Hellblade Releases May 21, 2024, New Gameplay Revealed | Xbox Direct 2024

Kinda disturbing the way they talk about psychosis as if its some sort of superpower.

Its not a "special way of experiencing the world" its a mental illness characterized by perceptual delusion.
Reeee and modern media are gonna love this angle tho.
 
I still dont gethow this game works naratively and every new content confuses me more.

So what she hears and sees are not hallucinations but visions?? She involves with real conflicts now? But she is supposed to be mentally insane?

How???
 
DF's best graphics tech of 2024 already locked down.

Hmm, so I assume it is completely the character modeling/animation that we're praising visually here, right?

Because I'm kind of let down by the environments and FX sometimes. (Character models and animation though are super-sweet...) Lighting and effects work was not working the way they seem they should (there are a lot of sequences where the lighting seemed written in as opposed to sourced, like when the firebreather shoots a stream and it takes a while to glow plus then brightens her as if facing the light rather than backlit by it.) Also the environments rarely pop the way you'd hope as a UE5 showcase project from a developer with direct access to Epic. (When it cuts to the Iceland Reference footage, you go, "Oh wow... oh, nope", which is unfair to say that in-engine footage of course pales in comparison, but so far little of the game shown displays that evocative sense of scale and environmental majesty so why they keep showing those types of real shots this late in publicity?) The YT compression is still chewing it up a bit, but the game looks better when you can't see anything; everything with a clear vista seems more videogame'y and level-locked than it should for this type of naturalistic sensory experience.

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I'd like to see a supercut of just the in-engine footage because it's a little tough to get your bearings with the cutbacks (and that Iceland footage really scrubs your eyes.) I think the Troll trailer is still the best showcase of what this game can do (especially with its physics and the ML animation being applied to creatures of such size/weight) and I hope more of those types of encounters are in the game. I'm liking the combat for what it is (there's lots of digs at it on here but Hellblade combat is just different from other types of action design and there looks to be good stuff here if you got into Hellblade 1 combat.) And of course the character skin and animation and mocap is breathtaking. We'll see how it adds up from there.
 
50% The Order 1886 and 50% Melina Juergens pretty face simulator

I was mildly interested before this preview, now I'm not interested at all
 
Hmm, so I assume it is completely the character modeling/animation that we're praising visually here, right?

Because I'm kind of let down by the environments and FX sometimes. (Character models and animation though are super-sweet...) Lighting and effects work was not working the way they seem they should (there are a lot of sequences where the lighting seemed written in as opposed to sourced, like when the firebreather shoots a stream and it takes a while to glow plus then brightens her as if facing the light rather than backlit by it.) Also the environments rarely pop the way you'd hope as a UE5 showcase project from a developer with direct access to Epic. (When it cuts to the Iceland Reference footage, you go, "Oh wow... oh, nope", which is unfair to say that in-engine footage of course pales in comparison, but so far little of the game shown displays that evocative sense of scale and environmental majesty so why they keep showing those types of real shots this late in publicity?) The YT compression is still chewing it up a bit, but the game looks better when you can't see anything; everything with a clear vista seems more videogame'y and level-locked than it should for this type of naturalistic sensory experience.

6b63f863-65ed-4013-8b83-3daacb7a5405.jpg


I'd like to see a supercut of just the in-engine footage because it's a little tough to get your bearings with the cutbacks (and that Iceland footage really scrubs your eyes.) I think the Troll trailer is still the best showcase of what this game can do (especially with its physics and the ML animation being applied to creatures of such size/weight) and I hope more of those types of encounters are in the game. I'm liking the combat for what it is (there's lots of digs at it on here but Hellblade combat is just different from other types of action design and there looks to be good stuff here if you got into Hellblade 1 combat.) And of course the character skin and animation and mocap is breathtaking. We'll see how it adds up from there.
Honestly, I felt like Hellblade 1 combat was one of the most raw and realistic combat-systems out there.
Still do.

And yes, that means it seems simple and basic compared to most other games, but that's how actual swordfights would look like outside of stylized movies. Especially in case of a non-warrior female carrying a heavy sword fighting stronger and heavier opponents.
Actual combat should be simple and effective, not flashy and showy like in movies or what's typically seen in games.

If such a combat-system is fun in a game, is a different subject though.
 
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Graphics look great, hopefully gameplay and combat are better than in the first game which was frankly boring to play. The first game was a lot of pressing up on the stick, cutscenes, some of the most braindead combat I've ever experienced, and puzzles that pale in comparison to toddler's toys in terms of complexity.

They say it plays differently, but that doesn't always mean improved.
Yea thats whats putting me off this, I dropped the first game twice cause it was just tedious and boring to get through
 
Serious thought here: Why would i want to play this. On a tech level, this is amazing, but it looks like a dark, depressing, ultra morbid walk-talk game.
 
Serious thought here: Why would i want to play this. On a tech level, this is amazing, but it looks like a dark, depressing, ultra morbid walk-talk game.
Isn't that the main selling-point of Hellblade? Lol

I think that's actually what made Hellblade stand out from other games. And the way they tried to make the psychosis a gaming experience was amazing, imo.

I didn't even realize to what extent until i reached the end, where
you fight the final battle with an infinite wave of enemies, until you realize you have to give up and let them kill you, just like the voices in your head have been telling you for the past 30-60 minutes. Only thing is, as you played through the game, you've learned to ignore the voices because they have been trying to distract and confuse you as you were trying to stay focused and achieve your goal.

That right there is brilliant game-design.
 
Honestly, I felt like Hellblade 1 combat was one of the most raw and realistic combat-systems out there.
Still do.

And yes, that means it seems simple and basic compared to most other games, but that's how actual swordfights would look like outside of stylized movies. Especially in case of a non-warrior female carrying a heavy sword fighting stronger and heavier opponents.
Actual combat should be simple and effective, not flashy and showy like in movies or what's typically seen in games.

If such a combat-system is fun in a game, is a different subject though.

Heh, right... swordfighting is a fight, not an action ballet. You hope to god you can strike quick and cut clean and not get pierced in the process. (It's one of the things I like about Monster Hunter, that still has magical pass-through sword strokes and isn't realistic, but the swords are so heavy and slow generally that you really need to decide when a slash is worth moving on, you don't get to dash in and combo and parry and dance your sword around.)

Unreality is great in many many many games, no doubt. (It's a game, after all... it took more than collecting five rainbow cars to connect the country with railways but Ticket to Ride would be a whole lot less fun if you had to drive spikes and survey land elevation.) However, some really interesting things can come from taking direction real life in crafting the ruleset of the game.

They'd probably never be able to do "reality" in a gun-based game, BTW. A game where one bullet essentially kills or incapacitates a foe (I've got a blister right now and it's taking all I've got to type this, imagine getting shot how hard it'd be to keep fighting.) Hotline Miami was almost realistic in that sense, in that you were really scared shitless that whatever bullets you fired did their job because return-fire is fast and a mutha...
 
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I swear to god every time it's the same video for this game: devs talking about the journey, some footage of her walking through a landscape, the motion capture lady talking about the amazing journey, another dev talking about immersion and the journey, another two seconds of gameplay where we see her walking through another type of landscape, some more devs talking about immersion, the journey and the music, another snippet of her walking through another type of landscape, the end.
 
I swear to god every time it's the same video for this game: devs talking about the journey, some footage of her walking through a landscape, the motion capture lady talking about the amazing journey, another dev talking about immersion and the journey, another two seconds of gameplay where we see her walking through another type of landscape, some more devs talking about immersion, the journey and the music, another snippet of her walking through another type of landscape, the end.

Only now Microsoft realize they signed off on some bullshit. Which is why they're dropping the price and making it digital only.
 
I'm going to say the combat in the first game felt good. It was weighty, there was a physical solidity to the combatants (none of that floaty insubstantial feeling that so many games suffer from) and each bad guy took enough beating to provide satisfaction.

(if the game had problems it was the 'line up the landscape' puzzles were repeated a few too many times and became samey, and of course it was a video game that featured as much video as game, but lots of people seem to like cutscenes these days).
 
When I play a game I want to escape reality into a fun world. I don't want to hear about mental illness or lived experiences.

Hard pass for me.
 
Serious thought here: Why would i want to play this. On a tech level, this is amazing, but it looks like a dark, depressing, ultra morbid walk-talk game.
I will never understand what is special about the first one. Bad story. Walking simulator. With boring sections and puzzles. The combat is horrendous.

I bought the game on Steam a few years ago and never understand what is good there besides graphics.
 
I swear to god every time it's the same video for this game: devs talking about the journey, some footage of her walking through a landscape, the motion capture lady talking about the amazing journey, another dev talking about immersion and the journey, another two seconds of gameplay where we see her walking through another type of landscape, some more devs talking about immersion, the journey and the music, another snippet of her walking through another type of landscape, the end.
Don't forget also the clip from the dev's holidays in Iceland
 
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