Hell is Us sets out to be a haunting meditation on violence, humanity, and the scars of civil war. Its world is tragic, layered, and filled with potential for emotional storytelling. But at the center of this ambitious narrative lies a glaring problem: its protagonist, Rémi.
Instead of a hero who reflects the game’s weighty themes, Rémi feels like a stoic shell at best—or a sociopathic tourist at worst. This mismatch between narrative ambition and character design has left players divided, frustrated, and, in many cases, disconnected from the story.
A Vessel Without a Soul: The Design Philosophy That Misfires
Creative director Jonathan Jacques-Belletête has explained that Rémi was designed as a “vessel” for the player—a blank slate meant to let us project ourselves into Hadea, much like the Tarnished in Elden Ring or the Chosen Undead in Dark Souls.
But unlike those games, Hell is Us gives Rémi a defined past, a personal mission, and an emotional stake in the conflict. He’s a native Hadean searching for his missing parents amid a civil war he once fought in. With so much baked-in narrative weight, his flat responses feel hollow, even contradictory, creating a disconnect between the player’s investment and the character’s emptiness.
Rémi’s Hollow Backstory: A Tourist in His Own Trauma
Rémi’s past should have been the foundation for a compelling character arc. He’s a former UN peacekeeper returning to the ruins of his homeland—a nation shattered by a war he directly participated in. His parents are missing, likely swallowed by the very violence he once fled.
This setup screams potential: guilt, redemption, urgency, reflection. Yet Rémi shows almost none of it.
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No Guilt: He walks through burned villages without acknowledgment of his complicity.
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No Urgency: Despite searching for his parents, he happily drifts into side quests without a hint of inner conflict.
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No Reflection: Clues about his past appear only in documents, never in his dialogue or actions.
As one critic noted, Rémi experiences Hadea like a “ghost haunting his own life”—observing, but never engaging.
Narrative Dissonance: When Gameplay Makes Rémi Seem Sociopathic
The disconnect becomes most glaring during gameplay. Hell is Us features a “Good Deeds” system where players can save survivors, deliver tragic news, or recover heirlooms. These should be moments of raw human connection.
Instead, Rémi reacts with total emotional detachment: no words of comfort, no hesitation, not even a grimace. He takes the reward (if one exists) and moves on, making what should feel like acts of compassion into transactional errands.
The result is a protagonist whose gameplay actions suggest a hero, but whose demeanor radiates indifference. For a game about the horrors of war and human cruelty, this narrative gap is especially damaging.
The Weight of Silence: Wasted Voice Talent
One of the most puzzling choices is Rémi’s near silence in a game otherwise brimming with excellent voice acting.
Talents like Elias Toufexis (Deus Ex’s Adam Jensen) and Patricia Summersett (Zelda in Breath of the Wild) give life to side characters who plead, mourn, and emote with vulnerability. Rémi, meanwhile, grunts, mutters, or simply stares blankly.
When another character pours out their soul, only to be met with Rémi’s silence, it doesn’t come off as stoicism. It comes off as emotionally stunted, rude, and alienating. This undermines both the supporting cast and the narrative’s emotional pull.
Community Reactions: Players Speak Out
Across Reddit, ResetEra, and Steam reviews, frustration with Rémi is one of the most consistent points of criticism:
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Reddit (u/HadeanHistorian): “I love the world, I love the gameplay loop, but I cannot stand Rémi. He has all the charisma of a wet paper bag.”
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ResetEra: Players argue Rémi’s silence makes the story feel “hollow at its center.”
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Steam Review: “The side characters are so well written and voiced that Rémi’s muteness becomes a black hole that sucks the emotion out of every scene he’s in.”
This isn’t just dislike—it’s recognition that Rémi actively weakens immersion in an otherwise brilliantly constructed world.
Could It Be Intentional? PTSD, Detachment, and Design Defense
Some defenders propose Rémi’s detachment is intentional—perhaps a reflection of PTSD, dissociation, or the dehumanizing effects of war. On paper, that could make sense.
But the game rarely provides evidence for this reading. There are no cracks in the armor, no quiet moments of vulnerability. If this was the goal, the execution leans too heavily into emptiness without nuance, leaving players with a character who feels flat rather than tragically scarred.
Conclusion: A Brilliant World with a Hollow Center
Hell is Us deserves praise for its ambition: its organic exploration, haunting world-building, and unflinching themes of war and humanity set it apart from most modern action RPGs.
Yet at its heart lies a void. Rémi isn’t just underwhelming—he’s a narrative liability, an emotional vacuum in a game built on emotion. He is a ghost in a story about the living, a tourist in a land of suffering, and a reminder of what might have been if the game had trusted its story enough to give it a protagonist who could actually feel it.

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