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Hellblade: Senua's Sacrifice |OT| The Mid-Tier, in Limbo

peakish

Member
Finished it and holy hell, some scenes in this are incredibly tense. The second half of the game picks up a lot of steam and starts delivering on the set-up from the first hours. Special mention to the warrior trial that is in complete darkness, making you use your senses to guide your way which is god damn awesome with the audio mix. And for as much as I'm not a big fan of the fighting system (although it feels good enough), the fight in the sea of corpses feels so good since it's decently tough due to its length. Great set piece!

The voices definitely got to me after a while, too.
At one point they started warning me of my torch running out and although I think it's a fakeout it made me gun it to the closest brazier to "relight" it.
I figure this doesn't come close to a real psychosis experience but I feel like I now have a better understanding of how people are affected by it. The game will stick with me for sure.

So while I have some gripes with the game (including some of its writing) I enjoyed it a ton. It feels like an earnest and emphatic attempt at showing how mental illness affects people, not just internally but also through how other people react towards them.

Can someone explain the ending for me?
All I got is that nothing happened. She didn't die nor got her BF back, and now she got over it or something?
Her challenge was fighting her fears (her personal helheim, so to speak): the fear of having been the cause of the death of her village and lover, and in another sense of being cursed and rotting from inside. She doesn't cure herself of her illness, just beats the sense of having been the doom of those she loved and can move on from it.

Well, that's how I read it at least.
 

pakkit

Banned
Okay. I've been trying (with some mild success) to avoid this thread until I finished the game. Here are my final thoughts.

First off, this game hit at a weird time in my life. Our 8-year-old cat, Persian, suffered a fatal heart attack two days ago and died while we were driving him to the emergency vet. I've been around death before, but I haven't been there as it took hold. Seeing him slowly fight for more and more air as his lungs filled with fluid. It's two days past and it's stuck with me and I can't shake the images from my head. Senua's initial quest, then, to strike the images of her lover's death out of her mind and redeem his soul, resonated strongly. It's a coping mechanism, right? We try to remember the life lived, instead of nursing the trauma.

Meanwhile, the headlines right now are total Ragnarok. We've got increasingly foreboding news that suggest that war with North Korea could be inevitable. World leaders who are more concerned with their egos than the wellbeing of millions. My home state of Virginia was just besieged by white nationalists at UVA, causing chaos and leaving several innocents severely injured. Tragedy this week has struck on a personal, national, and international scale.

Enter Hellblade. This game is masterful at putting the player in a mindset of absolute terror and confusion. I've heard some people claim that it isn't a "horror" game, or that it isn't "scary." But, to me, Hellblade is one of the more terrifying games I've played. It's not a paralyzing fear, such as Alien: Isolation, where the threat of a monster around the corner keeps you frozen in fear, it's more of a mental fear like SOMA, where your audio/visual perceptions work to create a world that is absolutely oppressive and inescapable, and yet your quest is so critical that you can't help but push on.

For the most part, this game approaches combat in a way that I've been pining for as narrative structure in videogames has become more complex and more mature. Hellblade uses combat and violent set pieces as punctuation. In the game's best sequence, a wildly-inventive, nonviolent series of trials is capped off with a burst of violence that serves as an emotionally and physically-draining pay off. The game's automatic difficulty serves the same purpose it did in Resident Evil 4, creating high-tension moments that push the player to the brink without punishing the player.

If players are looking for a suitable comparison, I think that Hellblade's combat most reminds me of Alan Wake's combat system, in its cinematic, claustrophobic immediacy.

The story, meanwhile, is engrossing throughout, and its BBC miniseries length puts the player in Senua's mind for a perfect amount of time. Any longer and it might have been unbearable. The acting is all tremendously well done. In a sense, it's like the developers took a look at those few excellent opening hours in 2013's Tomb Raider reboot, and found a way to enrich and stretch it out through an entire narrative experience.

The game's strides forward in big-budget storytelling make the small missteps even more visible. The FMV videos, for example, are almost always poorly lit, failing to gel with the rich lighting of Senua's world and creating an effect that occasionally comes off as amateurish. Given the near photo-realistic vistas we're presented with elsewhere, the jarring FMV integration can run the risk of taking the player out of the experience.

Elsewhere, some of the song choices can feel a bit too on the nose. The ending song, in particular, felt like it sucked the air of what should have been an emotional release.

Finally, the game's latter third overemphasizes combat in a way that seems overly gamey. It's a concession that I'll make for a game with "blade" in its title, but it's still a tad disappointing seeing how well it was paced through most of the game.

Narratively, Senua's Sacrifice is near the top of the pile in 2017 in a year that is full of narrative brilliance in videogames. It's nonviolent representations of psychosis are consistently inventive. The game takes two mechanics, combat and rune-finding, and twists them in new ways that serve both the gameplay and the game's narrative push. One sequence, played out in near pitch-darkness, seamlessly builds the game's characters and puts the players in a situation that makes psychosis feel real. It's brave, it's bold, and it's many successes outweigh any niggling negatives.

Overall, I'd say the game is the best thing Ninja Theory has done yet, and I'd count it alongside other top-notch 2017 experiences such as Night in the Woods and Stories Untold. Buy it.
 

burgerdog

Member
Looks like I'm stuck with a game breaking bug. Can't open the door with the 3 runes because there's a gate blocking a way to the stairs.

img_2369d2oxy.png


Lame. This is late game after doing the four trials.
 

legbone

Member
Just finished. Absolutely beautiful. Bravo ninja theory. This is my game of the year so far. I'm restarting right now and I rarely ever do that. Going for the platinum since I missed some lorestones. But man, what a frickin masterpiece. I don't know how ninja theory can top this. But I can't wait to see how they try.
 

ActWan

Member
Fuuuck. I stayed kinda in blackout for this game so I had no idea what the story was about but I saw a comment mentioning heavy emphasis on mental illness and holy shit I have to play this game right now! Problem is I'm in the middle of another game haha. Really it has potential to be one of my all time favs with the whole mental illness thing and Nordic world.
 
Do we have a screenshot thread?

Here's my new desktop background. Just took this like 20 minutes ago. (Also, how do I shrink it down so it has a smaller preview size, but anyone who clicks it can see it in the full size?)

NANiTDa.jpg
 

Radogol

Member
Looks like I'm stuck with a game breaking bug. Can't open the door with the 3 runes because there's a gate blocking a way to the stairs.

img_2369d2oxy.png


Lame. This is late game after doing the four trials.

Did you get this particular rune? The one in the screenshot?

EDIT: Oh, you can't, because of the gate. Did you try exiting to menu and continuing? That fixed a similar bug for me.
 

burgerdog

Member
Did you get this particular rune? The one in the screenshot?


I know it's there but I can't get it because the way up the stairs to align the rune with the blood splatter is blocked.

I looked at a video and when you enter the room and go near the gate a fight ensues. Kill the enemies and the gate disappears allowing you access to the stairs. I did that but didn't activate the rune, went somewhere else, died, got the other two runes, came back for this one and the game said nono.

Restarting the game and ps4 did nothing. Got saved by last nights cloud save so I only lost 5 minutes of actual progress.
 
I'm so happy while playing this.

Actually, happy isn't the word, but I loved Ryse Son of Rome and this game reminds me a lot of Ryse.

Combat has a lot of impact and the boss ending strikes are very brutal. Not to mention, it's gorgeous and dull like Ryse

But the context...story... lore is strange. I'll wait a bit more to comment.

But I'm happy that Ninja Theory stick with the actress original performance. Lots of great moments with someone who believe in showing desperation through her eyes.
 

jrush64

Banned
So this game is actually great?? I always thought it looked average but now interested in getting it. I've loved pretty much all Ninja Theory games, maybe except Heavenly Sword.
 

SilentRob

Member
Can someone explain the ending for me?
All I got is that nothing happened. She didn't die nor got her BF back, and now she got over it or something?

This was my take on it from a little earlier in this thread:

It was all in Senua's mind. It's a psychotic episode she's having after returning home and finding her boyfriend dead and skinned alive. In her psychosis she tried to paint a world and tell a story in which she could revive Dillion and defeat the darkness inside her at the same time by finding and defeating Hella. Both this quest and the adventures on her way there are fueled by the stories Druth told her about Northern Mythology. That's the "audio logs" you find, basically.

At the end of the game she realises that there is no "Darkness". It was a concept her father invented to explain away her and her mother's mental problems and everyone, including herself, believed him, further worsening her symptoms. With that realization also comes the one that there actually is no Hella and that there is no way for her to revive Dillion. She wasn't in the village when the raid happened because she ran away from home to fight her "darkness" after the village was ravaged by the plague and the people, including Dillion, claimed that she was responsible because of her curse (it's not entirely clear if Dillion actually did that. We see it in a flashback, but in another flashback he says he never said that. It's entirely possible and imo likely that it's a mix between both: Dillion lost his nerves, said something stupid and Senua interpreted it as something even worse because it immediately triggered her anxiety, see the red eyes Dillion gets and shaking ground during the flashback.)

It's an incredibly well told story and visualisation of mental illness. I love the way they show that symptoms often don't come from the sickness itself but from the way society treats those who suffer from it. Her relationship with her abusive father and the way she kept telling herself that it was actually all her faut, further worsening her mental state, was also incredibly well depicted. So, so often people suffering from mental health problems internalize that everything that's happening to them is their fault, that the sickness is their fault, that what other people have done to them is their fault: The Darkness is a representation of that feeling of guilt. It disappears when Senua finally realises that it's not her fault, that she did nothing wrong and that she isn't cursed.

Everyone should also check out the Documentary available via the main menu. They go into more detail in there, it's really well produced.[/SPOILER]
 

Spoo

Member
Just finished it today, in two sittings.

It's a fantastic game. A sleeper hit of the year for me, seeing as how a few days ago I didn't know much about it, nor really cared to get it. Seeing some gameplay out of context makes the adventure seem a bit bland, but when you start the game and those whispers start coming out of nowhere you just sort of sink into the world and the character, and it gives you an experience that is very unlike anything I've ever played.

I did feel that, from a gameplay perspective, it probably was lacking a little bit of variety -- once you get a hold of how the puzzles work, it's generally very easy to progress. That said, they do usually add in a gimmick or two that both help from a narrative point of view and in many cases have a side-effect on the gameplay itself. It's a masterwork in how to get a lot out of very little, and keep the player guessing.

The biggest surprise is that it's one of the best psychological horror games I've played, which is absolutely how I would categorize this game. It's terrifying a lot of the time, even when you are equipped to fight -- and especially when you are not.

I can't speak to a lot of the pyschosis elements presented in the game, but for anyone who suffers from any kind of mental abnormality -- in my case MDD -- there's a hell of a lot of this game that will speak to you in different ways, and you'll see yourself in a lot of the struggles of the main character. It can be deeply unsettling and disturbing, and again plays very central to my concept of this game as a psychological horror game.

Visually, this game does an incredible amount of heavy-lifting. The use of volume post-processing in Unreal Engine 4 and complex material shaders changing the environment warms up even the most barren areas, making you wish there was more to see and explore as you go through the game. I would say they met their goal of emulating what AAA games on a smaller scale and budget; on PC, with the right hardware, you'll be hard-pressed to distinguish the difference between the characters in the game rendered in real-time, and the pre-recorded videos played by real actors as the game distorts their likeness to decrease the disparity in fidelity. Of special note are the water materials used in the game; watching the tides come in and out, softening up the sand in white as they close in is simply beautiful. In fact, there's so much beauty in this game, but it's always seen through the unsettled eyes of the protagonist that you're likely to find it oscillate from beautiful to harrowing in the blink of an eye.

The sound-mixing in this game is beyond anything I can remember playing. There are things that aren't very special, but the use of sound and context-sensitive / dynamic audio that comes in effects nearly every aspect of the experience you're going to have. When it tells you to play with headphones, do so.

After DmC I sort of set my expectations pretty low for anything coming out of Ninja Theory; this game proves me wrong, and makes me hope they keep down this path. We could all use experiences like this in games, and much more often.
 
Just finished and still digesting it. Very arthouse and theres nothing else really like it that I've played before. A lot to like but also a lot of reuse and i'm not sure how adaptable / scalable NT's solution will be to other games.

...I will say though that there is a fine line between challenge and tedium in their combat, especially in the latter part of the game and its waves of enemies.
 
A sequel wouldn't make sense but I want a prequel, or spin-off. I Hope NT will continue this franchise.

Would probably focus on a new character and just call it Hellblade: <insert new title here>

I really hope this game does well or impresses a publisher enough to get them some more work. Its ridiculous that a studio this talented was having trouble getting a publisher to fund their games.
 
Would probably focus on a new character and just call it Hellblade: <insert new title here>

I really hope this game does well or impresses a publisher enough to get them some more work. Its ridiculous that a studio this talented was having trouble getting a publisher to fund their games.

They are self publishing the game. It was the whole reason they tried this model of development to begin with. As long as they reach their goals, there will be more games like this in the future from them.
 
The most beautiful game ive ever layed my eyes on. Truly a stunner. This is on PC 1440p on max setttings on a gtx 970 averaging 35 -55 fps. about 30 mins and hooked. at 30 bucks its a no brainer.
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fRMEJKK.jpg
 

Spoo

Member
They are self publishing the game. It was the whole reason they tried this model of development to begin with. As long as they reach their goals, there will be more games like this in the future from them.

This is right, and not only that, it's really proof that developers don't need big budgets to get really, really great experiences out there.

Like, the amount of work that Unreal Engine 4 did for this team is staggering. It's been so fun to see how much of that technology powers, seemingly out-of-the-box, so much that is truly great about the game's visuals. If you think about it, the game really has very few character models; this is not a game about wealth of various content and visual props, but how to stretch a little work into a lot of game, and it's one of the reasons the game relies so heavily on performance and puzzles to pull the player into the narrative. With a lacking budget, you can only get so much out of everyone, and need to rely on already available technology to support your vision. I feel like this is as much a technological demonstration of how much smaller teams can get out of UE4, as it is a demonstration of what Ninja Theory is capable of. They do stretch a little thin in parts, admittedly, but what they put together for this game has... and I'm going to regret fucking saying this because it's Ninja Theory... the *feel* of a AAA game. When you consider the price-point of the game, and then contrast that with what you get, it's an insane deal, and I think it proves something very valuable to other developers as well as to the players: we need to do more with less, and then we can have *more* in the end.

We can get more experiences that are risky. We don't need to fall back on multiplayer modes, micro-transactions, big movie stars carrying the weight of the performance (did you see? The main character is voiced and acted by Ninja Theory's video editor! And she should get all sorts of rewards and acknowledgment for this role). We also don't need companies investing millions upon millions of dollars in their own technology that, ultimately, back-fires on them. We don't need 20 or 30 different gameplay systems, where the player 95% of the time interacts with only 2-3 of them. Of course, we will get these things, and it's not a dismissal of those AAA experiences, it's only proof that small-scale doesn't need to mean lesser. What we need are games like this that explore small-but-focused new directions for players. So, Hellblade is an important game in a lot of ways, but it should be the new standard to point to when we talk about making great and affordable games. I pray this game does financially *very* well for NT, so they can rest assured they took the correct risk here.
 

Harlequin

Member
Would probably focus on a new character and just call it Hellblade: <insert new title here>

I really hope this game does well or impresses a publisher enough to get them some more work. Its ridiculous that a studio this talented was having trouble getting a publisher to fund their games.

Nah, they should keep self-publishing. The reason they were even able to make Hellblade is that they had total creative freedom (well, maybe not quite since the budget and current technology put some limitations on them but you get what I mean) and didn't need to run their ideas by a publisher. You can be sure that, had NT collaborated with one of the big publishers on Hellblade, it would've taken far less creative risks.

(However, I'm pretty sure that they are currently working on a project with a publisher. They've got far more than 20 employees so the bulk of the studio must've been working on something else while Hellblade was in development.)
 

WoolyNinja

Member
This was my take on it from a little earlier in this thread:

Great writeup, thanks - kind of reinforces most of what I thought. I think the game was well done but the ending didn't resonate with me much (just didn't go where I was hoping - probably mostly my fault for too big of expectations) which kind of soiled the entire experience. I still think I prefer Heavenly Sword as my favorite Ninja Theory game but this was definitely a game that everyone should at least watch if not play.
 

Granjinha

Member
Hellblade is already almost surpassing 100K on PC (and the game's still on the top sellers section). Really happy for them. I still haven't played much of the game, but these kind of ideas are healthy for the industry (be it's themes or the budget stuff)
 

Zemm

Member
I finished it and really enjoyed it apart from the puzzles, they just weren't for me and I'd have preferred it if they went for an even more narrative driven game with less puzzles and less combat. Stuff like this didn't help me with the puzzles:

https://youtu.be/9ToSPnMojRQ

That happened way too often and would waste quite a bit of time because obviously I'd think that isn't the correct spot for the symbol.

Anyway, everything else was great,the sound design is probably the best I've ever heard and it's the best looking game on PS4 for me. Senua herself was a really likeable character. It's refreshing to play a game that doesn't involve picking flowers and/or leveling some kind of stat, they feel rare nowadays.
 

SeeThree

Member
This game is fucking awesome. I remember seeing some E3 video years ago and thought it looked cool but I never imagined this is what that game would turn out to be. I forgot about that trailer until I saw this thread.

I'm using senn hd 558 with dss1 dolby headphone off.
That thunder, the fire crackle, the voices tickling my ear.
So good.


If anyone is wondering how far they are in the game find the nearest stone thing your have to focus on. The circle is like a clock so you can track your progress of how far your are in the game. I didn't pay attention to this and thought the game was gonna be over way before it was.
 

Wozman23

Member
My platinum speed run wasn't exactly a speed run, as I took around 70 more photos:
Gallery: Journey #2 (spoilers obviously)

Also, thanks to plenty of screwing around, I found:

In the dark section, Senua
dissolves if you move to far away from the stream.
And as mentioned previously you can make Senua look like she's in a three-piece band posing for an album cover.
And I don't know what this glitchy thing is.
Got a lot more shots from the first part of the game, some combat shots (although they are a bit dark), some great Hela shots, and a bit of miscellaneous weirdness.
And probably my favorite:
 

Humdinger

Member
You guys might want to set up a screenshot thread for the game. It might help to keep the loading times down on this thread, avoid spoilers, and also showcase the game's visuals to others.


Interesting game. Can't say I'm having fun, but I'm finding it intriguing. A lot of it hasn't been done before, so that's refreshing. Others are describing it as psychological horror, but I don't find it particularly scary. I find it interesting. I actually found parts of the midsection very peaceful (e.g., wandering on that desolate beach).

I can't say that I empathize much with Senua. I might have, had I known more about her, and how she got to where she was. I guess I feel somewhat detached.

I dig the combat. I turned it down to easy because it was making my hands hurt, and it might be a bit too easy now, but it's ok. I am probably missing some of the nuances of combat, but that's ok, too. It sure looks cool when you time your parries right.

I don't get fed up with the puzzles the way I used to. They seem pretty simple to me now.

Good stuff. I'm about 2/3 through, I think. Passed the trials. Some of those were pretty inventive.
 

Wozman23

Member
You guys might want to set up a screenshot thread for the game. It might help to keep the loading times down on this thread, avoid spoilers, and also showcase the game's visuals to others.

I'm all for a screenshot thread.

The issue with creating another thread is that we'd either have decide if it is going to:
1) promote non-spoiler shots, severely limiting the amount of photos that could be included, or
2) contain spoilers, which then scares away people who haven't played it

That's why so far I've just compromised with spoiler tagged posts here. I'm pretty obsessive about spoilers, and believe they encompass pretty much anything outside of released trailers, including stuff like environments. In that regard, almost every photo is a bit spoiler-y.
 

Capra

Member
Gah, I'm right up to where Jim got stuck and feeling extra paranoid. And now Senua's gotten irreversibly stuck on the level geometry twice, forcing me to restart and redo some annoying combat twice now.

Maybe I should've waited for the inevitable patch, but... Goddamn this game is just too good in every other regard.
 

Humdinger

Member
I'm all for a screenshot thread.

The issue with creating another thread is that we'd either have decide if it is going to:
1) promote non-spoiler shots, severely limiting the amount of photos that could be included, or
2) contain spoilers, which then scares away people who haven't played it

I think you'd have to go with #2. As you say, most photos run the risk of spoiling something for someone. I think people who enter screenshot threads know this. For instance, anyone entering the Horizon screenshot thread knows that they will see a screenshots of locations and enemies they might not have known about.

Honestly, I think it's just common sense. If you enter a screenshot thread, you'll see photos from throughout the game, and therefore potential spoilers. I suppose you could always post a warning in the OP, but to me it's understood.


Up to you, though. I'm fine either way.
 
So who else loved Druth's performance? Absolutely love the voice.

Hoping he's done some other games too, his performance absolutely stands out.
 

Zukkoyaki

Member
Looks like Ninja Theory actually managed to pull off the "Indie AAA"

This could be a pretty consequential game not only with its themes but as proof that this sort of release is viable in the modern marketplace. What an achievement! They should be very, very proud of themselves!
 
Story question(I am doing the trials)

When I was crossing the bridge after the first two bosses a second loud, commanding male voice started talking to me. This happened after a cutscene where she started freaking out. Who is this voice? Or am I not supposed to know yet. I feel like I lost the plot there. I was interrupted by a friend during this cutscene.
 

Joeku

Member
Story question(I am doing the trials)

When I was crossing the bridge after the first two bosses a second loud, commanding male voice started talking to me. This happened after a cutscene where she started freaking out. Who is this voice? Or am I not supposed to know yet. I feel like I lost the plot there. I was interrupted by a friend during this cutscene.

A deep
male voice, slithery and all that? I took it as a sort of amalgamation of Surt and Valravn, combining the things you have passed into a sort of overwhelming voice of Hel that clings with you to remind you of what you have done to get where you are and what exactly you're sacrificing mentally to work your way through such a terrible place.

Others will certainly come by with better answers than that though.
 
This is one of those weird games where I kind of hated playing it but everything else (audio/visuals/story/ambition) are so excellent that I have already forgotten how much I disliked the combat and how tedious the rune stuff was.
 
This is one of those weird games where I kind of hated playing it but everything else (audio/visuals/story/ambition) are so excellent that I have already forgotten how much I disliked the combat and how tedious the rune stuff was.

I never forgot, and the piss poor combat only gets worse towards the end of the game when they throw enemy after enemy after enemy at you. It got to the point where I just sighed out loud anytime I saw Senua pull her sword out.

There were some really agonizingly slow sections towards the end where you also had to use that focus thing to see past illusions. I used a 2x speedhack from Cheat Engine just to make my character run faster.

The combat and puzzles are fine when the game limits them to short spurts. But by the end of the game, the combat hasn't changed 1 single bit so I was just on autopilot when I saw enemies. I wanted to fast forward it all so I could just see the end of the story (which didn't really come as a surprise to me).

I think they could have trimmed an hour or two from the playtime and the whole experience would have felt a lot tighter. Would have ended right when I felt best about the game. But man... when it felt like a slog, it really soured the experience for me and I had to push myself to load the game up to finish it.
 
I never forgot, and the piss poor combat only gets worse towards the end of the game when they throw enemy after enemy after enemy at you. It got to the point where I just sighed out loud anytime I saw Senua pull her sword out.

There were some really agonizingly slow sections towards the end where you also had to use that focus thing to see past illusions. I used a 2x speedhack from Cheat Engine just to make my character run faster.

The combat and puzzles are fine when the game limits them to short spurts. But by the end of the game, the combat hasn't changed 1 single bit so I was just on autopilot when I saw enemies. I wanted to fast forward it all so I could just see the end of the story (which didn't really come as a surprise to me).

I think they could have trimmed an hour or two from the playtime and the whole experience would have felt a lot tighter. Would have ended right when I felt best about the game. But man... when it felt like a slog, it really soured the experience for me and I had to push myself to load the game up to finish it.

I'm definitely more tolerant it seems but yeah I feel you. I literally just finished it and the last 90 minutes or so had me in a near rage state whenever combat appeared. There are way too many enemies in way too small of a space. The camera doesn't know what to do and there are numerous spots where the enemies appear for no real reason beyond "let's stretch this out". I definitely thought many times that the whole thing could have been tighter. Less rune tedium and dramatically less combat I think would have gone a long ways. I even found myself regularly thinking that I'd have been totally ok if the game had almost no gameplay at all beyond walking and maybe some lighter rune stuff with just the bosses.

The combat is simply not good enough for more then really one on one fights and the movement is way too slow for the amount of walking around required for rune solving. And yeah, there's just too much combat and rune stuff in the last chunk. Combat especially. Good god I was so close to quitting right in the final bit with the amount of combat they threw at you.
 

Waxy

Member
Just beat the game, thought it was really great. I definitely need to think about the story more and try and understand more about it. The only gripes I have with the game right now is that while the puzzles were interesting, the lack of variety kind of made them feel like a chore but the end, and that it seemed like there were two battle sequences were i was fighting nonstop guys for 10 minutes at least. Other than that loved the gameplay all in all.
 
Story question(I am doing the trials)

When I was crossing the bridge after the first two bosses a second loud, commanding male voice started talking to me. This happened after a cutscene where she started freaking out. Who is this voice? Or am I not supposed to know yet. I feel like I lost the plot there. I was interrupted by a friend during this cutscene.

You will find out
 

S1kkZ

Member
well, i am stuck. i solved a rune puzzle (pretty early on), the rune "barrier" disappeared, but i cannot enter the door.
its the section with the "fire boss", after you solve the puzzle with the "N" and "Y" (man on a cross) runes.
 
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