To me it just seems like a really cheap way to make a game seem "deep".
I also feel at times it can be used to deflect criticism of a game.
So yeah maybe the game is crap but it's trying to do IMPORTANT things.
Plus game journalists lap this shit up.
For what it's worth, I thought Hellblade was a super cool game and I really enjoyed it. Excellent use of sound and graphically it looked amazing. The combat I felt was actually kind of satisfying even if it was a bit simple. The puzzles were just OK. Actually one I wouldn't mind playing again to be honest.
I didn't "get" the whole "mental health" angle though. For me it would be kind of like making a game about a guy with a broken leg. I haven't got a broken leg personally so any gameplay elements or design elements that are supposed to reflect that isn't going to be particularly amazing to me because I don't personally have that context. Similarly I don't know what it's actually like to hear voices or have weird visions etc so I have no idea if the game is doing a good job or not. Then you could just take any sci-fi or fantasy setting and claim it's about mental health because crazy shit is happening. It's just a bit silly.
Something that did stand out for me with Hellblade was that Jim Sterling gave it a brutal review probably thinking he was just trashing some shit indie game and then all his wee buddies reminded him that actually this game is about mental health and so it's super important and then he backtracked like an complete pussy.
This even went as far as Metacritic removing his 1/10 score and allowing him to change it to a 7/10.
Metacritic aggregates music, game, tv, and movie reviews from the leading critics. Only Metacritic.com uses METASCORES, which let you know at a glance how each item was reviewed.
www.metacritic.com
That's fucking embarrassing. All because the game is "about mental health".
Developers can make whatever games they like, of course, but I will never understand this hard-on people have for games that are supposedly about mental health. Like, yeah depression sucks and that but if your game is a straight platformer then putting a coat of paint over it to make it seem like some deep insight into the human condition is just cheap.
I've made a pretty solid platformer but check it out. The platforming represents climbing out of depression. "OMG! So deep!"
The truth is that I don't think videogames can really do a good job of exploring these kind of issues.
Sure, videogame dialogue and cutscenes can cover that but gameplay itself is not really open to the same deep levels of interpretation. With a movie the meaning can be conveyed through color, music, acting, costumes and the way shots are constructed.
A film about mental health has it baked into every aspect. The audience participation comes from like showing up to the theater and sitting down and paying attention.
A game about mental health kind of takes a few simple gameplay concepts and slathers on the "deep" stuff while having the player click buttons or push left or perform some other basic tasks to get on with the "story". It's a weird concept to me.
Funniest of all is that if a developer wants to portray a brutal and crushing world in their game and uses difficulty to express this you have an endless parade of clowns complaining that the game is too difficult and they just want to explore the world and not be stressed out.