PC Gamer - UK 2020-04)

(Antfer) #1

That’s an empty way of saying
Hellblade, understandably, takes itself
very seriously. It demands I listen
when it talks. In some ways it’s the
action-adventure equivalent of being
left with a deeply religious aunt,
albeit a rather exciting
one daubed in woad.
The opening does a
thoughtful job of
establishing Senua’s
psychosis and it’s
impossible not to feel
immersed as a chorus
of conflicting voices
sets the scene. And as
striking as Hellblade is, it’s the audio
that truly resonates. It’s also unique
for a game to give you such
conflicting advice. Turn around. Go
back. Give up. Headphones are a
necessity here.
And you need the voices. This is a
deliberately sparse game and the lack
of UI makes everything feel more
desperate. Choices feel instinctive,


M


uch like how you can tell a lot about a person from their
shoes, it’s possible to glean information from the way a
game handles its ladders. Stay with me. A game that lets
you recklessly slide down suggests an underlying sense
of mischievous fun. Conversely, if it could, I get the
sense Hellblade would explain to me in great detail how each rung of every
ladder reminds Senua of some half-repressed trauma.


not considered. You never know how
much health a boss has left, which
makes the final stages of each fight
more frantic. Slapping some
crisp-fonted display over the top
would be like hearing an Alan Carr
audio commentary
explaining every
creative choice on your
favourite music track.
It seems flippant to
talk about mechanics
when the subject
matter of the game is
so heartfelt, but
Hellblade can be a
frustrating experience. Senua is
infected with a magical rot that
spreads up her arm each time she
dies. You’re led to believe if it
progresses too far it’s game over,
progress lost. It’s a fascinating way to
add peril to the experience, but it
makes you completely reliant on the
game’s ability to impart meaning with
minimal explanation. And, after

tumbling off logs, getting blindsided
by spawning enemies, and burning to
death for not running through fire, I
didn’t find Hellblade entirely up to
the task. Navigating some bits feels
like trial and error, which is
unpleasant in a game that teases you
with such high stakes.

WRACK AND RUNE
Hellblade’s journey is somewhat
undermined by its raw gaminess. In
the early stages I got trapped in a
loop of searching for hidden runes,
allowing me to open locked doors
and search for more runes.
The repetition makes it feel like a
Grasshopper Manufacture game
about the life and work of Carl Jung.
‘You can’t open the door and go to
level four until you’ve addressed your
dysfunctional attempts to regulate
self-esteem.’ This is a wider criticism
of Hellblade, and the only thing I
found at all disappointing: it feels like
a collection of repetitive tasks rather
thanacohesivewhole.

NEEDTOKNOW
WHAT IS IT?
Articulate action-
adventure game about
death and psychosis
EXPECT TO PAY
£24.99
DEVELOPER
Ninja Theory
PUBLISHER
In-house
REVIEWED ON
Intel Core i7-7700 CUP
@ 3.60GHz, 16 GB RAM,
NVIDIA GeForce GTX
1070, Windows 10
MULTIPLAYER
No
LINK
hellblade.com

75


Occasionally frustrating,
Hellblade looks great,
sounds better, and asks
questions few other
games dare.

VERDICT

RAGNAROK GODDESS


Casting the runes in HELLBLADE: SENUA’S SACRIFICE


It’s theaction-
adventure
equivalent of
being left with
a religious aunt

OLDGAMESREVISITEDby Matthew Elliott


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