Haven’t played it yet, but the one and only problem I’ve saw from the beginning is them telling what is all about.
I find it to be a endemic problem of the relationship between gamers and the games themselves, how a sizeable part of the public see the game as a product first and foremost. That leaves the dev team with the dilemma of how to market the game, laying down much of the mystique upfront and diminishing the discovery in favour of easing the consumer in (rather than the “player”).
And that in my opinion, brings the suspension of disbelief to a whole other level, since now it requires the player to not only understand the matter it also requires empathy for someone else, be it the dev team, the writers and the character herself.
Much of what I’ve seem and read about Hellblade so far, seems to praise how it handles the mental illness, however there is always that feeling in the back of my head that sometimes makes me doubt, for the lack of a better word, if the way they handled also made it a bit “artificial”. I know about the development, and from day one I’ve been fascinated with what they’ve been doing, but since it was marketed as “this is a serious game, dealing with serious problems” it threads a fine line between doing it right or not quite.
All in all, I still have to play it and make better conclusions, still, I think it deserves all the praise it can get, even if it doesn’t connect with everyone. We need more and more games tackling more serious issues like Hellblade. Good or bad, practice leads to perfection right?