00:08Hi everyone, my name is Jonathan Jacques Belletet and I am the Executive Creative Director
00:12and the Executive Art Director on Hell Is Us here at Rogue Factor.
00:16So the game that we've been developing for pretty much almost five years now is a game called Hell Is Us.
00:21So the game is definitely like an action-adventure game.
00:23It is set in the world of Adia.
00:25It's a rogue state where there's a lot of really weird things happening.
00:30You play Remy, he was born there, he was raised in a foster system in Canada
00:36and he's going back basically to find answers.
00:40This thing that games do now, contemporary games, where the adventuring is just, if you think about it,
00:46the exploration and the discovery, they're only there by theme.
00:50You had just been following marker after marker and until the last marker is over your actual thing you needed to find.
00:57Almost all the variables connected to the exploration and connected to your discovery are given to you in a silver platter.
01:03So we look at it kind of like the inverse in our game because we got rid of all these things.
01:07I remember chatting with John about the old Zelda games, how it was straightforward
01:13and like you had just enough to know where to go but not too much.
01:17It's basically how life works if you think about it, right?
01:19We basically orient ourselves by sight and hearing and what people tell us, right?
01:24Once in the woods, follow the wind chimes. They will lead the way through.
01:36You talk to NPCs and they're literally going to tell you a clue, right?
01:39So Rebecca and Jova, when she kind of hints you where the Owen convoy, the direction that it took, she says,
01:46I know, I don't know where they went exactly but I know they took the road that goes behind the weird monuments.
01:52And she says, you can see them from here.
01:54And as you're talking to her, behind her, quite far, you see some peculiar monument-looking thingy.
01:59Like, is that what she's talking about? Like, if I go and then you go there and you see the road that turns and it's maybe the convoy did come here.
02:06I think that's kind of very unique and it works really, really well.
02:09Like any game, especially a game of almost 40 hours, sometimes it works better than others.
02:14You know, no game is absolutely perfect, but it's very much, it's the joy of exploration, the joy of discovery. Yeah.
02:21The abbey is closed. Official AAF business.
02:26Of course, we can't talk about Hell is Us without talking about our monsters.
02:30And the enemies, the limbic entities, are physical manifestations of human emotions, of human negative emotions.
02:37What does an emotion look like? Who knows?
02:40So we had many iterations. We ended up with these kind of like fractally, geometrically thingies, you know, so we have grief, ecstasy, terror and rage.
02:49So the hollow walker represents a bit. So it's just a husk. This is what we call the hollow walker.
02:53And it's a bit like a facsimile of a human being who's felt is very strong negative emotion.
02:58And then they look like that because we tried a lot of things and they ended up looking like this, you know.
03:07So you'll be able to play Hell is Us on September 4th, 2025 on Xbox Series X and S, PlayStation 5 and obviously PC.