Lo and behold, I think it worked!
Instead, it sounds like it’s opting for a more inter-connected approach where you move in-between zones.
With varying sizes, some can be quite small and some are much bigger", he says.

“But they’re contained.
It’s never been our intention to make an open world.”
Jacques-Belletete is clearly passionate about going “old school” when it comes to adventuring.

“Even the level design to some degree just becomes aesthetics, you know?
So, we’re getting rid of all of this”.
“We’re going back old school, like really old school.

There’s none of that [in Hell Is Us]”, Jacques-Belletete explains.
“, with a big laugh.
I see what the game’s going for here, I just worry that minimal dialogue may betoominimal.

I just hope they manage to weave characterful interactions into the prompts, is all.
The trailers and screenshots show the protagonist wielding a massive sword, accompanied by a little drone.
So, if you don’t use the drone” he pauses, “You’ll need to”.
Finally, Jacques-Belletete compares the game toBioShockin its approach to combat and exploration.
And I think that’s what we’re trying to do".