Hellblade: Senua's Sacrifice Review | What's It Like In 2024?
Release Date: August 8, 2017
Developer: Ninja Theory
Platforms: Xbox One, Xbox Series X|S, PlayStation 4, PC (Reviewed)
Price: $29.99
Art direction can be an incredibly powerful tool when determining the fate of a game's longevity and impact. However, art direction is also a delicate thing as it can make or break the appeal of a game depending on just how sophisticated or stylized it may be. Photorealistic games tend to not age well even with a unique focus and artistry due to whatever tech is available at the time, and with constant innovation in graphical and processing power, it doesn't take long for the "best looking game on the market" to quickly become obsolete. Hellblade, however, strikes the perfect balance between aiming for realism while creating an unforgettable world of Norse mythology through the eyes of a protagonist with severe mental illness. Even more striking is we have to remember that this game initially came out in 2017, and the fact that it still holds up as well as it does in the graphical department - in some cases rivaling games released today that focus highly on photorealism like Dark Picture releases, Death Stranding, etc. - is truly a feat.
With Senua's Saga: Hellblade II around the corner, I felt compelled to come back to Hellblade: Senua's Sacrifice on Steam after my initial outing on Xbox, and despite the years that have passed, it's just as much of a memorable experience as it was the first time around, though you can tell where the strengths and weaknesses lie for Ninja Theory and where priorities were taken in the approach for the development of Hellblade. The combat, for example, is actually one of the surprisingly weak parts of the game, which is saying something considering how much I loved Heavenly Sword, DmC: Devil May Cry, and Enslaved: Odyssey to the West before it. It's not bad by any means, but the frustration begins to loom when still-existing input lags, cornering, and a less-than-handful of animations and combos seep in and begin to feel like more of an obstacle than an engaging part of the game. Thankfully, combat sequences aren't particularly common here, so even with these caveats I was able to forgive the bulk of it and still get a large amount of enjoyment out of Hellblade.
Another "downside" (and I say this in quotations only because it doesn't ruin the game by any means, just makes it feel sluggish at times) are the rune puzzles scattered throughout. This is where the bulk of the gameplay will come from outside of the usual walking-simulator-ish areas of the game that will require Senua to examine a rune, typically on a door or gate, and then attempt to find the shape, outline, or illusion of said rune within her environment. These moments vary when it comes to engagement and interest, with some feeling like a way to just halt progression momentarily for no real reason, and others cleverly incorporating the task to the story and taking the moment to help expound the narrative. The short areas were typically the ones that were fun, while the longer ones quickly felt like they were overstaying their welcome as Senua goes in, out, and around a portal to shape and manifest an illusion or apparition into a physical object to manipulate the environment around her. At the very least, we should be thankful that there was nothing to ever really pull or move like a lot of other games like to do, where a box, rock, or something heavy is meant to help propel the character to an otherwise hard-to-reach area. Though it's worth mentioning once more that these weren't much of a "downside" as they made sense to a degree (as well as everything Senua was going through), it's just the pacing felt off a lot of the time, and I feel pacing is very important for games as they can ultimately determine whether or not a player will see the game all the way through, especially when this is one of those games that you absolutely should play all the way to credits, which won't take more than about 8 hours.
Leading up to and following the release of Senua's Saga: Hellblade II, now seems like a great time for everyone to refresh themselves on Senua's story and her journey. On the topic of mental illness and all she has to overcome, it's a striking narrative that brings with it arguably some of the best sound design and engineering in any medium, creating an even more immersive tale that Senua, as a person and a warrior, does a formidable job facing. The performance by Melina Juergens is as primal as it is masterful, raw and powerful, and equally as humbling as it is inspiring. Senua has both fallen and risen and followed before leading. She's a prime example of victory within defeat, a phoenix from the ashes, and even with an ongoing battle of destruction, torment, and "rot", the trials and tribulations she's faced has made it so these are bearable and beneath her, building and shaping character and persona rather than diminishing.
Admittedly, Hellblade: Senua's Saga is far from perfect and won't be a game for everyone, but now with a multitude of accessibility options it has made itself much more palatable for a wider audience, and with constant sale prices between $2-$4, Hellblade: Senua's Saga is too good to pass up for a unique experience that has stood the test of time and will do so once more with its even more robust and epic sequel.
PROS:
Arguably one of the best performances in a lead role ever
Its unique look at Norse mythology mixed in with mental health issues is a wondrous examination of a character and their struggles
CONS:
The combat can feel uninspired and slightly overwhelming as an aged jank tends to work against the player when multiple enemies go after Senua at once.