Hellblade: Senua's Sacrifice - An In-Depth Look
Let’s start this one off with an apology – I haven’t been
writing over the past few weeks due to moving into a new place and a few
personal matters to attend to. But that whole whirlwind of furniture, bills,
and seagulls attempting to break into the dining room is behind me, and
hopefully I’ll be returning to keeping this blog going once per week.
And we start back with a game that has been on the back
burner for a while. I’ve been meaning
to do a review of Hellblade ever since
it came out back in August last year but it continually slipped past me. That
ends this week, with an in depth look into this tale of loss, Gods, and grief.
Hellblade: Senua’s
Sacrifice centres on the titular character of Senua, a Pictish warrior who
has suffered from a severe personality disorder since childhood, referred to as
the Darkness. The Darkness has grown worse, however, as her village has been
destroyed and her lover, Dillion, killed by Viking raid. Senua sets off from
the Orkney Isles to the land of the Northmen in search of vengeance and to
retrieve Dillion’s soul from Helheim.
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Ninja Theory, 2017 |
The level to which Ninja Theory has sought to create a
legitimate portrayal of psychosis is illustrated right at the start of the
game, where the opening credits list a Mental Health Advisor. Furthermore, this
role is filled by Paul Fletcher, a Professor of Neuroscience at the University
of Cambridge in the UK, a man with quite some qualifications for the role. Hellblade also received some funding
from the Wellcome
Trust, a non-profit organisation looking to improve the health and welfare
of people all around the world.
Senua’s delusions
manifest in several ways, but the most intriguing are the voices, or Furies as
Senua calls them, in her head, which fulfil both narrative roles as well as
being utilised as a hint system. In terms of story and atmosphere, the Furies
provide commentary on Senua’s past and her current situations. This constant,
overlapping chattering is quite unnerving, especially when it occurs in the
quieter sections of the game.
Not just this, but the Furies will aid the player in
exploration, pointing out things for the player focus on and use: “What if she
focuses on it?/Focus, focus, focus”. The Furies will also signpost when the
player is going the wrong way by asking “Why’s she doing that?”, or even
mocking them and laughing. There is also a voice based on Senua’s father –
hurtful, angry, and totally focused on breaking Senua and deterring her from
her quests.
During combat the Furies will once again come to the
player’s aid, offering hints as to where enemies are, when to block attacks and
land a killing blow, but also chastising Senua when she gets knocked down,
screaming “Get up!” or, more morbidly, “She’s letting go”. This is a great
insight into the struggles of those of us unfortunate enough to suffer with a
severe personality disorder like psychosis, with Professor Charles Fernyhough
praising Ninja Theory’s work as being “compelling” and is “by far the best
representation I've heard of what these experiences are like" in the
on-disc documentary.
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Ninja Theory, 2017 |
Senua herself remains relatively quiet throughout the game,
with one of the voices acting as the narrator of the game, always referring to
Senua in the third person. It’s also implied that the player is yet another
voice in her fractured mind, with Senua looking past the camera, seemingly into
the player’s eyes. The Narrator talks about feeling strangers inside your body,
which may be another reference to the player being a new split personality, one
that grown to control Senua.
But it’s not just the detail in the Furies that really sets Hellblade apart from other depictions of
mental health issues, but the way in which hallucinations are portrayed. There
is the use of both motion capture informed CGI in Senua’s face but also
distorted live action blended together to create an incredibly uncanny experience,
and it’s refreshing to see a developer not trying to usurp the uncanny valley,
but to utilise it.
Looking to the gameplay now, the combat is slow, deliberate,
sometimes erring on clunky. I feel that this is to evoke the same feeling that
the Dark Souls trilogy of games has,
with enemy’s signposting their attacks juuuuuust
enough to give the player some warning and space to react.
There are puzzles throughout the world that must be solved
for the player to progress. Doors and gates will be locked with runes that can
be found in the surrounding environment. This demonstrates some great work by
the environment team, with some runic shapes being easy to find and others more
abstract, making the player think spatially.
Some of the puzzles tie in with some of the more tense and
creepy moments of the story, drawing massively from the horror genre. Finding
runes to unlock a door as a burning wooden maze as a demon pursues Senua was
some of the most butt-clenching gameplay I’ve ever fought through. There is
also a moment where the lighting is minimal, blurry, and the player must use
their other senses to sneak past a group of strange, homunculi-like creatures;
listening for the sound of a breeze, and following the rumble of the controller
to escape is a really clever way of getting the player to think more about
their surroundings.
![]() |
Ninja Theory, 2017 |
Finally, we come to the boss fights, which are, for the most
part, challenging and engaging. Fighting Surtr, the Norse God of fire, and
Valravn, the God of deception, offers unique gameplay and require different
strategies. However, the fight between Senua and Hela, the Goddess of the
Underworld, is actually mostly a fight against her minions and Senua’s own
demons. Whilst narratively this is a good way to end the game, in terms of
actual gameplay it’s repetitive and uninspired.
Senua must fight off two waves of enemies, and then must
succumb to the third in order to complete the game. Not beat them to a pulp
once and for all, but fail. Again, this works narratively, being symbolic of
Senua letting go of her anger and grief, but ultimately this doesn’t sit well
with me as it requires the player to, more or less, do nothing and leave the
game feeling as though they accomplished nothing. This ending could have been
achieved by allowing the player to trade blows with Hela, and only appear to be
successful before being struck down and the final cutscene playing.
Overall I’m thoroughly impress with Hellblade, all but the ending. It demonstrates that independent
games can take over from what the big boys like Activision and EA no longer
seem to care about – deep and intriguing story based games on a modest budget.
Not only that, but the game managed to discuss some pretty heavy and sensitive
topics in a very respectful manner, and I hope to see more of this from Ninja
Theory in the future.
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