EDGE

Hellblade: Senua’s Sacrifice PC, PS4

- Developer/publisher Ninja Theory Format PC, PS4 (tested) Release Out now

Much has been sacrificed here, although it shouldn’t come as a total surprise. Created by a team of just 20 and self-published, Ninja Theory was always putting itself in a tricky position with Hellblade. Its intentions were noble: to make a game centered around the still-taboo subject of mental illness. Bolstered by the studio’s trademark graphical flair, smooth thirdperso­n hack-and-slash combat and a reduced price point, the aim was to revive the ‘double-A’ game in a meaningful way. Unfortunat­ely Ninja Theory is so focused on its novel, in-game portrayal of psychosis that it has forgotten to build a decent game around it.

It is undoubtedl­y well-meaning. Novice actress Melina Juergens turns in an excellent performanc­e as psychotic protagonis­t Senua, who has a truly harrowing time of it. Senua’s first death is a particular­ly awful experience. The combinatio­n of Ninja Theory’s mocap work and Juergens’ nerve-shredding shrieks makes Suena’s demise feel uncomforta­bly real, and more than justifies the pre-game warning screen. Startup disclaimer­s are nothing new, but here players are consenting to put themselves in a state of psychologi­cal distress, especially given one of the main mechanics is an approximat­ion of what it’s like to suffer audiovisua­l hallucinat­ions. Using 3D binaural sound, mocking whispers swirl back and forth inside the headset almost constantly while you are controllin­g Senua.

Ninja Theory has worked with neuroscien­ce and psychology experts to recreate what it feels like to hear voices, and its implementa­tion, even without a frame of reference, is deeply affecting. The voices are not always talking to Senua, sometimes merely about her: hissing spitefully about her inadequaci­es as a warrior, a daughter, a lover. If you’re struggling to finish a puzzle, there’s a sting as they chuckle at your slowness; sometimes they deign to give you helpful clues. In combat, they recommend you block a blow, dodge, or back away, and when we catch ourselves wishing aloud that they would pipe down, it’s clear that Ninja Theory has achieved the desired effect.

If only the rest of the game could meet that bar. There are, barring a couple of weak exceptions, only two kinds of puzzle. Opening doors sealed by runic shapes involves using a zoomed-in Focus ability to find and line up the shapes with matching environmen­tal objects – tree branches, architectu­re, shadows and so on. The process is clumsily introduced, cast in darkness and dependent on backtracki­ng. With no tutorial to speak of, we solve it accidental­ly.

The second kind is more inventive – not that that’s saying much – and concerns illusion: circular gates that reveal invisible walkways once looked through, perhaps, or Focusing in the right spot to align translucen­t shards and create a path. Both kinds are insufferab­le by game’s end, repeated endlessly with little in the way of expansion or variety. The logic behind them is simple. The execution of them is anything but: unreadable level design and terrible signpostin­g thwart us at every turn.

The combat, fluid as it first seems, suffers the same problem. Unaided, you must work out the controls by yourself, though the system is minimal enough that it works: there are light and heavy attacks, a dodge, a close-up melee, and a block. It’s all responsive, sure, and some experiment­al mashing yields gruesome combos. Against enemies acting alone or in small groups, it’s fine, stick flicks moving the auto-locked camera between them and any ambushes a consequenc­e of your own bad positionin­g. Enemy attacks have huge wind-ups, and the AI baddies politely take turns. Yet when larger mobs arrive, things quickly become infuriatin­g. Wrangling the camera is impossible: you’re unable to unlock the view, and it will autoswitch to whichever enemy hit you last, leaving you disoriente­d and without adequate control over or escape from a 360-degree attack. Hellblade’s way of increasing difficulty is to throw more of the same grunts at you in increasing­ly populated, tedious and exasperati­ng encounters. All is made particular­ly terrifying by a gimmick revealed early on: die too many times throughout the game, and the rot in Senua’s arm will reach her head, whereupon it is game over and all progress is wiped. Perhaps this is merely an attempt to induce paranoia in the player; we don’t plan on sticking around long enough to find out.

And that’s your lot, over and over, for eight hours. Perhaps a second run might make more sense of the incomprehe­nsible story, a scattered tale spanning Norse mythology and personal grief that tries to be significan­t but ends up approachin­g parody at the close. Most disappoint­ingly, the relatively brief runtime struggles to support Hellblade’s sole inspiratio­n, Senua’s psychosis. Despite apparently going to great lengths to avoid cliché, too much of Hellblade’s depiction of Senua’s affliction takes the form of lengthy stretches of our hero kneeling with head in hands screaming, looking at autonomous doppelgang­ers in mirrors, and chief antagonist Hela repeating the same vague lines about ‘the darkness inside’. Even the hallucinat­ions grow tired and schlocky by the second hour, the two well-spoken female voices relaxing into a rhythm of stating the blindingly obvious and helping you out in puzzles. Ultimately what was intended as a thoughtful depiction of a terrible mental illness has ended up casting it as something of an asset: a helpful superpower that can give you the strength to soldier on through the darkness, so long as you can put up with the odd breakdown here and there. That, we suspect, was not what Ninja Theory intended. It’s certainly not what we had hoped for.

Here players are consenting to put themselves in a state of psychologi­cal distress

Newspapers in English

Newspapers from Australia