I decided to replay this game not only to get a refresher on its story but, more importantly, to see if my thoughts had changed since I had last played it, couple years ago. And what I found is that they very clearly haven’t.
At its marketing core, Hellblade is a simple concept wrapped in a simple game: a 3rd person narrative-driven action-adventure game with a short length, tight scope, linear level design and stripped-down-to-basics gameplay. What makes it special then is how it manages to blend all its simple aspects into one very compelling overall package. Atop of it all, of course, rests Hellblade’s incredible binaural audio design. To this day, hearing all these different sounds in whispers from all sorts of directions, some of which do feel like they’re coming from within your mind, is nothing short of impressive and (sorry) surprisingly immersive. It also has no business looking as good as it does, which for such a relatively small studio at the time, it was naturally only possible due to its narrow focus and linearity. Which, on the other hand, is precisely why apparent shimmering around Senua’s model and some low quality textures sprinkled throughout the levels stand out so much in comparison.
The technical side of things, and in fact everything else, exists in Hellblade to serve its story. Ninja Theory set out to share a journey of loss, grief, denial, inner demons and acceptance that, although firmly rooted in well-explored Norse mythology, manages to capture a very personal, intimate tone and deliver a satisfying conclusion. Most of this is achieved by its main ‘gimmick’, meaning the binaural implementation of sound to simulate bouts of psychosis. How the game handles mental illness was the flagship of the package every time it was talked about, and although slightly reductive in my opinion, it does feel adequate as a descriptor: there’s nothing fun about Hellblade. Everything you see and go through - sights, sounds, walks, fights - feels like the gaming equivalent of an ordeal, something you regard as unpleasant but need to get through anyway. The game’s design choices, such as a very close 3rd person camera perspective, the sluggish character movement, the lack of tutorials or the (frequently) complete absence of a HUD - which I always appreciate in games - are there precisely to ground you in that somewhat unbelievable, almost dreamlike world, something that adds weight to your ‘presence’ in it and, consequently, to your feelings of discomfort. That’s one of the strengths of this game, and also why it will never be for everyone.

As for the issues most folks seemed to have with Hellblade, namely combat and puzzle design, I personally feel they were a bit blown out of proportion. Yes, combat is simple and enemy design isn’t very varied, but again, these are visibly by design, and had they been any different we wouldn’t be talking about the same type of game. As much as this game gets filed under the action adventure genre, calling it an action adventure game is anything but a disservice when trying to figure out what Hellblade seeks to do. The way I personally see it, this title is meant as a literal and metaphorical calvary of the self, one that’s constantly being tested by external struggles as much as internal ones. Combat, as such, is just an extension of this: Senua isn’t meant to be a warrior. She’s someone who has learned how to fight but now has to take it to the next level, but the next level for her is still a far cry from anything achieved by a common hero in a common action adventure game. She’s got a sword, she can kick and dodge, she can parry and she can channel some inner focus, but that is the full extent of her ‘powers’. Because of this, I absolutely feel Ninja Theory went with the right approach: narrow combat arenas with a small amount of well-designed enemies that serve as a backdrop for a simplistic dance of swords and axes, with an equally simplistic, yet punchy and engaging feel to hits given and received. Now the criticisms to puzzle design is something I can understand and relate to a lot better. But more in the sense that they eventually become a nuisance due to their repetitive nature, which is further hindered by some sections with very little gameplay, some frustrating backtracking and slight level design issues. As much as I get what they were going for, it’s hard for me to shake the feeling that some of these amount to little more than padding for the sake of it.

That said though, it’s nothing that seriously dampened my appreciation for Hellblade: Senua’s Sacrifice as an overall package. This is a game I’ve replayed a couple times now, and every time I play it, my fondness for it gets renewed. I’m not sure how broadly I could recommend this - and at this point I also feel that most everyone who wanted to play this already has. But in case you haven’t, and if any of the themes mentioned here sound appealing to you, This is more than worth a try, as long as you’re not expecting a heavy action-oriented experience. 8.5/10