By Sam Coles:
To my surprise at the Game Awards 2019 Microsoft alongside
their new Xbox announced a new Hellblade title, now honestly I was surprised
because I wasn’t expecting a sequel as Ninja Theory have a habit of doing one
off games and moving on. However it has me excited where they could take
Senua’s saga, I want to talk for a few paragraphs about the impact the first
game had with its message about mental health or psychosis specifically. Now
this article is going to have less of my sarcasm and quips, as I’m going into
more personal and dark subjects this is serious and not something to joke
about.
At the time of writing this I have a new outlook and
knowledge about psychosis and mental health, this is due to my current partner
suffered with psychosis. At first I scared like a deer in the headlights I
didn’t know what to do, I thought to myself do I run or take it head on? Obviously I stuck with her and she gave
me a better understand of her endeavours, where now when I play Hellblade I
have more of an emotional bond with the game as I understand Senua’s plight.
What ultimately stuck with me throughout the game are the
constant whispers of the voices in her head, I once played this game with
surround sound headphones like the game suggested and I lasted for about five
minutes. It’s this attention to detail that really got to me, as her voices
where either helping or poking fun at her because she didn’t know where she was
going. She often can’t take the mixed emotions that she gets from the voices,
however it is one sequence that stands out and that is when the voices leave
her alone. It’s this sequence is where Senua panics and she doesn’t know what
to do, she has been alone for most of her life ever since she fled her village and
all the company she has had are the voices and words from illusions from
deceased friends and relatives.
The psychosis plays into the gameplay, now one could
possibly deem it as distasteful to do that. However it plays into the puzzle
solving, exploration and combat where you have the voices guide and tell you
when danger is afoot. Her psychosis factors into combat the voices will tell
her when enemies are behind her or if she falls they will taunt her and tell
her “Get up” or “You can’t give up now”.
Past love ones such as her former partner whose soul she is
trying to save talks to her throughout, there are frequent past exchanges from
him that leave her sitting in the darkness alone with no one to turn to. It’s
these moments that make players sympathise with Senua, as you slowly unfold
what has happen in her life. Her family refused to believe what is happening
with her mind as they put it “The Darkness”, they don’t let her get help and
everything spirals completely out of control where she has to flee. It’s these past
exchanges from her family, which showed they refused to take her illness
seriously which is unfortunately still common place in today’s society.
It’s not only the gameplay the performance from Melina
Juergens is very convincing, she captures the illness with the intense close
ups on Senua’s face. Her eyes constantly dart side to side and up and down, as she
is trying to comprehend what is real and what is something that is purely a
figment of her mind. The moments where she gives up as she traverses the
hellish landscapes, she doesn’t sob with tears but says nothing and stares out
into the distance where maybe she can find salvation.
Hellblade is an experience that has changed for me, ever
since I have found a loved one who used to go through the endeavour that is psychosis
it has really opened my eyes about it and mental health in general. It’s a game
that one should experience to understand what people who suffer with it go
through, it is a dark and disturbing game, but it is another example of video
games as art.
Great article and so true. I actually stopped playing but started again. It really is a gorgeous game. Playing with headphones on definitely adds to the experience.
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