I Hate This Place - Review: A Comic Book Nightmare That Offers No Escape

Between isometric survival, 80s aesthetics, and supernatural horrors, we tried the new survival horror based on Skybound's famous graphic novel.

di Manuel Le Saux
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I Hate This Place is one of those titles that says it all in the name. It promises no comfort, offers no security, and does nothing to make the journey pleasant. On the contrary, it drags the player into a hostile, dirty, and profoundly wrong place, where every step is accompanied by the feeling of never truly being safe.

From Page to Screen: Skybound's Legacy

The game originated as an adaptation of the eponymous horror comic book series created by Kyle Starks and illustrated by Artyom Topilin, published by Skybound Entertainment, which quickly became a small cult hit thanks to its aggressive visual style and disturbing imagery. The video game version is developed by Rock Square Thunder under the Broken Mirror Games label, an horror brand linked to Bloober Team, who managed to respect the spirit of the comic and transform it into a tense, uncomfortable, and uncompromising interactive experience.


I Hate This Place is not a horror game made of continuous jump scares or spectacular action. It is an isometric survival horror that focuses entirely on atmosphere, vulnerability, and disorientation, asking the player to adapt to a world that does not want to be explored, as well as being an experience that does not try to please everyone, but manages to hit hard those who are willing to accept its rules. 

The story of “I Hate This Place” follows the adventures of Elena, a young woman who suddenly finds herself trapped in an isolated rural area, far from any form of civilization or safety. From the outset, it is clear that the place she is in is not “normal”: something ancient, dark, and profoundly wrong echoes in every corner of this territory, transforming it into a deadly trap.

The narrative is never presented directly or explicitly, and there are no long cinematic sequences or detailed explanations that guide the player step by step. Instead, the story unfolds in a fragmented manner, through environmental events, enigmatic dialogues, scattered documents, and unsettling visions.


The player is called upon to reconstruct the story piece by piece, interpreting what is seen and what is left unsaid.

One of the most successful aspects of the plot is how the game manages to convey a sense of loneliness and helplessness. Elena is not a heroic protagonist and possesses no extraordinary abilities; she is not particularly trained in combat and often seems overwhelmed by events. This narrative choice makes the experience more credible and amplifies immersion, because every fear and hesitation of the protagonist also becomes that of the player.

The game world is populated by mysterious presences and hostile creatures, but their origin is rarely explained. This contributes to creating a more subtle and psychological horror, where the unknown is more frightening than any explicit revelation. “I Hate This Place” does not aim so much to tell a clear and well-defined story, but rather to suggest a broader narrative universe, leaving room for personal interpretation.

Surviving Isometric Horror: Mechanics and Gameplay

The gameplay of “I Hate This Place” is built around a very clear and deliberately radical idea: the player is never in control, but constantly at the mercy of a world that rejects them. This philosophy permeates every aspect of the gaming experience, making it intense and memorable, but also at times frustrating and difficult, especially in the first hours of play.

Exploration is the beating heart of the experience. The maps are large, interconnected, and dense with dangers, designed to convey a constant sense of disorientation. However, one of the most controversial aspects of the game is the map management itself, which proves to be inconvenient to use and unintuitive. In addition to this, there are no clear indicators, waypoints, or orientation systems to guide the player, and the very absence of any form of help forces one to memorize paths, landmarks, and safe zones.


This design choice is consistent with the desire to increase the sense of disorientation and vulnerability, but it can be excessively punitive for many players. In particular, the complete lack of indications risks turning exploration into a source of frustration rather than tension, especially when forced to return to already visited areas without a clear perception of one's location.

Adding to this is another critical element: the absence of a real tutorial. The game does not clearly explain its mechanics, survival systems, or resource management. The player is literally thrown into the game world and left to their own devices, forced to learn through trial, error, and often, failure.

While this choice can be seen as a limitation, it also represents an added value for more hardcore players who appreciate an old-school approach and an unguided learning curve.

The action controls further contribute to this feeling of disorientation. Some interactions are not immediate and sometimes confusing, especially in the more frantic phases, where the need to react quickly clashes with an input system that is not always clear. This does not make the game unplayable, but it increases the level of tension in a way that is not always intentional, sometimes transforming difficulty into a matter of interface rather than skill.

Day and Night: Two Sides of the Same Coin

The combat system remains deliberately secondary. Weapons are few, often rudimentary, and ammunition is extremely limited. Direct confrontation is almost always discouraged, and the game pushes the player to avoid enemies, hide, or flee. This setup works very well atmospherically, but is partly penalized by the protagonist's movement, which is at times clunky and unresponsive. Elena is not agile, and while this is narratively consistent, in some situations it can make escapes frustrating, especially when the margin of error is minimal.

The day-night cycle remains one of the most successful gameplay elements. With the onset of darkness, the game world changes radically: visibility is reduced, dangers increase, and psychological pressure rises tangibly. Night is not just an aesthetic variation, but a true game mechanic that forces careful planning of every movement and seeking safe refuges before it's too late.

Overall, the gameplay of “I Hate This Place” is fascinating and consistent with its artistic vision, but it requires a high tolerance for frustration. It is an experience that rewards patience, observation, and adaptability, but one that does not easily forgive mistakes, neither in terms of decisions nor learning.


A Technical Department "to Read"

From a technical standpoint, “I Hate This Place” does not aim for spectacle, but for a very strong stylistic coherence. The game adopts a visual style inspired by the comic book, with bold lines, strongly contrasting colors, and a representation of the world that almost seems hand-drawn. This artistic choice is not just aesthetic, but functional to the narrative, as it helps create an unreal and disturbing atmosphere.

The use of lighting is one of the most successful elements of the graphics. Shadows play a fundamental role in creating tension and hiding potential dangers, while light sources often become a precious, almost reassuring, commodity in a world dominated by darkness. The enemy design is also well-crafted and unsettling, capable of evoking discomfort without resorting to excessive graphic violence.

The sound design is probably one of the absolute strengths of the game. The soundtrack is minimal and discreet, often absent, leaving room for environmental sounds: the wind through the trees, distant noises, footsteps that seem to approach without ever showing themselves. This skillful use of silence decisively contributes to maintaining high tension and making the player feel constantly observed.

Sound effects are precise and well-calibrated, and every noise can become a signal of imminent danger. The voice acting, when present, is measured and simplistic, but still credible, avoiding excesses and maintaining a tone consistent with the gloomy atmosphere of the experience. 

I Hate This Place: A Game You'll Love to Hate?

“I Hate This Place” is a title that deliberately chooses not to meet the player halfway. It is a harsh, oppressive, and often uncomfortable horror experience that builds its identity on a constant feeling of rejection, disorientation, and vulnerability. Its main strength lies in the absolute coherence between narrative, atmosphere, and gameplay, capable of creating a hostile and profoundly disturbing world.


At the same time, however, this radical vision brings with it a series of limitations that are impossible to ignore. The action controls are at times confusing, aggravated by the complete absence of a tutorial, a choice that may appeal to more hardcore players but risks alienating those who seek a minimum of initial guidance. Map management is inconvenient, and the absence of any orientation aid contributes to a sense of disorientation that, while initially effective, can become frustrating in the long run.

Even the protagonist's movement, deliberately not fluid and slightly clunky, represents a double-edged sword: it reinforces the idea of vulnerability but penalizes some game phases, especially when quick reactions are required. To complete the picture, there are some bugs and performance uncertainties, which, while not severely compromising the experience, are evident and hopefully resolvable with future patches.

Despite these flaws, “I Hate This Place” remains a strongly distinctive and memorable experience. It is a game that does not aim for general consensus but manages to leave a deep mark on those who accept its rules and pace. A horror that prioritizes atmosphere, psychological tension, and a sense of oppression over convenience and accessibility.