“What you see is what you get”: Ninja Theory’s ‘guiding principle’ for Hellblade 2 Should Be a Lesson All Developers Learn

Senua is going up against some difficult foes, and they aren’t all in her mind.

"What you see is what you get": Ninja Theory's 'guiding principle' for Hellblade 2 Should Be a Lesson All Developers Learn

SUMMARY

  • Developer Ninja Theory has significantly improved the combat in Senua's Saga: Hellblade 2.
  • Fights will seek to create a sense of overwhelming brutality and include dynamic events.
  • The studio spent 75 days motion-capturing stunt performers for footage that depicted realistic fight moves.
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Ninja Theory’s Hellblade 2 is now right around the corner and fans are eager to learn more about Senua’s next harrowing adventure. First revealed in 2019, the studio’s six years of efforts are ready to pay off in just a little over a month. Fans praised the first game for its grim depiction of mental illness and ostracization through the eyes of the young Pict warrior.

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However, combat was never the focus of the game, and it felt a bit clunky and slow. While the focus of the sequel is still the story, the studio has put in a considerable amount of work to make the fights far more cinematic and natural.

Ninja Theory Planned for Dynamic Events and Overwhelming Enemies in Hellblade 2

Ninja Theory has big plans for Senua's fights in Hellblade 2.
Ninja Theory has big plans for Senua’s fights in Hellblade 2.

Combat in games has evolved greatly since 2017. The gaming community now has a higher threshold for what constitutes ‘good’ combat, and advancing technology has allowed for some truly jaw-dropping moments.

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So, while the game is not combat-focused, it can’t drop the ball when swords are drawn. Thankfully, Ninja Theory is well aware of this fact and has put in the time and effort needed to create engaging and challenging fights. Josh West from GamesRadar+ recently went hands-on with Hellblade 2 and spoke with combat director Benoit Macon.

He shared the inspiration for the duels West experienced in the short preview and the studio’s approach to combat.

If Senua gets hit, it triggers something; if she kills an enemy, it triggers something different and so on, building up these stories in every battle we have created. Our guiding principle is ‘What you see is what you get.’

The first installment featured mainly one-on-one fights, and the sequel is going to carry on that trend. Senua will go up against just one foe at a time but with far more dynamic events occurring during the fight.

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Allies might enter the fray at any moment, and another enemy can swing at Senua off-screen, thereby shifting her focus. That’s why the studio spent 75 days motion-capturing stunt performers to use in their game!

Expect Natural and Raw Fight Moves in Hellblade 2

One-on-one battles are going to be far more intense.
One-on-one battles are going to be far more intense.

The skirmishes in the preview, according to Macon, were inspired by The Battle of the Bastards from Game of Thrones. While chaotic, Jon Snow handled each opponent one by one. The developers believe one-on-one combat reinforces a sense of brutality and struggle.

It also helps the 30 FPS limit on consoles not ruin the immersion of the game. The studio approaches these fights as if choreographing a dance between the opponents. Fluid animations help show Senua’s evolution from the first game, where she was a victim and is now more in control of her emotions and fate.

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Despite that, expect to feel overwhelmed in combat encounters. Ninja Theory is looking to outdo the first Hellblade in more ways than one. The sequel takes place not long after the events of the first game, but Senua’s journey has already imbibed in her a sense of independence and mental fortitude, to the point where she will be a figure of authority leading her faction.

What would you like to see in Hellblade 2‘s combat system? Let us know in the comments!

Sagar Nerala

Written by Sagar Nerala

Articles Published: 188

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.