P5
Infographic
A.)
The reviews of the game say that game is good this is because some people can relate to the game but not only that but certain situations too. One the reviews was "Senua's sacrifice, you see, reflected my own experience dealing with anxiety", which makes it easier to understand the feelings for the character Senua, which makes it more enjoyable since you can see how she deals with it and makes you understand it more.
Hellblade does have fans, this is because they create fanart for the game, people tend to do this when they like a game, not only that but it means they also like the graphics and designs of the characters and monsters. One of the comments which shows it has fans was "The game was fantastic, definitely play with headphones as recommended. Great journey, mechanics and the behind the scene features was also very interesting and worth a watch. Definitely one of my top gaming experiences of the year." This shows that they also really liked the game.

I would say that the product does have superfans, this is because in IGN in a sort of review they said "Senua's sacrifice serves a greater purpose than what's on the surface." This shows that they really like it since they see the deeper meaning behind it and they must have looked into it more since they think that it has a greater purpose. Not to mention but on the comments of that was someone saying how it was their top game experience if the year.
On the PS4 store it is rated 4 and half stars out of 5, meaning it is a good quality game and more than a majority of people like it since you can rate games. On steam it has a 9/10 rating and has 20,133 reviews on it.
The effect Hellblade has on it's audience is that it inspires people who have anxiety and mental health problems and shows them how Senua deals with it, which makes some people relate to that, reminding them of their own experience and understanding the character better, giving them a better experience. Another effect it has is it helps people who don't have psychosis, understand what it's like, since they got people who actually had psychosis to play the main character who had it, to give them a more realistic experience.
Hellblade does have fans, this is because they create fanart for the game, people tend to do this when they like a game, not only that but it means they also like the graphics and designs of the characters and monsters. One of the comments which shows it has fans was "The game was fantastic, definitely play with headphones as recommended. Great journey, mechanics and the behind the scene features was also very interesting and worth a watch. Definitely one of my top gaming experiences of the year." This shows that they also really liked the game.

I would say that the product does have superfans, this is because in IGN in a sort of review they said "Senua's sacrifice serves a greater purpose than what's on the surface." This shows that they really like it since they see the deeper meaning behind it and they must have looked into it more since they think that it has a greater purpose. Not to mention but on the comments of that was someone saying how it was their top game experience if the year.
Here is some of the fanart for Hellblade
On the PS4 store it is rated 4 and half stars out of 5, meaning it is a good quality game and more than a majority of people like it since you can rate games. On steam it has a 9/10 rating and has 20,133 reviews on it.
The effect Hellblade has on it's audience is that it inspires people who have anxiety and mental health problems and shows them how Senua deals with it, which makes some people relate to that, reminding them of their own experience and understanding the character better, giving them a better experience. Another effect it has is it helps people who don't have psychosis, understand what it's like, since they got people who actually had psychosis to play the main character who had it, to give them a more realistic experience.
Representation
B.)
In the products casting to play the characters, I would say that there isn't any gender stereotypes, this is because the main character is a girl instead of a boy being the normal in power character and no girl is being saved, so they aren't portraying the character as weak. They have a balance of boys and girls for the casting of the product, one of the guys names who worked on Hellblade is Oliver Walker and one of the girls (the one who played Senua) is called Melina Juergens. Also another thing that shows the balance of gender roles in Hellblade is, you have the girl main character Senua in the game and then you have this man appear later who is telling Senua something. In the casting for Hellblade, there is a bit of ethnicity, since they have a person called Chipo Chung, who is half Zimbabwean and half Chinese and then they have some called Steven Hartley, who is from England, so they have people from different countries, they have a variety of ethnicity. They also have a variety of age range, since the girl who plays Senua in Hellblade is aged 26 and one of the guys in the casting of Hellblade is called Nicholas Boulton and he is 50 years old. I don't think that any of the mainstream characters are LGBT, this is because Senua is going after her dead lover which is a boy and not a girl and there aren't many other characters so there wouldn't be much in it if there was any, it's also not their main focus or focus at all because the game is mainly focusing on the mental health disorder psychosis. I think that they chose Melinda Juergens to be Senua because she had psychosis, so it would be more realistic, the reactions would be better than getting someone who doesn't have it, to play the part, since they wanted the experience to be as realistic as possible therefore they would get someone it to do it rather than without it. The props and costumes that have been associated with the character are ones that go with celtic warriors, since the name Senua is a celtic goddess and therefore they decided to make her a celtic warrior, giving her props and consumes that come from that.
What I think Hellblades PEGI rating is
Regulatory Body
D.)
The PEGI content descriptors I think Hellblade has is:

Definitions of the PEGI content descriptors:
Violence
The game contains depictors of violence. In game rated PEGI 7 this can only be non-realistic or non-detailed violence. Games rated PEGI 12 can include violence in a fantasy environmentor non-realistic violences towards human-like characters, whereas games rated PEGI 16 or 18 have increasingly more realistic-looking violence.
Fear
This descriptor may appear on games with a PEGI 7 if it contains pictures or sounds that may be frightening or scary to young children, or on PEGI 12 games with horrific sounds or horror effects (but without any violent content).
What Hellblade is actually rated as
Hellblade is actually rated as an 18. I agree with this, since to fit the 18 category it has to be "The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence, apparently motiveless killing, or violence towards defenceless characters. The glamorisation of the use of illegal drugs and explicit sexual activity should also fall into this age category. I agree with that rating because the fight scenes in Hellblade can be classified as gross violence, since in the cut scene when she fights a skeleton monster bird, with feathers, she runs up to it and stabs it's head in because they show how she kills it and in some cases the monsters have blood on them also they show images of Senua scratching her arm as it rots every time she die, it also spreads but i also somewhat disagree, this is because there is no swearing in it from what i've seen.Task 3
After reading an article on 'Norway mass-shooting trial reopens debate on violent video games' i feel like they can have a slight impact, but the video game isn't necessarily saying go kill people, video games can help take out frustration and you can kill people in the game instead of real life, some people don't do that since it doesn't have a big effect, it depends on your experience with anything since certain events in your life effect different things so games could make you slightly like to do something but it just depends on your life events.
After reading another article, called 'Violent video games incite kids to crime, says scipione', i think that it doesn't exactly inspire them to do it, however if the experience is realistic enough, it can cause an effect, because they could like doing it but some might not but the experiecnes can just be taken out in the game rather than real life, this is why you have people who make games, making them feel as real as they can sometimes, like when in Hellblade, they wanted people to be aware of psychosis and experience it and they did that but it doesn't make people think it's ok to kill people still, so it doesn't promote violence, you just fight monsters because of the mental health disorder psychosis making you see that and think that you'll die if you don't.
Legal and Ethical Issues
C.)

Here you can see that after Senua hit the monster blood came out. This would make the game get a higher rating, this is due to violence. This can also be an ethical issue, since some people think that the violence in video games can effect others to do the same and some people think that violence is wrong.
A ethical problem would be that the game might misrepresent psychosis. Someone could think it is misrepresented or hasn't been made right since they could think that they are making the main character Senua, who has psychosis, because they might over exaggerate it, since they are adding monsters and whole new settings in for it, while psychosis mainly makes you see things that aren't there or hear, someone saw a dead body hanging from their ceiling and someone else had someone saying something to them. They might also think that it hasn't been done correctly.
Another legal problem would be intellectual property. This is because Ninja Theory put a copyright
on Hellblade, therefore people can't copy or use certain things from Hellblade, such as the designs and story line and so on.
One of the other ethical problems would be that they used a boy main character but they didn't so that problem can be avoided, but they also make her strong, since she has to deal with the mental health problems she has and then go and save her lover. So the gender roles are reversed, since shes going to save her lover who is a guy.








Comments
Post a Comment