Hellblade: Senua's Sacrifice

Hellblade: Senua's Sacrifice

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Don't understand all the praise this game received
Not even an hour into it and it feels like a chore. The puzzles are absolute crap, if you can even call them puzzles. I'll have to look for two symbols in the environment. Okay that's cool I guess. I'll find one stare at it a bit then realize I needed to find the first one for the second one to activate. Sure that makes total sense lol. Oh, hey I found one symbol... why is it not activating? Gotta climb through a house and stare at it again for it to work. Gotcha. Or wait.. i'm not standing close enough to something even though I'm within 3 feet of it for it to activate... gotcha.

The world is on fire and you're on a time limit to find where you gotta go? I'll run the way I'm supposed to be heading and voices in my head (in the game) will tell me wrong way, wrong way... yet the way to go is through the wooden door. Games still do these trial and error time limit shenanigans? Kinda sad.

And I won't even rip on the combat because that's just too easy it would feel like a low blow.

Maybe I just need to watch a playthrough of this to get the story because the core elements have been so poorly implemented that the game is a drag.

最近の変更はDaHotFuzzが行いました; 2018年6月21日 23時19分
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46-56 / 56 のコメントを表示
Nodoka の投稿を引用:
You clearly didnt read a word I said about triple a.
maybe i am, maybe not
okey, i see you like this game a lot so i wont bash it anymore in front of you since you most likely will take it as personal offence.
you should try playing sinking city next - that game also have clunky compat, puzzles to artificially extend playtime and can bore any regular human to death. And its also about crazy person.
anaphylactic god の投稿を引用:
Nodoka の投稿を引用:
You clearly didnt read a word I said about triple a.
maybe i am, maybe not
okey, i see you like this game a lot so i wont bash it anymore in front of you since you most likely will take it as personal offence.
you should try playing sinking city next - that game also have clunky compat, puzzles to artificially extend playtime and can bore any regular human to death. And its also about crazy person.
The devs wanted to make a game with a indie game dev budget that rivals triple A titles which they suceed with.
anaphylactic god の投稿を引用:
Nodoka の投稿を引用:
Please for the love of god dont throw out fake statements that you cant back up.
release was originally planned on 2016 but after devs bring demo to 2015 gamescom they recieved lots a criticue about the game.
https://www.eurogamer.net/articles/2015-09-09-video-hellblade-has-noble-ambitions-but-it-also-has-us-worried
Just look at that demo, it obviously meant to be a slasher and lots of criticue was about clunky combat or how it looks like a mobile game etc.
they delayed a game a whole year rebranding it from Hellblade to Hellblade: sunua sacrifice and adding all the walking-talking bits to it.
p.s. this is clearly not an AAA product.

Nice article. It's always interesting to see a verticle slice for a game years before it releases. I personally like the look of the protagonist a lot more in this version than the final game. But the final game has vastly superior graphics and animations. You can still see a lot of the final Hellblade experience in here.

In fact, a lot of the gripes the journalists had way back in 2015, I have those same critiques now after playing over 2 hours. What they said about the combat still holds up today. They compared the combat to a mobile swiping simulator, Infinity Blade, and said THAT game had more interesting combat than Hellblade.

It's interesting how the developers were able to get funding from a health organization, yet they couldn't find a publisher the whole way through development.

I agree with a lot of the comments that were worried about the game focusing too much on mental health and too little on the gameplay. I mean why can't we just have both? I've played several games claiming to be simulators in the past, and they still were great games that focused on the GAME aspect first, and everything else second.

Kingdom Come Deliverance claimed to be this realistic medieval world, where you can do anything, and every character was a real person. Yet I'm in a field, killing dozens of bandits with a short sword and shield, learning how to brew hundreds of potions in an hour, lockpicking the whole entire town before the night is over, and beating the crap out of a Baliff with the freakin Priest. If KC: D was a true Medieval experience, I'd be working 12 hour days in the fields and be worried to death about getting beheaded by the guards.

Rainbow Six claims to be a true to life dangerous encounter police simulator. Yet I can go through a whole factory and kill every terrorists in the building with two buddies of mine, and talk about having a drink in a bar after all the work is done. I mean if this was real life, ten of my buddies would have died, the mission would have failed, my wife would divorse me, and I would be waiting two and a half years to get basic medic funding from an old government PTSD fund.

This is why we play video games, to escaped from real life. I feel like Hellblade should have focused more on great gameplay, and put the mental disorder story second.
iamtoxic500 の投稿を引用:

It's interesting how the developers were able to get funding from a health organization, yet they couldn't find a publisher the whole way through development.

I could be wrong, but I think they never tried to find a publisher because the whole point of the project was to make a fully independent game.


iamtoxic500 の投稿を引用:
This is why we play video games, to escaped from real life. I feel like Hellblade should have focused more on great gameplay, and put the mental disorder story second.

To be honest I think that kind of mindset is the cause that gaming still has an stigma of being a mindless hobbie for children, very far from literature and cinematography.

When I talked about this game with some officemates, they were surprised because they had the impression that games were more simple in content, not containing complex themes.
iamtoxic500 の投稿を引用:
health organization, yet they couldn't find a publisher the whole way through development.

I agree with a lot of the comments that were worried about the game focusing too much on mental health and too little on the gameplay. I mean why can't we just have both? I've played several games claiming to be simulators in the past, and they still were great games that focused on the GAME aspect first, and everything else second.
working on gameplay require actual investments and funds while focusing on mental health dont require anything from studio.
I think its a rather bald statement from NT
Devs had consultations with psychiatrists but it doesnt mean they actually added something from those consultations into final produc.
Aside from sound design i already mentioned i didnt really found anything new about mental desease in this game. Games like dead space, alice, the suffering all had spooky visuals, hallucinations and such but none of them claim they achieved something revolutionary, while NT statements were blown out of proporting by media to look like some groundbreaking titanic work on mental illnesses.
Its like game's corruption mechanic - it only exist on words so players will think dying will delete your game while in fact that mechanic isnt even present in game and you can die 100 times on same enemy and nothing will actually happen.
anaphylactic god の投稿を引用:
iamtoxic500 の投稿を引用:
health organization, yet they couldn't find a publisher the whole way through development.

I agree with a lot of the comments that were worried about the game focusing too much on mental health and too little on the gameplay. I mean why can't we just have both? I've played several games claiming to be simulators in the past, and they still were great games that focused on the GAME aspect first, and everything else second.
working on gameplay require actual investments and funds while focusing on mental health dont require anything from studio.
I think its a rather bald statement from NT
Devs had consultations with psychiatrists but it doesnt mean they actually added something from those consultations into final produc.
Aside from sound design i already mentioned i didnt really found anything new about mental desease in this game. Games like dead space, alice, the suffering all had spooky visuals, hallucinations and such but none of them claim they achieved something revolutionary, while NT statements were blown out of proporting by media to look like some groundbreaking titanic work on mental illnesses.
Its like game's corruption mechanic - it only exist on words so players will think dying will delete your game while in fact that mechanic isnt even present in game and you can die 100 times on same enemy and nothing will actually happen.

Wow, are you telling me the perma death feature doesn't really work? I thought I would be taken back to the beginning if I died too many times. I'm not sure.

The only thing I really noticed different about Hellblade compared to other games is the whispering in your head. Everything else, from the symbol puzzles (the witness, zelda, resident evil) to the combat (Heavenly Blade, Prince of Persia, Infinity Blade) was already in other games and executed better. The developers could have kept the whisper in your head element, while adding more unique gameplay in the mix. Platforming (like Tomb Raider or Uncharted), Puzzles (unique dungeons with complex puzzles, whisper comes in play), and Combat (combo moves, finishers, various move sets, weaknesses and strengths) could have been added with no effect to the overall story.

The budget probably had an effect on the type of game NT could make, but I'm sure if they put gameplay first, they could have added all these features without breaking the bank. Believe it or not, programming and playtesting are one of the least expensive aspects of game development. Usually marketing takes up the bulk of the budget, while voice acting, motion capture animations, and high quality graphics eat up a significant margin of the cost.
最近の変更はtanman500が行いました; 2019年7月27日 20時48分
hagakuremoi の投稿を引用:
I could be wrong, but I think they never tried to find a publisher because the whole point of the project was to make a fully independent game.

Actually this would make complete sense. A lot of publishers are afraid to tackle serious problems due to our current offended culture. A lot of dark games had to be toned down in the past due to overly sensitive and out of touch publishers. But now Microsoft has purchased NT, and their next big game is an online multiplayer pvp game. Yay! :steamhappy:

Maybe NT will be able to use the money to make something truely unique one-day.

hagakuremoi の投稿を引用:

To be honest I think that kind of mindset is the cause that gaming still has an stigma of being a mindless hobbie for children, very far from literature and cinematography.

When I talked about this game with some officemates, they were surprised because they had the impression that games were more simple in content, not containing complex themes.

This stigma has been around forever. The reason why it has gone away in recent years is due to the large increase of people using computers and cell-phones, so the whole sitting down and being unproductive debate is gone. And there's simply way more people playing video games now days than ever. There's all sorts of people playing games, from young children to grown adults.

I'll give you a little advice, ignore your office mates. We don't need to make video games "more mature, with complex themes". This reminds me of one episode of sponge bob, where bob pretends to act all mature around his grand parents. He and Patrick gives up all the kiddy things they used to do all the time for fun. And for what purpose? To impress someone who doesn't care what they do (unless it's illegal or destructive) anyways? The same people who think video games are kiddy may be over-zealous Christians who think television and rock music are the works of the devil.
最近の変更はtanman500が行いました; 2019年7月27日 21時18分
iamtoxic500 の投稿を引用:
anaphylactic god の投稿を引用:
working on gameplay require actual investments and funds while focusing on mental health dont require anything from studio.
I think its a rather bald statement from NT
Devs had consultations with psychiatrists but it doesnt mean they actually added something from those consultations into final produc.
Aside from sound design i already mentioned i didnt really found anything new about mental desease in this game. Games like dead space, alice, the suffering all had spooky visuals, hallucinations and such but none of them claim they achieved something revolutionary, while NT statements were blown out of proporting by media to look like some groundbreaking titanic work on mental illnesses.
Its like game's corruption mechanic - it only exist on words so players will think dying will delete your game while in fact that mechanic isnt even present in game and you can die 100 times on same enemy and nothing will actually happen.

Wow, are you telling me the perma death feature doesn't really work? I thought I would be taken back to the beginning if I died too many times. I'm not sure.
It doesnt work as it was never a feature in the game. Its there to put fear into the player nothing more.
Behi 2019年8月7日 14時18分 
Sqrly の投稿を引用:
When you are dead, you won't even know you are dead. It's a pain only felt by others.

Same thing when your stupid.:steammocking:
Words of Wisdom


DaHotFuzz の投稿を引用:
Not even an hour into it and it feels like a chore. The puzzles are absolute crap, if you can even call them puzzles. I'll have to look for two symbols in the environment. Okay that's cool I guess. I'll find one stare at it a bit then realize I needed to find the first one for the second one to activate. Sure that makes total sense lol. Oh, hey I found one symbol... why is it not activating? Gotta climb through a house and stare at it again for it to work. Gotcha. Or wait.. i'm not standing close enough to something even though I'm within 3 feet of it for it to activate... gotcha.

The world is on fire and you're on a time limit to find where you gotta go? I'll run the way I'm supposed to be heading and voices in my head (in the game) will tell me wrong way, wrong way... yet the way to go is through the wooden door. Games still do these trial and error time limit shenanigans? Kinda sad.

And I won't even rip on the combat because that's just too easy it would feel like a low blow.

Maybe I just need to watch a playthrough of this to get the story because the core elements have been so poorly implemented that the game is a drag.

You are not a patient person and you are not able to handle a game that is extremely different from the common hack and slash games that´s all.
This game talks to once senses and sensitivity. If you don´t have this, why do you even buy a game which demo or playthrough you can watch on the internet ?

You don´t understand the real purposes of this game like many complaining people did........it´s about YOUR SENSES AND EMOTIONS, not about puzzles, waves of monsters, combat or else. This game´s purpose is not to be played, it´s meant to felt before even playing it.
Hiding in Plain Sight ) の投稿を引用:
. This game´s purpose is not to be played, it´s meant to felt before even playing it.

A game which purpose is not to be played is not a game. They could have done a CGI movie. Honestly this was one of the biggest problem for me. In about 5 minutes into the game I realized that reagardless of the surroundings and the voices NOTHING will happen to me. I have never felt so safe playing a game before. There were like ONE puzzle where there were some urgency for you do something. And yeah I felt something playing the game. It was mostly boringness though.
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投稿日: 2018年6月21日 23時11分
投稿数: 56