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2025-10-25 10:00
The first time I booted up Hellblade 2, I was genuinely excited to discover what the developers had crafted. The original game left such a powerful impression with its raw depiction of psychosis and its haunting atmosphere. I went in expecting an evolution—a deeper dive into Senua’s world, with gameplay that matched the intensity of its narrative. But what I discovered, to my growing frustration, was a jarring disconnect between the story being told and the actions I was performing. Let’s be honest, a game can have the most profound story in the world, but if the moment-to-moment interaction feels like a chore, something vital is lost. This is the core problem that rears its head again and again when examining Hellblade 2's gameplay loop.
In theory, the core activities should be more than enough to build a compelling experience. You walk, you solve puzzles, and you fight. I mean, if you strip down a legendary franchise like The Legend of Zelda to its bare bones, you’ll find a very similar skeleton. The difference, I discovered, is in the execution and the rhythm. In a typical Zelda game, there’s a constant sense of discovery and agency. You might spend 15 minutes navigating a treacherous environment, but it’s punctuated by a clever puzzle, a hidden secret, or a tense skirmish. The pacing is designed to keep you engaged. Hellblade 2, by contrast, often abandons this principle. I found that the majority of my playthrough—I’d estimate around 60-70% of my total 8-hour experience—was spent simply moving from one point to another. I was crawling through endless, dimly lit caves or walking at a deliberately slow pace along stark, beautiful beaches. These sections are visually stunning, there’s no denying that, but they are profoundly passive. It began to feel less like I was playing a game and more like I was watching a slightly interactive movie where my main job was to hold the 'W' key.
This is where the frustration truly set in for me. The walking isn't just a connector; it becomes the dominant activity. When the infrequent puzzles did arrive, they were often simplistic variations of finding specific shapes in the environment. I remember one particular section in a cave system where I must have spent a solid 25 minutes just looking for the right runic pattern to align, and the payoff was… another long walk. There was no intellectual satisfaction, no "aha!" moment that made the preceding search feel worthwhile. It felt like busywork. Similarly, the combat, which was a highlight of the first game with its visceral, weighty feel, has been simplified to a point where it loses its impact. Encounters are sparse, and the system itself feels less demanding. I found myself falling into a repetitive pattern of dodge-and-strike, with very little need to adapt or strategize. After the third or fourth nearly identical combat sequence, I stopped feeling any sense of tension or relief. The combat became just another brief interruption in the long, cinematic walking tour.
What I discovered through this experience is that "interactivity" is a spectrum. On one end, you have full player agency, and on the other, you have a passive cinematic. Hellblade 2 often leans too far towards the latter for my personal taste. The game is so focused on delivering a curated, cinematic story that it forgets to be a satisfying game. The balance is off. For instance, there’s a sequence later in the game involving a storm and a giant that is visually spectacular, but my interaction was limited to holding a direction and occasionally pressing a button. I was in awe of what I was seeing, but I felt completely disconnected from what was happening. I wasn't conquering the challenge; I was just along for the ride. This creates a peculiar dissonance. The story is telling me about Senua's immense struggle and internal turmoil, but the gameplay is giving me very little to struggle with. The connection between my actions and her journey felt tenuous at best.
Now, I don't want to sound like I'm completely dismissing the experience. The audio design is still phenomenal, and the performance capture is some of the best I've ever seen. The team at Ninja Theory are masters of atmosphere. But for me, a game's primary language is interaction, and when that language becomes simplistic and repetitive, it undermines the other, more brilliant elements. I discovered that my patience for long, uninterrupted walking segments has a limit, and Hellblade 2 frequently tested it. Compare this to a game like "God of War (2018)," which also blends cinematic storytelling with gameplay but does so by keeping the player constantly engaged in combat, exploration, and puzzle-solving. The downtime exists, but it serves the pacing rather than dominating it.
In the end, my journey with Senua's Saga was one of conflicting discoveries. I discovered a world of breathtaking beauty and a narrative of deep, personal conviction. But I also discovered that a game can be too respectful of its own cinematics, to the detriment of its playability. The simplistic combat and infrequent, underwhelming puzzles failed to provide the sense of relief or accomplishment that would have perfectly complemented the heavy narrative. They didn't make me feel stronger or more resilient alongside Senua; they made me feel like a spectator. For players who prioritize a pure, movie-like experience, this might be a perfect fit. But for someone like me, who wants to discover a world through my actions and feel a true sense of agency, Hellblade 2 ultimately felt like a missed opportunity to fully marry its profound story with equally compelling gameplay. It’s a stunning piece of visual and auditory art that, sadly, forgot to be a consistently engaging game.