Senua's Saga: Hellblade II Reviews

  • C64 MatC64 Mat1,977,183
    23 May 2024 23 May 2024
    15 5 5
    Preamble:
    I played the game to completion on a Series X using headphones, exploring a couple of chapters per day over the course of three days. As with all my reviews, this is based on my personal experience with the game, and is entirely subjective.

    Review:
    'I can't believe this is all realtime'. I actually said that out loud several times during the course of my 9 hour play through of Hellblade II - the game looks that good. If you want an example of just how impressive the Series X can be, this is the game to show people. And just in case there are any doubters out there, you can activate photo mode at any point during the game; yep, even during the cutscenes. Turn the auto focus on, put the aperture to full and go around zooming in on everything. They even put hairs up Senua's nose. Characters have their own individually modelled teeth, for crying out loud. And if you like geology? Well, this is basically boulder porn. Yes, it's unreal 5. Yes, it's all been scanned in. But it still takes great artists and modellers to put it all believably into a game, and the folks at Ninja Theory have done a flawless, impeccable job. It's the best looking console game, ever.

    The sound is also stunning. Every drip of water, every gust of wind, every crunch of leathered feet on gravel - it's just real. It really feels like you're there. Then of course there's the dialogue, the voice acting, the emotion, and the best-in-class motion capture. It's absolutely stunning to experience, bringing the world and the characters to life.

    Aesthetically, Hellblade II is a work of art. It just is. A marvel on every level. The question you all want the answer to, though, is how it plays. This is a sequel to a sometimes divisive title that favoured cinematic spectacle over gameplay. Can we find more balance this time? Does it play as good as it looks?

    Well, no. But it's more complicated than that.

    Ostensibly a third person action-adventure, Hellblade II features three distinct modes of play that rarely cross over during it's short, 7 to 8 hour runtime. You'll either be walking from A to B, solving environmental puzzles, or engaging in sword wielding melee combat. These activities are stitched together fairly well in the seamless, loading screen free, HUDless environments, but they are distinctly separate from one another.

    A lot of your time - and I mean a lot - is spent holding up on the left stick whilst holding LB to move slightly faster through the stunning landscape of 9th century Iceland where the game takes place. If you like photo mode in your games then this is for you, as there are endless opportunities for amazing looking screengrabs as you saunter along the coasts, cliff tops, fields and caves of the world. Atmospherically it's amazing, but at the end of the day, you are just walking, listening to the endless voices in Senua's head, or talking to an occasional companion. During these times you can seek out the odd alternate path that will lead you to a collectible - either a lore stone or a rock face hidden in the environment - which flesh out the world with myths and legends they tell upon finding them. But apart from that, it's just walking. And jogging. Then a bit of a mantle, then more walking. It's not exactly riveting stuff.

    At certain points your path will be blocked, and you'll have to solve an environmental puzzle to open the way forward. Returning from the first game are runes you need to find in the environment, which require you to reach a vantage point and look in a certain direction. There are also floating orbs which you can stare at to open and close pathways - these also require you to reach a vantage point and look in a certain direction. This is often combined with either finding stone orbs to place on a plinth, or lighting and extinguishing braziers to reveal a path forward. These puzzles are never difficult, never challenging, even. Despite this, Ninja Theory seem to think that you need your hand holding the whole way through every one of them.

    Pathways which can be revealed by the orbs are brightly coloured, as if covered in a slick of oil. Pathways revealed by the braziers are encompassed in a cyan glow, like a ghostly image of what the solution looks like. Because of this, you're never lost for what to do - you never get stuck. But the hand holding doesn't stop there.

    The Furies - the voices in Senua's head - literally tell you what to do.

    "There's something there! You need to DO something, Senua. You NEED to DO something. Over there, look! A light! A light! And a brazier. You need the light! Light the brazier, Senua! Yes! You've done it. The path is open now! You've done it!"

    It's much, much worse than Lara in the modern Tomb Raider games with her heavy-handed vocal hints, and I already found that oppressive. Let me just take in my surroundings and allow me to see that there's a puzzle before you start giving me hints, let alone direct instructions on how to solve it.

    Unfortunately, the voices extend to the game's combat, too. Fights are only ever one-on-one, for which you have four basic moves at your disposal: A quick attack, a heavy attack, dodge and parry. Okay, so, let's figure out what this next enemy's attack pattern is. How strong is he? How agile? Should I dodge and attack quickly, or parry and hit him hard?

    Except you can't do that, because you're explicitly told how to fight. Not just once, but every time, against every enemy, in every battle.

    "He's too strong, Senua! He's too strong! But you're quicker, Senua! You're QUICKER than him!" Quick attack, then.

    "He's so tough! How will you damage him? He's so tough!" Strong attacks it is.

    Even the guesswork is taken away from dodging for a counter attack, as the enemy will momentarily slow down and glow up red like a firecracker to show where your window of opportunity lies.

    Don't worry though, if that still sounds like too much of a challenge, Ninja Theory have got you covered as well. Very early on in the game, you'll find a mirror. As you dodge and attack, this mirror will charge up, glowing with a rune when it's at full charge. Hit either trigger at this point to slow your enemy down to a crawl, essentially giving you a bullet time attack that ends with the enemy dying. It's all very "gamey" for a title which leans heavily into its cinematic styling. Having said that, the fights look seriously impressive, with each combat having been motion captured pretty much just for that moment.

    I don't want to dwell on the story here as I don't want to spoil it, but it does seem a bit confused. There are, as players of the first game will expect, sequences where you're not sure if they're real or not. These sequences are cemented one way or the other by the ending, but that just leaves you with questions about the journey, as for a good chunk of it you're with other people. No matter how I try to quantify it, some events simply don't make sense. It's also nowhere near as emotionally charged as the first Hellblade. To say more would be serious spoiler territory.

    Achievements:
    Very straightforward. Disappointingly, there are only eleven achievements, and 8 of them will come from playing through the game to completion. Once you've done that, you'll unlock a new narrator who talks occasionally while you play - starting a chapter with that enabled will give you your ninth achievement. Finally, there's one achievement each for the two types of collectibles in the game, Lore Stones and Hidden Faces. It's a very easy 100%.

    Overall:
    Hellblade II is a bit of a weird one for me. Despite my complaints about the combat and puzzles which I've dwelled on above, I did enjoy it overall. The atmosphere, especially during Chapter 4 where you're exploring a cave system, really pulled me in. Aesthetically it's stunning, and if you enjoy games which are lighter on gameplay but heavy on atmosphere, you'll enjoy your time here. I played it through Gamepass, but I wouldn't spend more than £25 on it. If you go in expecting God of War, you're going to hate this. If you go in expecting a highly detailed, technically masterful game about exploring Iceland with the occasional puzzle and fight thrown in, you'll enjoy it more.
    3.5
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    supkrisNice accurate review. You have great writing skills. They streamlined the gameplay compared to first game which was lengthy in comparison and had some good boss fights. Lot of potential but they wasted it.
    Posted by supkris on 27 May at 01:33
    MarekVitThank you for the LB mention. I somehow missed it and suffered through the first two chapters walking at a snail's pace.
    Posted by MarekVit on 14 Jun at 11:23
    FejerGreat and detailed review. Very well written.

    I've yet to finish Hellblade II (I'm in the last chapter), but it's a game that I've been thinking for some time now and I have my own opinion on. I like that you started your review with stating that it's "entirely subjective".

    Objectively the game is a "boring walking sim, with weak combat and nice graphics", subjectively it is more than that. Personally I think the game has a problem with it's identity and player expectations: The first game was developed by a small studio of around 20 people trying to prove that an experienced indie studio with limited budget and resources can create a game with a visual quality you get from a AAA development studio and they wanted to present a delicate topic such as psychosis in interactive media. They achieved that. In comparison God of War (2018) had around 300 people in the development team working on the game for at least 5 years. I guess when Microsoft bought Ninja Theory and people saw the first teaser trailer for Hellblade II, many were expecting to get an epic adventure similar to God of War 2018. Instead what we got is only an improvement on the first game, which in first place wasn't an experience meant for everyone and also kind of begs the question if a sequel was needed, since it doesn't offer anything revolutionarily new. I have the impression Microsoft wanted the team of around 80 people from Ninja Theory develop a graphical showcase for the Xbox Series X and bank on the popularity of the previous game.

    Nevertheless personally I've been enjoying my playthrough of Hellblade II, the visual and audio presentation is unbelievable, the combat feels brutal (changed the difficulty to medium) and it feels more like a journey. I do think though the first game had somewhat more creativity & variety in the puzzles and the gameplay and also more memorable locations.
    Posted by Fejer on 17 Jun at 09:20
  • The GameAddict6The GameAddict6500,561
    25 May 2024 25 May 2024
    13 6 2
    Haven't been this disappointed by a sequel since Halo Infinite. I don't think Hellblade 1 is a masterpiece like most do but I did like it and it stuck with me. It told a great story with an interesting protagonist and incredible atmosphere, but it's gameplay was lacking and it was at times a fight to stay awake more than anything. I hoped Hellblade II would address this and craft a more engaging loop to support its story but Ninja Theory have elected to instead downscale it's interactive elements in favour of chasing cutting edge visuals.

    Presentation

    This is where the game excels. Almost any praise you hear about this game will be due to its insane graphical fidelity. This is probably the most realistic looking game I've ever played and photo mode enthusiasts will have a field day with it. Its absolutely beautiful from start to finish. But it's not beautiful because of it's fidelity, it's beautiful because of its art direction. You don't need cutting edge graphics to make a visually appealing game, even for one aiming to look like our world.

    Making a game that looks this good has come at a cost. A cost we've seen many games pay before in pursuit of graphical fidelity: Bloated development cycle, short run time, and limited interactivity. Now of course it's perfectly fine (and sometimes preferable) for a game to be short but it's worth mentioning that Hellblade II's length is likely less a creative decision and more a technical limitation due to the sheer manpower it takes to produce anything at this level of detail.

    The performances are incredible and the music is great. I'm patiently waiting for the OST to drop on Spotify.

    Exploration & Puzzles

    I have no issue with long cutscenes or extended periods without combat. I'm a big fan of Metal Gear Solid 4 and Firewatch, for example. I'm very patient and tend to take things slow for my first time anyway. Hellblade II is very boring to play. The first game had a LOT of perspective puzzles that certainly did get old. While most of HB2's puzzles are perspective based there is a significant reduction in the amount of these. Unfortunately they've replaced that with nothing. You will spend hours just holding forward and occasionally pressing A. Going through several minute long animations where letting go of the thumbstick makes Senua stop moving. Climbing cliffs and crawling though tight spaces at an agonizing pace.

    I guess you're expected to just look at things and marvel at the fidelity but it's 2024 and games have looked realistic since the late 7th gen. You're making a game, not a movie. This is not how you tell a story in this medium. Even games that emulate film & TV like The Quarry, Quantum Break or anything Telltale, have more compelling gameplay than just holding forward or doing easy puzzles that were played out halfway through the first game. Boring is the best word to describe Hellblade II.

    Combat

    Continuing with the trend of oversimplifying simple things, let's look at Hellblade II's combat. Combat this time is much more cinematic and scripted which does lead to few very exciting and intense scenes but also make it very slow and sluggish. There are no new combat moves and one has been removed (no more kicking). Every fight is one on one, even when multiple foes are present. Enemies can no longer flank you and there's no target cycling because there is only one target. Senua also feels much less responsive in combat this time around. Constantly getting stuck in stagger animations after most actions and forcing me to mash an input just to get her to move. There's much less combat this time too and they never really do anything clever with it like at the end of Hellblade 1.

    Story

    Lastly there's the driving force of the whole game. The thing that made Hellblade 1 so memorable despite it's mildly dull gameplay. The story. It's alright I guess. It lacks the emotional punch of the first game and doesn't really feel like a story Senua needs to be involved in but I like the new characters and the idea of these settlements living in fear of nocturnal giants is pretty interesting. It's not really the kind of story a Hellblade game is fit to tackle in my opinion but it's not bad. There were a couple of things I hated though:

    The Furies are incredibly annoying this time around. They NEVER shut up. Constantly nagging in your ears for 99% of the runtime. Telling you how to solve puzzles before you've even seen them, explaining every little emotion or thought Senua has in excruciating detail, speaking over other characters who are talking, etc. Very, very annoying. Pull your hair out kind of annoying. The psychosis gimmick has really worn thin.

    Senua's journey just feels like a rehash. Her father is still in her head berating her, many more scenes of the furies blaming her when Unnamed Character #14 dies so we have to spend 3 minutes sitting here while Senua is sad about it. Just the same shit really but executed worse.

    No spoilers but the game almost kinda won me over towards the end but then they pulled the most tired, overused cliche in the book. I rolled my eyes so hard they did a full spin.

    I do not recommend Senua's Saga: Hellblade II
    2.5
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