We sat down with the staff behind Hell Let Free: Vietnam to ask what pulled them out of World Warfare 2 into a really completely different sort of struggle.
Hell Let Free noticed gamers battle throughout the various battlefields of World Warfare II, however what made Expression Video games select the Vietnam Warfare for the backdrop of the most recent recreation?
Paul Rustchynsky: Vietnam was on the prime of everybody’s checklist – the staff and the neighborhood – so it was a simple determination. We actually worth the suggestions from our neighborhood they usually have at all times been very forthcoming with different conflicts and theatres they want to see in-game. The Vietnam Warfare stands out for a variety of causes, primarily as a result of it provides a dramatically completely different sort of battlefield that gives us with plenty of gameplay alternatives. So we felt like we may actually evolve the components as properly with it. So it was a very easy selection.
What do you suppose is the most important change Hell Let Free Vietnam brings to the collection’ components?
Paul Rustchynsky: There’s plenty of massive modifications for Vietnam. Whereas it shared the identical DNA as the unique, this isn’t simply an iterative sequel – now we have a complete new period and theatre of struggle to discover.
In terms of the presentation, you’re within the dense jungle, reasonably than open fields. Weapons are additionally fully completely different – shifting away from singleshot rifles in World Warfare II and as a substitute utilizing absolutely computerized weapons. One other massive change is the asymmetrical sides of the NVA and US, whereby basic variations between them influence the gameplay massively.
Kieran D’Archambaud: From a technical perspective, a giant change has been upgrading the engine to Unreal Engine 5 – which has allowed us to make sure every platform has the identical gameplay options, whether or not that’s PC or console. Beforehand, there have been sure issues you can solely do on PC and never console, and vice versa.
Is there a job particular to Hell Let Free Vietnam you’re excited for gamers to become familiar with?
Paul Rustchynsky: The Logistics Officer and the Helicopter Pilot are the roles I’m most eager to see how folks become familiar with. Partially for superb piloting abilities, as we’ve already seen some incredible abilities within the playtests, what I’m really excited for is the tactical alternatives that the roles provide. They’re key to transporting infantry, delivering provides, constructing garrisons, scouting tunnels, suppressing from above, recognizing tanks, and so on – their vary of utility is unimaginable within the fingers of helicopter crew. I can’t wait to see how our neighborhood makes finest use of them.

The neighborhood’s embrace of role-playing has been a giant a part of Hell Let Free; has that formed the event of Hell Let Free Vietnam in any specific manner?
Paul Rustchynsky: Completely. As talked about beforehand, the neighborhood performed an enormous function in our determination to discover Vietnam for our subsequent backdrop.
We love seeing the neighborhood participating with the sport in numerous methods, and that permits us to study what they wish to see on the subject of improvement. By way of playtests we’ve gotten nice, sincere suggestions on the place imbalances between sides might sit – as an illustration, are tunnels overpowered? We’ve additionally seen the neighborhood sharing content material, together with a video the place a talented helicopter pilot was utilizing the helicopter in ways in which we hadn’t seen earlier than.
The neighborhood will proceed to form the title on the subject of gameplay and we wish the neighborhood to be vocal about how that is working and what they wish to see from it sooner or later.
Do you’re feeling that the advantages of constructing a tactical hardcore shooter are that you simply’re usually extra more likely to get a participant base that understands what you’re going for and that you simply don’t should compromise in your imaginative and prescient?
Paul Rustchynsky: I don’t suppose any artistic ought to compromise their imaginative and prescient to satisfy expectations, it’s necessary that builders make what they consider in regardless of the label. Nonetheless what I believe the label of hardcore shooter affords us is to have a degree of ‘friction’ and immersion that gamers not could be comfy with elsewhere, and the viewers are available realizing what to anticipate – which is an uncompromising giant scale struggle, the place groups win or lose based mostly upon communication and ways.

The latest delay of the Hell Let Free Vietnam launch date should have been disappointing, however the neighborhood gave the impression to be fairly supportive of it?
Paul Rustchynsky: Naturally, the neighborhood could have felt disillusioned by the choice, however they’ve been nice all through the method and we’ve obtained nice help when it got here to the discharge date change.
It allowed us to have interaction with gamers once more throughout additional playtests, collect suggestions from the neighborhood and naturally make these ending touches to the sport to make sure it’s in the absolute best state. We’ve made modifications which have been properly obtained and on the finish of the day, the title is massively impressed from the passionate gamers inside the neighborhood – their persistence whereas we finalised improvement was really appreciated.
Whilst you have that participant base that will get the Hell Let Free video games’ brutal tactical warfare, is it tempting to make the video games extra accessible for individuals who is probably not as affected person to study?
Kieran D’Archambaud: There may be plenty of depth to Hell let free and its gameplay. Whereas we didn’t wish to lower the complexity of the title’s gameplay, our focus as a substitute was on enhancing how that was is taught.
Hell Let Free WW2 relied on a prolonged textual content guide, whereas Vietnam has a devoted hands-on tutorial that greets gamers instantly to cowl the important mechanics. From there, modular guides permit gamers to dive deeper into particular roles at their very own tempo. This isn’t 100% complete but it surely does what it’s good to do to get into the sport.
Whereas HLL is after all not an informal recreation, most individuals aren’t eager to learn web page after web page of textual content earlier than they get right into a recreation, and we all know this from suggestions. So what we hope is that this new tutorial will regular the preliminary steep studying curve, however nonetheless preserve the brutal tactical warfare nature the title is understood for.

Video games like Hell Let Free are usually higher suited to a PC mouse and keyboard setup. Whilst you’ve nonetheless discovered success on consoles, has improvement on Hell Let Free Vietnam allowed you to additional refine the console expertise?
Kieran D’Archambaud: Parity throughout all platforms was a prime precedence for us. All of the options are one-to-one throughout each platforms and your baseline efficiency throughout all platforms is 60 frames a second.
With the introduction of crossplay and the improve to Unreal Engine 5, it supplied us with the right alternative to fully rebuild the web infrastructure from the bottom up and refine the console expertise additional.
When it comes to console expertise, we do benefit from the additional energy of PS5 Professional, which implies it’s going to run a little bit bit higher and could have dynamic decision scaling within the recreation so it’s going to hit a greater inside decision.


Our because of Kieran D’Archambaud and Paul Rustchynsky for locating the time to reply our questions in the midst of launch week. Hell Let Free: Vietnam launches at present, thirteenth August 2026, on Steam.






















