- May 11, 2022
- MMG Company
Hellfire 1988: An Oregon Story
Platforms
About
"Hellfire 1988: An Oregon Story" is a story-rich visual novel set in 1988 Bend, Oregon. As Jennifer, a metalhead accused of a shocking crime, players must explore, interact, and solve puzzles to clear her name. With a 30,000 word script, hundreds of choices, dark humor, and an '80s hard rock soundtrack, this Unreal Engine 5 game offers 2-4 hours of immersive, Spanish-and-English-available gameplay. Version 1.0.2 updates pending.






- Engaging story with well-developed characters and a strong narrative that reflects the 1980s setting.
- Great rock soundtrack that enhances the overall experience and keeps players entertained.
- The game supports a charitable cause, adding value to the purchase and encouraging players to support indie developers.
- Controlling the main character during exploration segments can be difficult and feels unpolished.
- The plot progresses too quickly, with solutions appearing suddenly, making the story feel rushed and overly tidy.
- Lack of voiced character dialogue limits the depth of conversations and character development.
story
16 mentions Positive Neutral NegativeThe game's story is generally well-received, praised for its engaging characters, depth, and strong narrative choices, though some players felt the plot progressed too quickly and wrapped up too neatly. Many enjoyed the immersive experience and appreciated the developer's effort in crafting a rich storyline, with elements that encourage replayability. Overall, the combination of a compelling plot and engaging music contributed to a positive reception among players.
“It seemed clear this was a deeply felt story the developer worked hard to complete.”
“I really enjoyed playing this game and appreciate the level of depth and backstory that was given to the characters and the storyline in general.”
“Great storyline and engaging characters.”
“The plot of the game moves so fast, with the solutions to the main character's problems appearing suddenly one after another without the player having to explore to find them.”
“It felt like the story was speeding towards its conclusion, which wrapped everything up in a way that felt too tidy to be true to life.”
“My first playthrough was quite short because of bad life choices; the second one was significantly longer, and the story really took off.”