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random question but what do you think is the weirdest manga/anime you've ever seen one piece doesn't count ha ha
Well, first of all, Anon, I barely know anything about One Piece, so I'm glad it doesn't count. Not even sure why you pointed it out, since I hardly ever talk about it. XD
Second of all...I'm going to go with a manga for this one, or more appropriately, a "Manwha," since evidently this series is/was made in Korea, not Japan. Allow me to introduce you to the complete insanity of...Hell Blade.
So, try to wrap your little noodles around all of this: the main character is Jack the Ripper, whom it is revealed is also Frankenstein's Monster. He uses his...Frankenstein-Monster-Powers, I guess, to hunt women in the streets of Whitechapel. Why? Because it's revealed these women are demons in disguise, and the only way to save the souls of the ladies whose forms they imitate - as well as, of course, the world - is to brutally destroy the demons in question. Jack works for the Illuminati, who have hired him on as their chief demon slayer. The Ripper is also friends with Sherlock Holmes. At some point in the series, Dr. Jekyll & Mr. Hyde become antagonists, working alongside Nikola Tesla. They are henchmen to an unhinged nobleman with a backstory that reminds me uncannily of Mr. Freeze...except with demons. Watson is the adorable brawn to Sherlock's brains, who constantly ends up in slapstick scenarios...oh, and did I mention that there's a crazy priest-guy who eats people using his arms?
...Yeeeaaaah...that's...a million flavors of WTH, don't you agree? 'XD
Admittedly, I haven't finished reading this manga, and I'm not sure if I will. One reason is that I just can't seem to find anything past the Mr. Hyde battle in English; not sure if the series got canceled, or something else. But even if I COULD, I'm not entirely sure I'd want to, mostly because something about this whole premise rubs me the wrong way. I've seen a lot of fictional takes on the Ripper case, and of the Ripper as a character IN fiction, but there's something that feels...wrong to me, somehow, about depicting a nefarious real-life serial killer as a monster-hunting hero while his INNOCENT REAL-LIFE VICTIMS are depicted as horrible demons that need to be destroyed for the good of humanity.
I'm sure the implications of that statement were never intentional, on the writer's part, but you can probably see why that's...problematic, to me. 'XD But hey, I can't deny it's unforgettably CRAZY, so in terms of the question of what's the weirdest thing I've watched or read of this nature? This is definitely the first thing that comes to mind, if nothing else.
I think I went into Hellblade with particularly well-balanced expectations. On the one hand, I had a vested interest in Ninja Theoryās success, having devoted several (rather grueling) years of my life to promoting their controversial last two titles, DmC Devil May Cry and its rerelease, DmC Devil May Cry: Definitive Edition as a community manager at Capcom. In my view, Ninja Theory greatly exceeded Capcom's and my own expectations for DmC, but they walked away from the experience dripping with rotten tomatoes from irate fans who wouldn't have been happy with any reboot of their beloved series, no matter what it did. With Hellblade, I'd wanted to see Ninja Theory get the credit I knew they'd long deserved.
On the other hand,Ā I was also quite disappointed when NT revealed HellbladeĀ to be a more narrative-driven piece, and I was downright worried when they still hadnāt highlighted the combat system after three or four PR beats. They were selling this game on its fancy performance capture technology and its treatment of mental psychosis, not its Smokinā Slick Style and Just Guard mechanics. Iām fine with narrative-driven games, but there are tons of them nowadays, and NT is essentially the only Western developer to have sipped from Capcom's forbidden font of combat wisdom. NT walked away from DmCĀ with a world-class mastery of combat design, honed under the direct tutelage of Capcomās own Hideaki Itsuno (DMC series director and veteran fighting game dev)Ā and his team of designers. It seemed a shame to let that mastery go underutilized. Ā
I eventually concluded that Hellblade probably wouldnāt be theĀ DmC-without-the-baggageĀ follow-up Iād dreamed of, but itād probably still excel on its own merits. In other words, I went in expecting a good game, but not expecting it to top DmC.
It pains me, then, to conclude that my experience with HellbladeĀ was mostly just bad.
Early on in my time with Hellblade,Ā I asked myself, āSo is it āSEH-noo-ahā or āSEN-yoo-ahā?ā referring to the protagonist's name. Then one of the voices in Senuaās head called her āSEH-noo-ah.ā A little later, one of the other characters calls her āSEN-yoo-ah.ā Later still, Senua says her own name, pronouncing it "SEH-noo-ah." Much later, Senuaās own mother calls her āSEN-yoo-ah.ā Is this inconsistent pronunciation a symptom of Senua's psychosis, or merely an oversight in the gameās voice direction? I donāt know, but I see it as symbolic of the overarching issue withĀ Hellblade: it has a language problem.
When I say language, Iām talking about the visual, auditory, and tactile language that the game uses to guide its player. Ninja Theory took on a lofty challenge with Hellblade: to convey the experience of mental psychosis, using a video game. To be clear, psychosis is a severe mental disorder which presents the mind with vivid delusionsāfalse sensory inputs. Video games, by definition, use sensory feedbackānamely, graphics and soundāto communicate a consistent, predictable set of rules and parameters to a player. How do you simulate psychosis and make a functional game at the same time? How do you present meaningful feedback to the player while also inundating them with erroneous imagery and sound?
Ninja Theory actually found a variety of ways to do this. As they explain in the documentary included with the game, many sufferers of mental psychosis display a tendency to draw patterns and connections where none are apparent (to normoids). So essentially, they're ascribing their own rules and logic to the world. Arguably, this is what all game designers do anyway, so in that regard this premise might be surprisingly fertile ground. Indeed, we mostly see Senuaās hallucinations take recurring, systematic forms: glyphs which she must overlay with seemingly arbitrary sights in the environment; āportalsā which, once passed through, reveal new avenues; and horrible humanoid demons, with whom Senua must do battle. Theoretically, these elements successfully convey Senuaās mental condition while still offering the player a āgameā rather than just a series of crazy, unpredictable occurrences.
So whatās the problem?
The problem is a simple matter of execution; the game is technically flawed. Tutorial-less and HUD-less, it relies solely on subtle, in-world feedback to communicate itsĀ rules of engagement to the player, but then breaks those rules either through technical failure or conscious design choices. In a different game, I might have picked up on each bug or design issue much quicker, but because of the psychosis premise and the subtlety of the issues I faced, I found it abnormally difficult to distinguish between intended weirdness and simple video game flaws. In other words, the game isnāt just about beingĀ crazyāit is crazy.
Here are some examples:
-Early on, the game establishes that you can use the R2 button to āFocusā on certain objects in the environment to activate puzzles or audio logs. A little later, the game introduces a new type of "Focusable" object--an icon of a flame--but for some reason these objects don't respond to your Focus until you're much closer. The gameĀ betrays its established rule for how Focus works, without clearly reestablishing the new rule. I probably passed by that first flame icon five times, attempting to Focus each time but receiving no feedback. By the time I realized it was a distance issue, Iād wasted maybe thirty minutes searching for a way to progress.
-Focusing on each flame icon activates a sequence in which the environment is engulfed in an inferno, leaving you with mere seconds to run away before dying horribly. When I activated the first one, I instinctively started running in one direction, only to have the voices in Senuaās head started frantically crying, āNo, not that way!ā So I stopped and frantically searched for another path. Before I could find one, I died horribly. It seemed so unavoidable that for a moment I thought the death was scripted. When I realized it wasnāt and I respawned, I examined the surrounding area at my leisure and determined that, actually, there wasĀ no other path and I wasĀ running the right way. Was this a bug? Or was I now to understand that sometimes the voices in Senuaās head actively try to get her killed? Iāve since cleared the game and still donāt knowā¦.
-I encountered a bug which prevented one of the first puzzle-locked doors in the game from opening. It wasnāt totally clear that solving the puzzle was supposed to unlock that specific door, so I found myself wandering back and forth across the vast section of the map available to me at the time. Additionally, there were music cues which played upbeat, intense music within a specific radius (which didnāt even contain the door in question), and cut off abruptly the instant I stepped outside that radius. I scoured every inch again and again. After close to an hour of wandering and scouring, I googled it in exasperation and discovered it was simply a door bug. The music was just completely arbitrary. Unforgivable in a game that demands you take unexplainable sights and sounds at face value.
-One section of the game introduces a light/darkness mechanic. You must stand in the light at all timesāeither by carrying a torch or standing in designated illuminated areasāor you will die horribly within seconds. In one such instance, a fight sequence breaks out while you're carrying a torch. Senua subtly drops the torch on the ground as the fight begins, and a grueling battle ensues. When it ends, darkness floods your surroundings, and if you donāt think to retrieve the dropped torch, you die horribly within seconds. But what was illuminating us during the fight sequence, and why did it stop after I won? When the darkness came, my instinct was to run, which of course got me killed. I had to repeat the entire fight.
-The boss which follows the darkness segments has the ability to spew darkness (shoutout to DmCāsĀ Hunter). Visually, this darkness looks just like the darkness which causes you to die horribly within seconds elsewhere, so the natural assumption is that you must scramble to find the light. This proved not to be true; rather, the darkness simply makes it dark, which sucks because itās hard to see. Lol.Ā
-The glyph puzzles, which I felt the game leaned on way too much, were extremely finicky. I often found myself desperately trying to line up the overlay with its apparent environmental counterpart, only to be denied feedback. āGuess Iām barking up the wrong tree,ā Iād say, and search elsewhere. Eventually Iād circle back and retry for lack of any better ideas, and finally I would land upon the precise footing that triggered the gameās acknowledgement of my solution. Because of this finicky detection, it frequentlyĀ took me upwards of thirty minutes to execute a solution Iād figured out in five. These moments deeply hurt the gameās immersionāitās hard to believe someone tormented by voices and haunted by hellspawn would spend thisĀ long lining up glyphs with such surgical precision. I felt neither crazy nor like a warrior; I felt like a child with a defective issue of Highlights Magazine.Ā
Weirdly, in other cases the game would give me credit just for glancing in the general direction of a solution I hadnāt actually noticed yet.
By the time the credits rolled, Iād experienced so many baffling inconsistencies in the gameās communication that the whole thing just felt like a misfire.
Now look--Iāve been known to both overthink things and not be very smart, so I donāt imagine everyone will have the experience I had. In fact, I googled āhellblade frustratingā just to see, and was shocked to find that all of the results were about how frustrating the combat was. I actually found the combat to be Hellbladeās saving graceāsatisfying, consistent, and almost perfectly balanced thanks to a God Hand-style difficulty auto-balancing feature. The camera worked against me in a few situations, but most fights left me feeling like Iād beaten dire odds, and certainly made me sympathize more with Senuaās plight than the mundane action of lining up Viking runes with wooden scaffolding.
The moral of HellbladeāsĀ taleĀ seems to be that Senua wonāt ācureā her psychosis, but that she can heal by learning to accept it as a part of who she is and coexisting with it. After finishing the game,Ā it occurred to me that I would almost certainly have a Ā better time with Hellblade on a second playthrough. Those bugs and flaws would still be there, but Iād know about them and be able to anticipate them. Thereās an obvious parallel here. I donāt think itās intentional (though the idea of ābad design by designā does intrigue me), but I think thereās some poetry in the notion that we can apply Hellbladeās lessons to itself.
All that aside, I appreciate what Ninja Theory has done to advance the conversation on mental health and develop a template for their "AAA indie" model. Hats off. Ā
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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