It's an old story, as old as you want to make it, a woman takes the severed head of her lover with her into hell. Contrary to what she tells herself her journey is not to bring him back, but to confirm that she cannot. The paradox of death is that we cannot conceive of total absence, the absolute denial of being, and that to think of death is to fall into the trap of thinking nothingness a thing that can be positively thought. This is the problem for the living, how can he be gone and I just go on? Conceiving of death in its totality is a philosophical problem, and Senua is not concerned with metaphysics. She is concerned with the severed head hanging at her side. For Senua the journey through hell is to prove that one can walk with their body through death, that the afterlife is a continuation of life, that there is no such thing as total absence. "Turn your back on death and you only see the shadow that it casts". Like the sun, death radiates its own meaning, produces its own shadows, and that's the inevitable tomorrow.

Hellblade: Senua's Sacrifice has nothing to say, really, but it has a lot it wants to make you feel. I think where death and cruelty and meaninglessness are concerned, producing a work of feeling is basically an ethical act. Early on Senua's fights and puzzles distract from its feeling, although its strange and nonsensical puzzles are later explained as a conspiracy of madness. Why wouldn't reality adhere to the organisational patterns Senua projects onto it when reality for Senua is that which can be arranged against the total chaos that really is there? The signs that she looks for to support the answers she's already committed to? It's not a popular opinion that action games should be shorter, particularly relatively short games like Senua's Sacrifice, but this should really begin with The Bridge to Hel. Valravyn's Keep and Surtr's Domain feel like an unnecessary warmup before total despair. The fights feel like padding in these early parts, neither involved enough to invest in nor cathartic enough to match the game's mood. With The Sea of Corpses however, relentless mobs work to overwhelm and exhaust the player, which is the requisite path to ultraviolent ecstasy. Blood and blood and hands and fire and Senua with her rotting flesh screaming her way toward the rocks in which she hallucinates her mother's face.

I had been looking for a game like this for a while. I liked The Last of Us Part II because I thought of it as an exploitation work rather than a literary one with 'things to say'. In fact the game's total lack of ideas and tonal misery made it superior as an exploitation work to the ones that wink at you. The game's will to violence is moving, in that the AI and level design force you to only act out of desperation, resorting to the sloppiest and cruellest measures at the drop of the hat. It is about becoming one with chaos, and the speed at which blind adrenaline bypasses ethical thought. The arc from Downtown to the Seraphite forest makes for one of gaming's finest descents into hell. The Sea of Corpses in Senua's Sacrifice picks up from there, and the four Trials of Odin explore the psychological ramifications of this descent. The action gets sloppy and desperate, the colours bleeding into the eyes, the voices in Senua's head distributed across channels and adding to a spatial disorientation within even the most linear environments. The Trials draw affective game design back to its fundamentals: low lighting and shallow draw distance in horror, feeling space through the vibrations in the controller, how golden sunsets induce warmth in your body and the rain takes it away. It is a game that violently happens to you.

It is sensorially rich, its world rots and decays, and it is frequently geared to sensorial overload. When it finds its rhythm it is the inherent madness of the hack and slash videogame made text. But something that stands out in Senua's Sacrifice is its experiments with direct address. Senua's eyes bulge at the player, and in its heaviest moments the three dimensional spaces of the game fall away for a moving collage of grimacing faces emerging from blood and darkness, pressed flat against the screen. The game is frequently cinematic, not in the sense of looking expensive (although it does), but in its use of montaging techniques from experimental cinema, and in its understanding of the alienating pull of melodramatic acting. Here motion capture isn't deployed to make digital bodies look like natural humans but to explore human expressivity within the realm of videogames. Instead of withdrawn psychological realism Melina Juergens acts like a dancer. She expresses internal processes in such a way that the player can't help but catch and mimic them, contorting her unsettling rolling eyes and thrashing arms into the heart.

I'm not qualified to make any claims as to whether its famous use of a mental health advisor gets us anywhere closer to a visualisation of psychosis, but I doubt it. Sometimes I see people out of the corner of my eye who I know are not there, and sometimes I don't know where I am or if any of the things I remember actually happened. Sometimes my hands don't feel like my hands and I don't know if I exist anymore. I don't think aestheticising symptoms works to immerse the player in the experience of even mild depression such as mine, but what the game does so well is rescue psychological horror from generic surrealism. For a game concerned with mythologies and afterlives and eternities, it is always about the psychophysical toll taken by events in the material world, and the way this ruined world persists alongside you. Just as questions of nonexistence remain an issue for philosophical thought, Senua's Sacrifice knows that death is only a problem for the living. And if you're sobbing in the end it's not for loss, but for the persistence of life after death and the dawning of that inevitable tomorrow.

Reviewed on Jun 30, 2021


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