Did Hellblade II Flop? Or Are We Playing It Wrong?

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Oh, look, another argument about ‘what is a game’. Well, we could just tautologically say ‘a game is a game’ but I think Hellblade: Senua’s Sacrifice blurred the line between interactive storytelling and traditional gameplay, and its sequel, Hellblade II: Senua’s Saga, doubles down on that approach. Some players expected another action-packed third-person adventure, but what they got was something different – something more narrative-driven, more cinematic, and, for some, more divisive. If Hellblade II feels more like an interactive movie than a conventional game, that’s because it is. And I think that’s the point.

Why Hellblade II Isn’t Your Typical Third-Person Game

Yeah, we have some presumptions about what ‘3rd person game’ entails: a balance of combat, exploration, and puzzle-solving – hallmarks of games like God of War or Tomb Raider. But Hellblade II doesn’t care about fitting neatly into that box. Instead, it leans into being an immersive narrative experience, placing story, character, and atmosphere above traditional mechanics. It doesn’t just tell a story – it makes you live in it, whether you’re comfortable with that or not.

Games like Telltale’s “The Walking Dead”, What Remains of Edith Finch, and Firewatch have shown that strong storytelling can carry a game with minimal mechanical depth. Hellblade II takes this a step further, entering into the depth of an open world landscape, but stripping away distractions like excessive UI, side quests, or skill trees. What remains is a raw, unfiltered experience that forces you into Senua’s world – one that’s as oppressive as it is beautiful.

Art First, Game Second

One of the biggest draws of Hellblade II is its sheer artistic ambition. The game’s visuals are photorealistic to the point of feeling uncanny, thanks to Unreal Engine’s Megascans technology. Every shot looks like a meticulously composed painting, and the landscapes of Iceland don’t just serve as backdrops – they reflect Senua’s psychological and emotional turmoil.

Then there’s the sound design, which isn’t just ‘immersive’ – it’s integral. The game’s binaural audio system replicates Senua’s psychosis, filling your ears with whispers, doubts, and voices that come from every direction. It’s not just for atmosphere; it actively shapes how you experience her journey.

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Why People Think Hellblade II “Failed”

If you go looking for critiques, you’ll see a few common complaints: the gameplay is too slow, there aren’t enough mechanics, and it “feels like a walking simulator.” And sure, if you’re expecting a game with constant action, upgrades, or deep RPG mechanics, Hellblade II will feel like a letdown. But that’s not what it’s trying to be.

It’s not an open-world game, and it doesn’t hand you a long list of objectives. Instead, it asks you to slow down, absorb the atmosphere, and experience Senua’s struggles on her terms. Every fight feels desperate, every step through the world is deliberate, and every moment of quiet carries weight. If that’s not your style, that’s fair – but calling it a failure because it doesn’t fit standard gaming conventions misses the point entirely.

Is Hellblade II As Good As the First?

This depends on what you’re looking for. Mechanically, Hellblade II doesn’t reinvent the wheel – it builds upon the foundation of the first game, refining combat, improving visuals, and deepening Senua’s journey. However, because it’s even more cinematic, it might feel less “gamey” than its predecessor.

But if you appreciate storytelling as a primary gameplay element, Hellblade II is a masterclass. It’s closer to something like Journey or Dear Esther than a traditional action game, and it deserves to be judged on those merits. It’s not here to challenge your reflexes – it’s here to make you feel something.

The Verdict

So, did Hellblade II flop? Not really – it’s just misunderstood. It doesn’t fit neatly into the third-person adventure mold, and for some players, that’s frustrating. But if you approach it as a deeply immersive, cinematic experience rather than a combat-heavy game, you might see it for what it truly is: a stunning work of art that challenges what we expect from interactive storytelling.

It may not be everyone’s cup of ale, but it’s definitely a game worth talking about. And if you’re willing to meet it on its own terms, it might just be one of the most memorable gaming experiences of the year.

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