Retrieved 13 September Retrieved 2 June Retrieved 13 December Archived from the original on 13 December TV4 AB Sweden, Faber and Faber Limited. Albert Bonniers Publishing Company. Retrieved 2 October Retrieved 21 October Retrieved 29 May The New York Times. Archived from the original on 29 September Retrieved 11 July Retrieved 25 June Svenska Filminstitutet SFI , Retrieved 4 June Retrieved 22 June United States Conference of Catholic Bishops.

Andrei Tarkovsky's 'The Sacrifice ' ". Retrieved 8 October Retrieved 6 October Voyage in Time Sculpting in Time Time Within Time: Awards for The Sacrifice.

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Cannes Film Festival Grand Prix. Guldbagge Award for Best Film. Retrieved from " https: To feature the voices in Senua's head in a way that would be realistic regarding actual people suffering auditory hallucinations , the team, based on descriptions by Professor Charles Fernyhough, an expert on the subject, recorded several actors using binaural recording that also records the 3D position of sound, so the voices would sound as close or distant as the actors were to the microphone, replicating the way human ears perceive sounds.

The team then invited voice hearers to listen to the result in order to give them feedback for future recordings. Hellblade was released for Microsoft Windows and PlayStation 4 via digital channels only on August 8, The game received "generally favorable reviews", according to review aggregator Metacritic. Juergens' performance, and the game's sound, artistic direction, tense atmosphere, and low price, were also praised; the quality of its production value and graphics was singled out as superior to what independent games usually offer. Brandin Tyrrel of IGN praised the story, sound, directing, art direction, voice acting, music, and innovative presentation, and stating "it unfolds like a beautiful, dark, tense visual novel, placing the excellently raw, human performance of its main character front and center on her journey into the land of the Northmen.

He applauded the story, sound, characters, graphics, Juergens' performance and "piercing intensity". He appreciated the less artistic elements, but felt that the gameplay for battles was "usually satisfying but can also feel like a chore in confined spaces".


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However, the described the boss fights as "all unique and exceptionally memorable". Senua's Sacrifice for its themes, presentation and story, but complained that the "inspiration doesn't carry over to the actual fights. Nor does it help that there's precious little variation in the foes themselves, who almost always show up as tall, shirtless warriors with deer-skull helmets or as beefy berserker shamans.

By the end of the first hour, you've basically seen every non-boss you're going to see". He did, however, consider combat to get much better once Senua has to face many enemies at once. Several reviewers were less enthusiastic, with most criticism directed at the gameplay, fights and puzzles; however, most of them still praised Hellblade as a work of art. Among those were Game Informer ' s review, who found Hellblade to be "undeniably memorable, telling a compelling tale that explores subject matter many consider taboo". However, he believed that the gameplay suffered from the game's themes.

Unaware of the fake nature of the game's supposed permadeath, he complained that it was too unclear how close to a permanent game over he was, and felt the sense that he was in "frustrating".


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  • He also found the puzzles tedious, and believed that the idea of the fight sequences allowing certain enemies to be offscreen translated poorly to gameplay. The game's depiction of psychosis was applauded, and often described as the game's greatest quality. Several media outlets and reviewers analysed the game's depiction of psychosis in more detail: Looking back, I found depths of despair and anger there that were sometimes hard to meet head on [ But still Senua fights.

    It's a little inspiring. Alice Bell of VideoGamer. Great care has been taken, with input every step of the way from psychologists and people who have experienced psychosis, to give as faithful a representation of it as possible.

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    The hardest battles are fought in the mind, says Dillion, although Senua has physical battles as well". Playing a good portion of the game with headphones on, quiet moments were often broken by the never-ending chatter of those other selves conflicting in their thoughts, with some wanting to help their host in her quest, and others constantly telling Senua and you that she was wrong in her choices, that she was destined to failure, or that it was all hopeless. Charles Fernyhough, expert on voice hearing , on the game's portrayal of the voices in Senua's head. Shoemaker also stated " Hellblade ' s single most powerful trick is a near-constant stream of voices in Senua's head, recorded with a spatial audio technique so they feel like they're all around you, nagging at you, undermining your decisions and your confidence.

    These voices are frequently in conflict with what you're doing and even with each other; one side can be encouraging you while the other mocks you mercilessly. The effect is striking. Over time Senua's pain becomes palpable, incontestable, especially as the stress worsens the longer these voices harangue you, the more vicious and deranged they become. It's important to remember that you as the player, though, have the luxury of turning them off whenever you want.

    Hellblade ' s robust bag of psychological tricks and the sheer fact of Senua's distressing reality result in the game's uncommon ability to capture the feelings of worthlessness, lack of control, of being misunderstood and shunned, the strange mix of hope and despair that can accompany a debilitating mental illness". Not all media outlets were satisfied with the game's depiction of the condition.

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    In an article he published to criticize the game, Mic gaming editor Jason Faulkner, who had experience working with the mentally ill, praised Senua's character, but was highly critical of the game, stating that it should have focused on helping people to truly understand psychosis, and have the condition be "focal and explicit", instead of representing it metaphorically: Unlike most articles reflecting on the ending, who saw it as a metaphor for Senua learning to live with her illness, Faulkner believed that the ending was magically curing Senua, and condemned the game for it.

    Early in the game, after Senua's hand turns to rot because she got "tainted", the Darkness tells her that every time she "dies" every death turns out to be a vision of a possible future , the rot will spread further up, until it reaches her head and consumes her soul; the game implies that, if this happens, it will result in a permadeath , as the player's save would be deleted, and all game progress until then would be erased. However, several media outlets later found out that the rot stops spreading after a certain amount of deaths, and cannot progress further before a certain point in the game, ultimately making it impossible for it to reach Senua's head.

    Reid McCarter of PC Gamer strongly defended Ninja Theory's move, calling it "great game design and a modern expression of unreliable narration". It is a beautifully executed bit of narrative design, game systems and story working in tandem. Dread, anxiety and death are all themes Hellblade revolves around. Antoniades said that the permadeath mechanic was a bluff: Antoniades said "We were looking for ideas of how you introduce fear, and one of those ideas was the permadeath mechanic.

    It's the only time we're very explicit about what will happen to you in the game. That's something we wanted to do on purpose, because with mental illness it's your frame of mind that interprets the world, and that can cause you distress. While only released in digital form, [26] [27] Hellblade: Senua's Sacrifice was a commercial success.

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    It was the best selling game on the PlayStation Store in Europe for the month of its release. Perhaps if other developers see an experimental game like Hellblade finding commercial success then they'll be more likely to take risks on their own titles—and that, ultimately, will lead to more interesting games". From Wikipedia, the free encyclopedia. In representations of mental illness onscreen, you usually have the illness first, and then a two-dimensional character attached to that. In this case, the character is fully-formed, and they are not defined by their condition.

    Archived from the original on November 14, Retrieved August 10, Archived from the original on August 29, Retrieved August 7, Archived from the original on December 23, Retrieved November 13, Archived from the original on September 3, Retrieved August 9, Archived from the original on October 25, Archived from the original on September 23, Senua's Sacrifice deals with psychosis".


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    • Archived from the original on August 13, Retrieved August 16, Retrieved August 12, Archived from the original on October 15, Archived from the original on October 29, Retrieved November 17, Archived from the original on July 7, Retrieved November 18, Archived from the original on May 27, Retrieved May 19, Archived from the original on January 8, Retrieved January 9, Archived from the original on December 1, Archived from the original on March 17, Retrieved March 15, Archived from the original on October 13, Senua's Psychosis in-game documentary.

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