Senua’s Saga: Hellblade 2
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The sequel to the award winning Hellblade: Senua’s Sacrifice, Senua returns in a brutal journey of survival through the myth and torment of Viking Iceland. Intent on saving those who have fallen victim to the horrors of tyranny, Senua faces a battle of overcoming the darkness within and without.
A crafted experience of cinematic immersion
Sink deep into Senua’s world and story, with beautifully realized visuals and encapsulating sound.
Senua’s unique perspective
Experience the world through Senua’s eyes and ears, as a Celtic warrior who experiences psychosis.
A journey into Viking Iceland
An epic journey across 10th century Iceland, recreated from real locations in stunning detail.
Every fight tells a story
Brutal and visceral combat as Senua battles for survival.
Steam User 48
Senua’s Saga: Hellblade II is the only game I have ever completed more than once.
That matters, because my second playthrough completely changed how I understood the game.
One of the most common criticisms of Hellblade II is that it is a “walking simulator” with shallow combat and too little player agency. I understand where that impression comes from, but after playing it again I think it is an extremely unfair description of what Ninja Theory actually built.
Hellblade II deliberately limits the number of things the player has to think about. There are no skill trees, inventories full of equipment, complicated combos, loot systems or dozens of abilities to memorize. Combat is based on a very small vocabulary: quick and strong attacks, parries, dodges, staggering an opponent, Focus, and the context in which you use them.
What I only gradually realized is how much is happening underneath that simplicity.
Different attack sequences can produce very different outcomes. A quick attack after a parry does not necessarily resolve like a strong attack. Attacking a staggered enemy can lead somewhere else. Dodging and counterattacking can produce different transitions. Enemy type matters. Positioning matters. The state of the previous interaction matters.
And then there are the moments where I genuinely cannot tell where gameplay ends and scripting begins.
During one large battle I died and replayed the same section. On one attempt, after killing an enemy, Senua took his shield and immediately used it to defend herself against the next attacker. When I replayed it, the transition into the next enemy happened completely differently.
Until then I had assumed moments like that were simply scripted cinematic sequences.
They weren’t. Or at least, not entirely.
That realization made me pay much closer attention. The game appears to use an enormous amount of contextual choreography to make your actions flow into scenes that look deliberately directed. Even finishing enemies can happen in many different ways depending on how you reached that situation.
That is the thing I think many reviews miss when they reduce Hellblade II to its controls.
Its controls are simple. What it does with them is not.
The limitation is also part of why the game is so extraordinarily immersive. Ninja Theory controls the possibilities tightly enough that almost nothing looks like ordinary videogame logic.
Enemies rarely look as though they are standing around waiting for their combat turn. Senua does not snap awkwardly between unrelated animations. Dramatic events flow into combat, combat flows back into narrative, and I frequently find myself unsure whether something happened because of what I did or because the game had planned it all along.
And that ambiguity is wonderful.
Most games become less believable the more you understand their systems. Eventually you see the AI rules, encounter boundaries, animation loops and mechanics underneath the presentation.
My second playthrough of Hellblade II did almost the opposite. I discovered that some things I had assumed were scripted were actually responding to me.
It is also one of very few games I genuinely enjoy watching someone else play. It can look like a film, but it is a film whose performance is quietly being influenced by the person holding the controller.
That does come with limitations. Combat is not mechanically deep in the conventional sense. Exploration is restricted. The game very deliberately controls where you can go and what kinds of interactions are available.
But I do not think those are simply shortcomings. They are also what allow Ninja Theory to achieve a level of narrative continuity, physical believability and emotional immersion that I have rarely experienced in a game.
Hellblade II almost never makes me stop thinking about what Senua is experiencing so that I can start thinking about videogame systems.
That is why I am slightly apprehensive about the direction of the next Senua game.
Everything shown so far suggests considerably more player freedom: broader combat encounters, multiple enemies, stealth, more traversal and greater choice in how situations are approached.
Those things sound good in isolation. I am not against deeper gameplay, and stealth in particular could fit Senua extremely well.
But freedom has a cost.
If the player is supposed to choose how to approach every encounter, the game has to tell the player that an encounter exists. I need to see the enemies, understand the environment and evaluate my options.
And once I know all of that, the story loses the ability to surprise me in the same way.
You cannot convincingly walk me into a trap if the game first needs to give me enough information to decide whether I want to approach the trap from the left, the right, or stealthily.
Likewise, genuine multi-enemy combat introduces exactly the kind of visible game logic that Hellblade II is so extraordinarily good at hiding. One enemy standing unnaturally still while another engages Senua might be completely normal in an action game. In Hellblade II, after hours of almost seamless choreography, I would notice it immediately.
So I hope Ninja Theory finds the balance.
I do not need Senua to have twenty more moves. Hellblade II already shows how much variety can come from a handful of actions when the game understands context.
Give me more possibilities if they can remain believable. Give me exploration where it serves the story. Give me stealth where Senua herself would realistically use stealth.
But when the narrative needs control, I hope Ninja Theory is still willing to take that control.
Hellblade II is not special because it gives the player endless freedom.
It is special because its restrictions allow the game to make me forget, for long stretches of time, that I am playing a game at all.
Calling that a “walking simulator” misses almost everything interesting about what Ninja Theory achieved.
Steam User 49
Alright. Senua’s Saga: Hellblade II is done and dusted. You know, I didn't particularly enjoy the first game, but in looking at this one and watching some of the trailers, I felt like it might provide a different experience for me, and as fate would have it, that ended up being the case. Or maybe I'm just in a different place in my life and what I enjoy. Dunno.
I think the thing to know going in is that this game is intense. The representation of psychosis seems pretty spot on from what I can tell and have been told by people who know more about this than I. It definitely is a prominent feature of the game that is at times uplifting but mostly dark and creepy. The doubt and fears Senua experiences are represented by the voices in her head. I think something this game does a good job of is blurring the lines between Senua's external reality and the reality she experiences internally via these voices.
As a result, you could make arguments for everything being simply things she imagines. However, I prefer to keep things simple and take them as they are presented. The hallucinations seem pretty obvious and in an interesting twist, she does meet someone who recognizes what Senua is going through. Which causes the voices in her head to believe that he can hear them. Can he actually hear them? Probably not. But I think he recognizes the internal turmoil and conflict within Senua, and that's probably enough to be valuable to Senua and her path to be seen as a person rather than a burden and a curse.
So, I prefer to take the bulk of the story as events actually happening, with interludes where Senua fights the demons in her head and struggles to hear her true voice amongst the many vying for her attention in her head. This is a world where myth and legend take form and walk the Earth, often to the detriment of the human communities living here. And while part of this journey is internal for Senua, her goal in this game remains the same externally throughout, which is to end the enslavement of her people at the hands of the Northmen.
To that end, she and her companions as she encounters them, will fight to free the communities they visit from the monsters that shackle them. This is represented by quite a few puzzle sequences where Senua will find a way to overcome these challenges to progress her quest and the story. None of them were particularly difficult, but some of the solutions were hidden behind clever design choices. There is also combat of course, and this is handled via standard light/heavy attacks and requisite parrying and bolstered by the power of the sun via a special mirror she possesses.
I thought the writing as it pertains to character development in general was quite good and I also enjoyed the personal struggles both Senua and her companions had to overcome. The overarching storyline was also pretty good, although the final act was a bit confusing as it kind of leaves it up to you as to whether or not you really think any of this happened or not. Like I say though, I prefer to keep things simple, and I like the idea that it did happen. Mostly. :)
The graphics are of course stunning. This is a bleak world with hints of natural beauty, but the representation of everything is visceral and evocative. This is a world that can, and in some part, does actually exist. It's a real treat (or torture) to visit these various locations. The star of the show is the voice acting, however. It's a masterclass in getting the most out of the actors, who were all believable and really brought life to the characters. Thórgestr was inarguably my favorite character and showed the most growth, but man did everyone do a fantastic job. The soundtrack and sounds of battle were also especially good.
Where this game struggled was with optimization. It's not the worst I've seen, but this game did both lag and outright crash with some frequency during certain sections of the game.
Senua’s Saga: Hellblade II is on sale at the time of this writing, and it 100% earns that price. As long as you know that you're getting a very dark and often tragic story with some very graphic imagery and sounds as it pertains to death and loss, you're getting a game that respects your time and is well worth a look.
If you found this review helpful and would be interested in supporting my Curator group, Robilar's Reviews, it would be appreciated. Cheers.
Steam User 36
I loved this game for what it is, and for what it is not trying to be. I was not sure how they would continue Senua’s story after the first game, but this direction was unexpected and it worked.
Visually, it is unreal. A pure spectacle. Every scene feels heavy, intense, and carefully crafted. The story is mesmerizing and pulls you in completely. It left me wanting more, but at the same time it feels complete in its own way.
This is not a game you compare to others. It is its own thing. A one of a kind experience that you will not get anywhere else.
Worth it On Sale, suffers from Bad Unreal Optimization There should be an option to turn of RTX completely it should not be the norm but sadly that's the direction Devs are going and i Don't like it.
8/10
Steam User 25
Hellblade II is one of those games you feel more than you play. The visuals are insane, the sound design gets in your head (literally), and Senua’s performance is so raw it’s uncomfortable in the best way. The combat and puzzles are pretty simple and the pace is slow, so don’t come in expecting a flashy action game, but if you’re into atmospheric, story-driven experiences that fully commit to their mood and themes, this game hits hard and stays with you long after the credits roll.
Steam User 22
Senua’s Saga: Hellblade II is a game that is difficult to judge by normal action-adventure standards. It is not trying to be a big open-world game, a deep combat system, or a long RPG. Instead, it is a dark, cinematic and psychological journey where atmosphere, sound, visuals and emotion are more important than traditional gameplay depth.
The first thing that stands out is the presentation. Hellblade II looks incredible. The environments are detailed, realistic and oppressive. Every location feels cold, dirty, dangerous and alive. The game uses lighting, weather, facial animation and camera work extremely well. It often feels less like a game scene and more like a high-budget film that you are slowly moving through. The world is beautiful, but not in a comfortable way. It feels harsh, violent and heavy, which fits Senua’s story perfectly.
The sound design is one of the best parts of the whole experience. This is a game that should absolutely be played with headphones. The voices around Senua are not just background noise; they are part of the storytelling and part of the gameplay atmosphere. They create tension, confusion, fear and sometimes even a strange sense of support. The audio makes the player feel closer to Senua’s mental state, and it gives the game a very unique identity.
The story is serious, emotional and disturbing. Senua is still a powerful main character because her struggle feels personal. The game focuses on trauma, fear, belief, violence and survival. It does not treat these themes lightly. The tone is dark from beginning to end, and the game clearly wants the player to feel uncomfortable rather than simply entertained. For players who enjoy psychological storytelling, this is one of the strongest parts of Hellblade II.
However, the game also has clear weaknesses. The biggest problem is that it gives the player very little freedom. Most of the time, you are walking forward through a carefully directed path. Exploration is minimal, and the game rarely lets you step away from its main route. This helps the cinematic feeling, but it also makes the experience feel restricted. Some players will love the focus, while others may feel like they are watching the game more than playing it.
Combat is visually impressive, but mechanically simple. Fights look brutal and intense. Every strike, dodge and parry has weight, and the close camera makes battles feel personal. But after a while, the combat becomes predictable. There are not many options, enemy variety is limited, and the system does not develop much over the course of the game. It is exciting to look at, but not especially deep to master.
The puzzles are also not very challenging. They usually fit the atmosphere and visual style, but they can feel slow and repetitive. Many of them are based on observing the environment or finding patterns. These sections can be beautiful, but they rarely feel difficult or clever. They mostly exist to support the mood rather than to test the player.
Pacing is another issue. Hellblade II is intentionally slow. This works well for building tension and atmosphere, but it can also become tiring. There are many moments where the game forces the player to move slowly, listen, watch and absorb the scene. If you enjoy immersive storytelling, this can be powerful. If you prefer active gameplay, it may feel frustrating.
The length may also disappoint some players. The game is not very long, and there is limited reason to replay it unless you want to experience the story and atmosphere again. There are no major choices, no deep progression system and no large amount of side content. It is a focused experience, but that also means the amount of actual gameplay content is limited.
Still, Hellblade II succeeds at what it wants to be. It is not trying to please everyone. It is a very specific type of game: cinematic, emotional, dark and highly atmospheric. Its best moments are genuinely memorable. The visuals, sound and acting create an experience that feels intense and personal. Few games are able to create this level of psychological pressure and visual realism.
At the same time, it is important to be honest: as a traditional game, it is not very deep. The combat is simple, the puzzles are basic, and player control is limited. Hellblade II is strongest as an artistic and emotional experience, not as a complex action game.
+ Pros
Amazing graphics and realistic environments
Excellent sound design, especially with headphones
Strong atmosphere from beginning to end
Emotional and mature story
Powerful main character performance
Cinematic combat that feels intense
No unnecessary filler
Unique psychological style
- Cons
Very linear
Limited exploration
Combat looks better than it plays
Simple puzzles
Slow pacing may not suit everyone
Short length
Low replay value
More cinematic than interactive
Senua’s Saga: Hellblade II is a beautiful, disturbing and emotionally heavy experience. It is not a game for everyone. Players looking for deep combat, freedom, long progression or open-world content may be disappointed. But if you enjoy cinematic storytelling, dark atmosphere, psychological themes and outstanding audiovisual design, this game is absolutely worth playing.
It is not perfect as a game, but it is extremely strong as an experience.
Final Score: 84/100
Steam User 13
Senua's Saga: Hellblade II continues Senua's story, shifting the focus from a journey of revenge in the first game to one of redemption. The game is incredibly immersive, with cinematic visuals, artistic direction, and excellent sound design that make it feel more like an interactive art piece than a traditional game.
That said, something feels missing compared to the first Hellblade. As a fan of sequels staying close to the original, I appreciate technical improvements in graphics, sound, and gameplay, but here they feel minimal. The gameplay is largely more of the same, with slight changes that don't clearly improve or worsen the experience. Puzzle types have increased slightly, but they are much easier than in the first game. Even shape-matching puzzles, which I didn't enjoy initially, now feel too simple.
Despite that, the game succeeds beautifully as a narrative and sensory experience. While some players might see it as bordering on a walking simulator, I found its focus on art, atmosphere, and storytelling compelling. The moral at the heart of the story is striking: despite the circumstances and events that shape us, and despite the voices in our heads, we have the choice not to let them define us.
Overall, Senua's Saga: Hellblade II is less about challenging gameplay and more about immersion, emotion, and visual storytelling. It may feel different from the first game, but it offers a stunning and meaningful experience that I thoroughly enjoyed.
Steam User 15
1. How is this technologically possible?
2. Why nobody else achieved it before?
3. It must be studied.
4. It looks so cinematic, like if it's already beyond 3D and even beyond real-time AI rendering.
It is absolutely mind-blowing...
You simply cannot look at the other games after seeing this.