Ahead of the upcoming release of the sequel, I decided to return to ‘Hellblade’ to refresh my memory and to be able to notice (and hopefully appreciate) all the changes included in ‘Senua’s Saga: Hellblade 2’.

The second playthrough didn’t change my general view of the game - it’s a must-play for anyone seeking a rich narrative experience with a couple of issues that hold the game back from being a true masterpiece.

The good stuff first - the game is built around a really interesting story that is told with maturity and boldness rarely seen in other games. Senua’s desperate, exhausting journey towards redemption and her gradual unlocking and analysis of past events to remove the shackles imposed by her upbringing is truly fascinating to watch. Dip all that in a healthy dose of Norse mythology, some top notch acting (Melina Juergens is a star) and you’ll end up with a truly special narrative experience. The game delves heavily into the topics of mental health and psychosis in particular, with one of its most advertised features being ‘voices in your head’ (first time in forever I played a console game with a headset, simply because it’s one of the few games where it enhances the experience significantly, even if sometimes those voices offer input on puzzle solutions too quickly). This helps tremendously in immersing yourself in the story and in sympathizing with Senua. The topic of ignorance of complex mental issues paired with religious zealotry is also an important part of the game. By the end of the story I felt truly proud of Senua, even if the final song was too cheesy and on the nose for my taste.

In a lot of ways the gameplay serves the narrative, with one of the most obvious examples being Senua searching for runes hidden in the environment. I think it’s a neat idea, however I did feel like the game relied too heavily on it - that also includes the mechanic of “look through gate to open path”, which appeared too many times for my liking.

The game breaks up the pace in a number of ways, e.g. when Senua needs to stealthily move amongst monsters made of pulsating flesh, running between sources of light to evade a ‘dragon’ or sprinting through a burning house. These are truly standout moments in the game.

A whole other thing is combat. I have a problem with it simply because I realize it was not intended to be “fun” - quite the opposite, actually. If these encounters symbolize Senua struggling to go on, her debilitating illness trying to stop her from continuing her quest, then fighting off the physical manifestations of it should be frustrating and difficult. However, I felt like the combat sections gave up on their narrative significance quite quickly and became simply a thing for the player to do (there are a few moments where it makes sense to have Senua fight off hordes of enemies, to be fair). Perhaps the developers were afraid that without them the game would be too akin to walking simulators and written off by many players disliking that particular genre. I, for one, wouldn’t mind being challenged in other ways (e.g. through more complex puzzles) to emphasize Senua’s struggles. The combat itself is pretty run of the mill, with camera being often detrimental when fighting several enemies at once. Same with switching targets - I don’t think the combat system was well designed to accommodate more than 1-2 opponents at once. Also - please, include an option to sprint next time, in some larger areas it took forever to get between points of interest.

Reviewed on Apr 12, 2024


Comments