Hellblade: Senua's Sacrifice

Hellblade: Senua's Sacrifice

Reviews
PC
From the makers of Heavenly Sword, Enslaved: Odyssey to the West, and DmC: Devil May Cry, comes a warrior’s brutal journey into myth and madness. Set in the Viking age, a broken Celtic warrior embarks on a haunting vision quest into Viking Hell to fight for the soul of her dead lover.
90%Steam Reviews66.8K reviews83Metacritic/10084OpenCritic/100
Released: Aug 7, 2017
Atmospheric · Psychological · Female Protagonist · Story Rich · Mythology
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Price History

Past 36 months · Updated daily
Historical Low~ $2.992024-01Current Low Across Stores~ $29.99Steamvs. Historical Low+903%
~ $12.46~ $18.91~ $25.35~ $31.7925-0925-1226-0326-0626-09~ $6.69

Prices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

Credits

T
DIRECTOR
Tameem Antoniades
video game directory
Composer
Andy LaPlegua
Developer
Ninja Theory
Publisher
Ninja Theory · Xbox Game Studios
Voice
Steven Hartley · Nicholas Boulton
7.8
Overall Score
External ratings90%Steam Reviews66.8K reviews83Metacritic/10084OpenCritic/100
Graphics
8
Audio
9.5
Gameplay
6
Story
8.5
Content
6

Binaural voices turn psychosis into something you can hear and feel, at the cost of shallow combat and a short run

Our Verdict

The reputation held, and the criticism is honest

Lay the cold numbers out. OpenCritic pools 156 outlets into an 84 and a "Mighty" tier; Metacritic tops out at 88 on console and sits at 83 on PC; on Steam it has held a ninety-percent positive rating across more than sixty thousand reviews. Behind those figures is a remarkably consistent portrait — almost everyone signs off on the presentation, the audio, the performance, and the thematic reach, and the disagreement lives entirely in the gameplay. Shallow combat, short runtime, one-note puzzles: those criticisms turn up in nearly every review, and the studio has never pretended otherwise.

That consistency is itself worth pausing on. It is rare for a game to draw such different kinds of player — the action crowd, the narrative crowd, the people who barely play games and came for the subject — and still leave nearly all of them agreeing on the same two-line summary of what it is and where it falls short. That is usually a sign the work knows exactly what it is.

A reputation that held

The award spread is the more telling thing. Five BAFTAs and three Game Awards, every one of them landing on audio, art, performance, or social impact, and not a single one on gameplay or combat. That distribution says the whole game out loud: this is a work that wins on expression, not on systems. At release it was a landmark moment for indie AAA, and by June 2018 it had sold past a million copies, breaking even far faster than expected. What's rarer is that the reputation hasn't faded — plenty of 2017's talking points are forgotten now, while this one, by virtue of its subject and its sincerity, has only hardened into a reference case, the game you cannot skip whenever the conversation turns to whether the medium can speak seriously about mental health.

Who should take this walk, and who should step around it

The right player is easy to picture. You want a high-intensity experience that grips you by mood and performance; you're willing to sit eight hours with one person's interior; you value being struck by a situation over being satisfied by a system. If that's you, this game hands you something genuinely hard to forget and genuinely hard to find anywhere else. The wrong player is just as clear: if you're after longevity, combo depth, a large world to explore and grind, its eight-hour linear path and shallow fighting will leave you underfed.

Who it's for

In the end, the one thing nothing else replaces — using binaural audio to make hallucination something you literally hear, to put you briefly inside a psychotic mind — is something even God of War, the genre's same-era giant, simply cannot offer, and few have dared to attempt since. If your hardware allows it, take the ray-traced PC, Series X/S, or PS5 build, and then remember the only rule that matters: headphones first, then begin. One last thing worth saying out loud — although the story is a portrait of someone living with psychosis, what it actually touches is the loss, the self-doubt, and the business of living alongside pain that every single person meets eventually. You don't need a matching diagnosis to recognize a more fragile version of yourself in Senua. That, more than anything, is the achievement: it takes a condition most people instinctively look away from and turns it into a journey you're willing to walk all the way through, and to keep thinking about long after the screen goes dark.

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