“The reason we opted for one-on-one combat…”: Hellblade 2’s Senua is Going to be Thrown in the Deep End Every Encounter Thanks to Ninja Theory’s 1 Aim for Her

Senua’s battles, physical and mental, are going to get a lot tougher.

"The reason we opted for one-on-one combat...": Hellblade 2's Senua is Going to be Thrown in the Deep End Every Encounter Thanks to Ninja Theory's 1 Aim for Her

SUMMARY

  • Fight sequences and Senua’s combat abilities have been vastly improved in Hellblade 2.
  • Combat Director, Benoit Macon, wanted to make every fight feel like an overwhelming encounter.
  • The fight will evolve and change based on Senua’s actions in these sequences.
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Hellblade 2 is taking everything from the first game and building on it to deliver an unforgettable experience for fans. The first game was hailed for its foreboding atmosphere, impactful story, and gorgeous sound design. But the combat was never the focus of the game, and that was reflected in how such moments panned out.

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Many fans spoke out about this, expressing that the combat in the game felt clunky and stilted. However, Ninja Theory has taken the criticisms in stride, and the upcoming title is going to feature improved combat sequences, with Senua moving more fluidly and showcasing her prowess.

Combat in Hellblade 2 Gets a Massive Upgrade from the First

Combat in Hellblade 2 is going to overwhelm Senua at every encounter.
Combat in Hellblade 2 is going to overwhelm Senua at every encounter.

With the release of the title now drawing closer, more people are getting hands-on time with Ninja Theory’s upcoming game. Games Radar recently got their time with Hellblade 2 and said they noticed a significant improvement in combat from the first game. One section from their playthrough specifically stood out for how the close-quarters combat was handled.

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Towards the end of a chapter, there was a big battle between Viking slavers, which was described as “a whirlwind of clashing blades and burning bodies.The combat is now said to be much smoother and more responsive. Senua’s movements reflected not just her skill with the sword but also her panicked and nervous state as she evaded and landed blows.

Combat Director Benoit Macon stated the inspiration for combat came from the ‘Battle of the Bastards’ sequence from Game of Thrones. The chaotic flurry of combat is similar to how Jon Snow took down the hordes of soldiers charging toward him.

The reason we opted for one-on-one combat is because we want Senua to feel overwhelmed in every encounter.

Hellblade 2 makes combat a more intimate affair, drawing focus to a single combatant and making it feel like a choreographed dance.

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Combat is Brutal and Always Evolving in Hellblade 2

Senua's enemies have gotten tougher, but so has she.
Senua’s enemies have gotten tougher, but so has she.

Macon says the other reason for one-on-one combat is that it leaves the player wondering what they will be going up against next. Whether Senua takes a hit or kills her enemy, there will be something new triggered based on the events unfolding on screen. The pacing of the combat is also such that even the 30 FPS lock on consoles won’t break immersion.

Senua could walk into a fight, and there might be a variety of ways in which it pans out. Aside from her dying, it could be that another character enters the fray by pure happenstance. Alternatively, she could have the upper hand in a conflict only for another enemy to swing in off-screen and hinder her victory.

The idea was to build stories, even in the heat of battle. Ninja Theory spent 75 days motion-capturing stunt performers to capture elements of combat to be used in the game. The footage was then utilized in Unreal Engine 5 without any manipulation or touch-ups, probably to preserve the natural feeling of how humans move in a fight.

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What did you think of the combat in the first game? Let us know your thoughts in the comments below!

Sagar Nerala

Written by Sagar Nerala

Articles Published: 185

Gaming was one of my earliest passions then along came writing, and here we are. I've been in the content creation space for several years now and as gamer for even longer. From understanding the complexities of a multilayer narrative to the simply joy of "big gun go boom", my goal is to capture all the emotions in between and put them down in an engaging manner.