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Hell Is Us review: a cryptic and ambitious meditation on war

working hours We are Cutting brilliantly. The game performs your tasks while accelerating a complex civil war between the Balminin and Saninian scholars. A flood of appropriate names is released: lamp weapons, trustee puffs, and more. However, the clearest way to move the game is that you should feel a complete collapse is through the encrypted stone panels scattered in its encrypted surroundings in Eastern Europe; You are already able to read the text engraved in these tablets. At each turn in the first levels – a wet forest and then the swamp of the fetus – meaning, as in understanding, screaming.

In this way of deliberate confusion, We are The constellation Hidetaka Miyazaki of Soulsborne provokes strikes. Such games, especially TwoHere it spoils a world of internal symbols, puzzles and complex history. Fighting also monkeys rhythm from Miazaki’s ideal titles: depletion of endurance with every resounding blow, only recovering at moments of a haven or scheme.

However, this is the place where the comparisons of from We are She is also a detective game: I got information from Retrofturistic Trackyly in information as you store a small encyclopedia information, and there are spider plans full of follow -up follow -up. To solve the most demonic languages ​​in the game, you may want to get a pen and paper at hand!

In all of his own name and the title of the game, the country of fictional conversation fell into a war-torn massacre-in its essence, she became hell herself. The first hour shows the aftermath of the shooting team and the swinging objects of a tree. Nearby, the soldier’s Modelin’s tune plays on a violin. The strange white creatures are swamps and huge plains. Glorious giant celestial bodies with nails-what is called time rings-pulse. These abnormal cracks in time and space are the result of the so -called “disaster”, and the matter is due to the rémi hero, who is an investigator of the researchers, to send them to forgetting.

Initially, the game appears to be a group of optical patterns: dark landscape, models -like creatures, technical corrosion fashion, and giant swords to Cloud Stiffe in Final Fantasy Vii. Slowly, it begins to gather, with a lofty, inhabited quality of the dream with the logic of a dream. The strangeness is doubled due to the huge density of mysterious puzzles. What is the world of madness, which is the home of many mysterious puzzles?!

There is a lot for treatment in We are. This extends to its enemies who, if it is particularly strong, calls the organisms through the mitavician strange umbilical cord. One is a white, human creature. The other is a bright engineering enemy. There are other wrinkles, as each color corresponds to emotion: blue for sadness, green for terrorism, etc. The metaphor is a little hackneyed but strong. These enemies are physical manifestations of emotional warfare. They wander around the scene, and drink it with surreal psychological quality. But the symbolism is a bit limited: How can you put an end to the sadness between generations? according to We areBy interfering with two with the hand axes that were instilled with anger.

There is the breadth of ambition and imagination here, but unequal implementation. Take our hero, who looks great in the rain -resistant coat, speaking like a more ridiculous version of the countless male game heroes than the late first decade of the twentieth century. Staring on a hill the size of the cathedral from the human bones, Rémi (played by Elias Tuxis, also known as Adam Jensen from Former Dios Series (Myses in a loud voice: The Sabeenis may be the victims here, but the area is also scattered with the Palomist cemeteries. It is a strange line, to take this type of parity when facing this huge loss.

Photo: nacon

After the wonderful working hours, We are It loses some momentum. Hadea is still a great place all the time; The desire to withdraw its various secrets does not fade. But it is not possible to say the same thing about the other narrative layers, either Rémi’s own personal journey to discover the fate of his parents and the place from which he escaped as a young child, or exactly what the disaster is. The former aims to push the player’s exploration, but it does not control. Without the required narrative plots, the plot is to open a series of doors decorated with decorative inks. At some point, the character is unintentionally summarized by the Prosaic plot: “So I found a door with a strange mechanism. What happened next?”

Meanwhile, the fighting – an activity you need to do a lot in order to decipher the strange event that caused the appearance of worrying pale creatures – becomes a heart. My attention started to diminish about 15 hours of 30 possible.

This is a shame because We are It does a lot and this is impressive and interesting. The actual fortified constellations that decrease under the areas of the semi -open game are spatial symphony for the dread and humiliation paths filled with light and massacres. There are no secret points or research marks; You should read the magazines carefully for navigational evidence (sometimes use a compass). Choose another smart design: You can just talk to the characters about the information you already discovered. In this era of a large budget video games often, where anything that might limit the fans of the game is carefully and is often avoided, it is refreshing to play something intentionally thorny.

While I move forward in this miserable muddy land, my mind continues to rotate to language and understanding: symbols, symbols, tongues and higher customs. I just clearly realize a small part of this old conflict. But there is another more universal language that the game seems to use, which it transmits by strengthening pictures: the misery of war.

Regardless of time and space, violent conflict breaks people in the same way, which makes them afraid, angry, revenge, and of course, violence. Although it is countless shortcomings and absolute information density, We are He speaks clearly: From the war, it is impossible to close the Bandora box as soon as its evils escaped.

We are It is launched on the fourth of September on PS5, Xbox and PC.

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2025-09-01 08:00:00

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