{"id":1880841,"date":"2024-04-04T03:01:00","date_gmt":"2024-04-04T07:01:00","guid":{"rendered":"https:\/\/platogaming.com\/plato-data\/one-of-the-coolest-parts-of-hellblade-2-is-the-rocks\/"},"modified":"2024-04-04T03:01:00","modified_gmt":"2024-04-04T07:01:00","slug":"one-of-the-coolest-parts-of-hellblade-2-is-the-rocks","status":"publish","type":"station","link":"https:\/\/platogaming.com\/plato-data\/one-of-the-coolest-parts-of-hellblade-2-is-the-rocks\/","title":{"rendered":"One Of The Coolest Parts Of Hellblade 2 Is The Rocks"},"content":{"rendered":"
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It shouldn’t come as a surprise to me anymore that this generation of consoles are powerful machines and studios can just more easily disguise their witchcraft to create cool visual effects, but I’m still routinely dumbfounded. The latest example is Senua’s Saga: Hellblade II<\/a>, in which Ninja Theory has managed this incredible visual trickery with rocks.<\/p>\n

As you’re walking through Hellblade II’s Iceland, you may notice some outcroppings that suspiciously look like faces. These are examples of protagonist Senua’s psychosis tricking her mind into recognizing a pattern that’s not actually there. If you choose to focus on these optical illusions, they’ll shift and reveal secret tunnels for Senua to maneuver through. When I played Hellblade II on Xbox Series X, the transformation was seamless, mimicking (albeit on a grander scale) what it’s like for your eyes to play tricks on you in real life. It’s incredible.<\/p>\n