I have chosen to dive into the critical theory behind the video game Hellblade: Senua's Sacrifice. This is a game I have already played through myself and already have my own understanding and bias towards the game. To begin with I already know a huge mechanic of the gameplay and narrative is Senua's psychosis, suffering from chronic schizophrenia. Schizophrenia is arguably the most serious major psychiatric disorder, usually developing in late adolescence or early adulthood, and often having a profound effect over the lifetime on daily functioning (Mueser, 2011). Going forward I will be looking to gain a better understanding of the mental illness, how it affects those suffering from it and how media can help shine a nonstigmatising light upon it.
Controversial subjects ranging from colonialism to mental illness are increasingly scrutinised in video games. As with other media games are judged on how they represent these issues. If they do so in a nuisance and insightful way, they attract acclaim. If they pander to stereotypes then they suffer brutal criticism. But it is often argued about whether a games representation of a subject is ultimately helpful or harmful. Such is the case with Ninja Theories, Hellblade: Senua's Sacrifice because of its presentation of schizophrenia and psychosis.
Psychosis being a mental condition whereby the patient completely loses touch with reality. Sigmund Freud originally distinguished between neurosis and psychosis in the following way: In neurosis the ego suppresses part of the id out of allegiance to reality, whereas in psychosis it lets itself be carried away by the id and detached from a part of reality.(1953–74: 5.202) The ID is governed by the pleasure principle and is oriented towards one's internal instincts and passions but, because of its antagonistic relationship to the super-ego is “the dark, inaccessible part of our personality” (Freud 1923)
A quote from Vernon Mountcastle a neuroscientist in 1976 "Each of us lives within the universe or the prison of their own brain. Projecting from it, are millions of fragile sensory nerve fibres, arranged in groups uniquely adapted to sample the energetic states of the world: heat, light, force, chemical composition. That's what we know of it directly. Everything else is logical inference." (Mountcastle, 1975) Gives insight into how people can perceive the world completely different from others, due to neurological influences out of their control.
The game reached beyond its traditional videogame audience, attracting the attention of academics such as Paul Fletcher a professor of health neuroscience from Cambridge University, was a consultant on Ninja Theory’s game. “Indeed, for me, one of the most powerful and eye-opening experiences of working on Hellblade and the ensuing public response to it, was just what a phenomenal role a game experience can play in representing mental distress and allowing it to be communicated to others,” (Fletcher, 2019). Fletcher praises Senua's characterisation as a fully fledged person, rather then the 2 dimensional shell of mental illness so often represented in the media.
In Hellblade you are placed in the third person perspective of the titular Senua, a warrior from the Orkney Islands hell bent on rescuing her beloved from Helheim. The Norse equivalent of an underworld of the dead. It's a single player game but you are never truly alone. Accompanying you are the voices, visions and illusions from which torment Senua's mind. The game uses binaural audio to authentically replicate schizophrenia. The mix of voices overlap, circle and assault your ears, whilst Senua's hallucinations render in a macabre and terrifying beauty. The adaptive stream of consciousness, the multiple voices and the incredible acting give a real sense of sharing Senua's plagued mind. Many of the games mechanics are worked around this and it is deeply immersive.
The games dives into the exploration of the human instinct to tell stories, an interpretation of Senua's journey to Helheim to save her beloved is that its entirely fictional. Senua inventing the various bosses and puzzles subconsciously to create a narrative that allowed her to interpret her trauma in an intelligible way. The game makes you think about how we all tell stories about where we come from to make sense of who we think we are and where we think we're going. Such stories are powerful because they can give us a sense of purpose, but they're potentially dangerous too. Our brains can ultimately invent narratives that are divorced from reality, if things don't go as planned then our invented trajectory are shattered. At the end of Senua's tale her own invented story crumbles to dust when she realises that her beloved is truly gone.
The world Senua inhabits is a grim dark, grimy and distrusting world. Full of destruction and wrath with short moments of beauty and pristine nature all inspired by this hellish interpretation of elements from Norse mythology.
Credit: Ninja Theory
Whilst Hellblade's portrayal of mental illness amazed many for its veracity. Acclaim was far from universal though. Some found the portrayal of mental illness superficial "Hellblade made me feel as though my own mental illness was being explained by an inexperienced outsider rather then an authentic portrayal - A textbook definition of mental illness devoid of any real substance" (Lacina, 2017). To some Hellblade instead of destigmatizing schizophrenia peddled a damaging narrative that presented mental illness as less of a disease and more of a unique perspective. Often there is no rationale to the suffering and the struggle of having mental illness is not simply because of social stigma although that might exacerbate it. Hellblade's presentation of schizophrenia is simply another way of viewing reality and a potentially hopeful one at that. Seen in that view Hellblade isnt sensitive to the lived experience of many real life suffers. "I'm certain my mental illness has never benefited me or society" (Lacina, 2017). I recognise that portraying mental illness in an authentic way is crucial. writer's shouldn't simply use mental illness to advance their plots for the sake of it.
SWhereas treatment used to focus primarily on a reduction or containment of psychopathology, traditional concepts of medical recovery have been challenged and recently have given way to new and more meaningful definitions of recovery that emphasize improved functioning, client self direction, empowerment, and hope (Anthony, 1993) There are now solid grounds for optimism in the treatment of schizophrenia, and the potential to help individuals with this disorder lead rewarding and productive lives. The change in the perception about schizophrenia (although still quite limited in the public mind) may be exemplified by
Felluga, D.F. (2015) “Psychosis,” in Critical theory: The key concepts. 1st edn. London: Routledge, pp. 251–251.
Mountcastle, V.B. (1975) The world around us: neural command function for selective attention. dissertation. Neurophysiol.
Benevento L.A., & Fallon J.H. (1975) Journal of Comparative Neurology 160, 339
Fletcher, P. (2016) “Psychosis: Bending Reality to See Around the Corners,” in TEDx Talks. Available at: https://www.youtube.com/watch?v=tV2RLLtOgL4 (Accessed: November 4, 2022).
Lacina, D. (2017) “What Hellblade: Senua’s Sacrifice gets wrong about mental illness,” Polygon.
Mueser, K.T. and Jeste, D.V. (2011) Clinical handbook of schizophrenia. New York: Guilford Press.
Anthony, W. A. (1993). Recovery from mental illness: The guiding vision of the mental health service system in the 1990s. Psychosocial Rehabilitation Journal, 16, 11–23.