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Hellblade: Senuas Sacrifice (Ps4)
|Je bespaart:||€ 12,99 (37%)|
|Prijzen zijn inclusief btw.|
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- Is Discontinued By Manufacturer : Nee
- Taal : Engels
- Productafmetingen : 1.4 x 13.5 x 17.2 cm; 140 gram
- Publicatiedatum : 26 maart 2019
- ASIN : B07J6R5M2Y
- Modelnummer item : HBLADEPS402
- Land van herkomst : Oostenrijk
Hellblade senua's sacrifice de makers van heavenly sword, enslaved odyssey to the west en dmc devil may cry presenteren een aangrijpend avontuur vol mythen en krankzinnigheid. Een gekwelde keltische krijger uit de vikingtijd onderneemt een beklemmende missie naar de vikinghel om voor de ziel van haar overleden geliefde te vechten. Gemaakt in samenwerking met neurowetenschappers en mensen die aan psychoses lijden, raak je in hellblade senua's sacrifice diep betrokken bij de melancholische furie van senua's verstoorde
Beste recensies uit andere landen
First off, Hellblade: Senua's Sacrifice is a relatively short game (took me 7hrs) which is ideal for gamers that have limited time on their hands to play (not to mention the game being squarely aimed at a more mature audience). The game has a fixed over-the-shoulder camera that keeps you close to Senua throughout, while keeping peripheral vision limited just enough that you'll want to keep checking over your shoulder. Gameplay is exploration interspersed with puzzles and the occasional fight.
Exploration of this dark world is fun. The game looks and sounds great. Puzzles are often interesting in the way they ask you to manipulate your view of the world around you, though every now and then they feel like they go on for a bit too long.
Fighting. Personally, I have often felt that Ninja Theory's combat systems are little clunky and finnicky, and you never feel quite as in control as you want. Add to this animations that are canned (rolls/dives out of the way of enemies) and it doesn't feel quite as dynamic as it could. Attacks are light or hard, you can parry and defend. Combat gets the job done but it is by no means a highlight of the game until you are quite close to the end. Enemies are huge men, and their countenance can be terrifying as they stride towards you menacingly, raising their arms wide to beckon an attack. Honestly, they're a really cool design, but they are overused. The first few fights are tense despite the controls, but as the game wears on you'll groan a little when you need to enter a battle again (unless you are fighting a unique style of boss, which I won't spoil!).
But I gave this game four stars, so obviously there is more to this.
Story and sound design is where the game shines, and it is what you'll remember long after you've finished the game. Hellblade is one of those rare games where the memories of playing through it are often better than the time you had with it. This is due in part to Senua herself, a deeply disturbed individual lost in psychosis and at the absolute mercy of the voices in her head. Some of the voices chide her, some want the others to leave her alone. Some mutter in disbelief when Senua (you) fail to accomplish something satisfactorily. I cannot stress enough that this game must be played with headphones. The voices fly in from all angles. You'll resent what they have to say to you, but as a character on a lone mission, you'll actually come to enjoy their company in the desolate and violent world you are working your way through. You want Senua to be free, but you don't want to be left alone. It all works really well, and is the defining aspect of this game, easily worth the asking price even you might only feel like you want to play it once.
For trophy hunters, the game is fairly simple on requirements, and just requires you to pay attention to the world as you play for the full complement. Additionally, without wanting to spoil the plot, the game does get better as you play, and the payoff at the end is one of the most memorable moments in gaming of recent years (for myself, at least).
To summarise, an excitingly dark and twisted story about a woman lost, roughly wrapped up in a so-so combat system.
I don't no why it says to wear earphones for the sound as it sounds just the same on the tv.
I wouldn't recommend this to anybody and now know why it was cheap to buy.
I loved the combat, puzzles, story and the way Senua was bought to life. The hellblade feature is a must watch too, after you have completed the game.
WHAT I LIKED:
+ "The hardest battles are fought in the mind". Psychosis is the mental condition resulting in difficulties when determining what is reality and what is fantasy, such as suffering with delusions and hallucinations. Senua, a Celtic warrior, strives to travel to Helheim to rescue the soul of her dead lover from the Norse goddess of death Hela. Throughout her perilous journey, she becomes afflicted with a curse which conjures otherworldly enemies for Senua to combat and haunts her mind with the voices of darkness. Upon failure, the curse overwhelms her body and rots her flesh until she is no more. Ninja Theory's writer Antoniades, along with several neuroscientists and mental health specialists, sublimely supply a metaphor throughout Senua's Sacrifice that uniquely approaches the condition without forcing Senua to be a conduit for the condition. Through the use of backstory and heightened memories, Senua instantly becomes a fleshed out character without embodying the mental condition as a gimmick. She is not defined by the condition, rather the player experiences the turmoil with her. Subconsciously internalising the world to which she perceives it. It is, without a doubt, a masterful representation of a tricky mental condition to convey through art. To conceive a compelling narrative, build a melancholic world and raise awareness on psychosis, is nothing short of genius.
+ "A life without loss is one without love". Senua, captured in full motion capture by the talented Melina Juergens, is a performance to be reckoned with. The ferocity through the psychological horror. The tenacity through her unwavering determination. The fury buried deep with her, as she unleashes her anger out upon the world. It is breathtakingly intense. From the glares into the player's soul, to the vehement screams as she crumbles to the ground. For the entirety of her quest, Senua along with player will struggle to breathe. The inclusion of live action performances, reflecting her memories, and integral voice acting narration which act as verbal indications for the player, are purposefully designed to fit around Senua's condition. And it works, effortlessly.
+ "You destroyed everything! Everyone! But not me! Fight me now!". Blending a variety of genres, the core game mechanic ultimately relies on its hack-and-slash roots. Senua is provided with limited moves, such as a light/heavy attack and blocking capabilities. However the beauty of Senua's combat, despite its limitations, is how tight the controls are. Every slash of her sword and every dodge from oncoming enemy attacks felt instantly responsive, with a satisfying weight to them. The narrative is the key focus, therefore the combat's complexities are simplified to allow Hellblade to be as accessible as it can be, along with difficulty settings for the combat encounters.
+ In blindness, there can be wisdom; only by giving, can you receive in return". Along with the intense combat sequences and scenes of horrific nature, Senua has the ability to "focus" on runes and other visual distortions that correspond to the condition of psychosis. Elements and mechanics that are not visible for anyone else. These puzzling elements involve the player to use the environment to create runes, travel between a past and present world and mend broken shards to form a new path. Whilst not challenging, these moments allowed Hellblade to slow down the pace and breathe, building upon Senua as a character and the central narrative metaphor.
+ "Turn your back on death and you only see the shadow that it casts". Ninja Theory pulled one of the greatest implications in a linear game ever: permadeath. The correlation between erasing the player's save data if Senua dies too many times and the way fear is introduced to a person. The fact that this mechanic was a bluff all along proves how fear can be a catalyst for mental illness, and for many it kept them on their toes throughout the 4-5 hour game.
WHAT I DISLIKED:
- "This is the price she pays for seeing things differently". Hellblade is a work of art. It truly, truly is. A short intense gaming experience like no other. Yet, more often that not, the inconsistent pacing threw me off course. The blending of game mechanics was not as seamless as it could've been. The first act balancing the combat with the puzzle solving intuitively, as Senua faces two illusory trials. The second act, involving memory shards, was absent of combat and solely relied on puzzle solving. Then the conclusive third act, Senua approaching Helheim, focused on endless hordes of enemies to slay without incorporating any of the new puzzle mechanics that were previously introduced. From a gameplay perspective, Hellblade is too segregated and vastly ambitious with its ideas, that it cannot perfectly merge them all together in a cohesive way. Ultimately separating the supremely artistic narrative from the occasionally cumbersome core game.
8/10 rune totems