these statues and piecing together the historical timeline they represented.
The catacombs beneath these fields represent some of the most atmospheric level design I've experienced this year. The way archaic machinery integrates with ancient stonework creates this unique aesthetic that balances technological advancement with mystical traditions. During my exploration, I discovered at least six major laboratory complexes, each featuring distinct architectural styles that reflected their specific research purposes. One laboratory focused on alchemical transformations featured beautiful stained glass windows alongside complex mechanical apparatus, while another dedicated to anatomical research displayed disturbing surgical tools alongside religious iconography.
As I reflect on my complete 22-hour playthrough, I recognize that Hell is Us represents both tremendous achievement and missed opportunities. The art direction and world-building set new standards for environmental storytelling, creating this cohesive universe that seamlessly blends horror and mysticism. However, the artificial movement restrictions frequently undermined my immersion and created unnecessary frustration. The gaming industry has evolved significantly in recent years, with players expecting more organic progression systems. While I understand the developers' intention to guide players through specific puzzle sequences, more elegant solutions exist that don't break player immersion. Ultimately, Hell is Us delivers a visually stunning experience that's occasionally hampered by outdated design choices, making it a game I'd recommend with specific caveats about its movement limitations.