Rogue Factor’s upcoming action-adventure gameHell is Us, first announced back in 2022, was the subject of a substantial gameplay reveal during the most recent State of Play. This gameplay trailer gave audiences a good look atHell is Us' Soulslike-adjacent gameplayand unique world, which sets the stage for a promising, memorable gaming experience, albeit one that still has a bit to prove.

AmongHell is Us' most intriguing elements is its approach to exploration and non-linear gameplay. The game will apparently feature semi-open-world elements, as players will be tasked with exploring various biomes and completing side activities in addition to the core objectives of the single-player story. According to the game’s Steam page, there will be no map markers, compasses, or similar hand-holding features available to players as they make their way through this semi-open-world, similar to other Soulslike and exploration-centric games of the past few years, which have stripped away these staples as a response to the box-ticking nature of so many AAA adventure titles. Learning from the likes ofElden RingandGhost of Tsushimacould helpHell is Usstrike a good balance between engaging and accessible with its exploration.

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How Hell Is Us Can Find a Happy Exploration Medium

Ghost of Tsushima and Elden Ring Offer Good Open-World Compromises

On its face, amassive open-world game likeElden Ringmay not seem too different from the likes ofFar Cry,Assassin’s Creed, or any other AAA franchise that is criticized for having big, boring maps to explore: it’s full of copy-paste content, including repeated bosses and building archetypes like dungeons, and it uses rewards like gear to incentivize long-term discovery. However, it sets itself apart from the competition in a number of key ways, not the least of which being its stripping away of much-maligned features like waypoints and quest markers, which in turn makes exploration feel more organic and less like a rote task or chore.Ghost of Tsushimais similarly stripped-back, though still more aligned with AAA gaming conventions in general.

But both games have some concessions when it comes to organic exploration.Ghost of Tsushima’s iconic guiding wind feature, which allows players to follow the direction that the wind blows in-game, is an example of this, but the game includes other immersive exploration aids as well, like birds and foxes that can be followed to points of interest. Fundamentally, these are the same as waypoints or map markers, but their unobtrusive nature makes them more engaging and a more seamless match for the sandbox.

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Elden Ring’s Guidance of Graceserves a similar purpose. These wisps of light will point players in the direction of the next main story event, helping them stay on track without totally eliminating the sense of mystery that comes with exploring an unknown open world. Much likeGhost of Tsushima’s exploration tools, Guidance of Grace serves to give players a helping hand while keeping exploration organic, immersive, and, most importantly, in the hands of the player.

These Features Could Help Hell is Us, But Only If They Support a Strong Open World

It should go without saying that none of the aforementioned features, clever though they may be, are what makeexploration inGhost of TsushimaorElden Ringso rewarding. Rather, they buttress open-world design that is already compelling. MaybeHell is Uscould adapt some of these features, using some in-world element to subtly guide players to their objectives, but interest-driven exploration would still need to be the priority. IfHell is Uscan stick the landing with its uncanny and unsettling environment design, on a scale that lends itself to getting lost and forgiving detours, then it will have a good shot at delivering on its promise of “handhold-free” exploration while still being approachable and consistently enjoyable.

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