How Ninja Theory Strives to Make Senua the Most Human Character in Gaming

How Ninja Theory Strives to Make Senua the Most Human Character in Gaming

2017’s Hellblade: Senua’s Sacrifice was an exceedingly special game. A bold, brash direction for Ninja Theory, the decision to craft a short, narrative experience revolving around mental health was a brave leap, but one that ultimately paid off. Now, seven years later, the studio is gearing up to reveal a sequel to Senua’s story, built with the same love and care, but expanding on the debut in every conceivable way. 

In the run up to launch, we’ll be bringing you the story of Senua’s Saga: Hellblade II from inside the studio itself, as well as stories and lessons from Hellblade’s creative leads. This is Ninja Theory’s ultimate form, filled with industry-leading talent, groundbreaking technology, and one of the most unique approaches to game development you’ve ever seen to fulfil the ultimate goal – the pursuit of true immersion. 


During one particularly tense cutscene in Senua’s Saga: Hellblade II, I’m rooted in place as I watch Senua make a critical decision. After triumphing in a bloody battle against Viking slavers, she’s presented with the choice to save a new character from a terrible fate. Ninja Theory’s incredible performance capture and Unreal Engine 5 visuals allow me to scan every emotion soaring across Senua’s face – concern, worry, distrust – as she considers the consequences of rescuing someone in need.

In the first game, she might not have experienced the same internal conflict, but in the sequel, she’s making choices and processing emotions in new ways. Senua has not arrived here overnight. She’s gone through and will continue to go through an incredible narrative evolution in Hellblade II. In gaming, “growth” is so often mechanical, statistical – but the Hellblade series makes it a truly characterful experience, and it’s one of many things that makes Ninja Theory’s work stand out.

At the end of Hellblade: Senua’s Sacrifice, we see Senua come to terms with the loss of her love, Dillion, and soak in the physical and emotional journey she’s undertaken. Her sequel begins with the sum of that evolution; she’s hardened by her experiences, familiar and accepting of her condition, and tasked with a wider, more selfless goal. This emergence of Senua’s personality and extraversion of herself as she meets new people is an extraordinary step in making her feel real.

“Her purpose in the first game was very interior, the guilt that she felt over Dillion was a very personal mission to her,” says Lara Derham, Stage Director and Writer on Hellblade II. “While that drive is still present in this game, she’s pushing her goal a little more out of herself and into the world. It’s not about her personal love or her circumstances, it’s about preventing harm from coming to other people now.”

This evolution in Senua’s character is also outlined by a deeper understanding of herself, and how her experiences are no fault of her own. Professor Paul Fletcher, who has served as the mental health consultant on the Hellblade series, outlines the tonal shift between the two games: “The hallmark of [Senua’s Sacrifice] was it was totally enveloped by a darkness, and I think she’s emerging from that and finding a different meaning.”

“It’s not about [Senua’s] personal love or her circumstances, it’s about preventing harm from coming to other people now.”

Lara Derham

She’s still faced with the ever-present mental load of the Furies – the name given to the competing voices in her head – but they’ve evolved with her, and have more external factors to react to as Senua meets new characters. They don’t really have a consistent tone of voice, they’re reactive to Senua’s state of mind; if she’s anxious or frightened, they tend to be a little more chaotic and overbearing, when things are calm, they’re quieter. This dynamic ruleset allows for brief moments of respite for the player, but it also showcases growth in how Senua manages her condition. 

According to Fletcher, this is in keeping with the clinical experiences of those living with psychosis – the voices do shift in what they mean to an individual.

“What I find interesting is that the voices now comment on what other people are doing, which was never really a part of the first game,” Fletcher says. “So they may encourage her to distrust what another person is saying, which really captures the dual reality that people might face in the midst of psychosis.”

Derham notes that most people have some sort of internal monologue active when we’re being spoken to, but it’s mostly not at the foreground, and it’s also not audible: “Imagine if every time someone was talking to you, you had that constant commentary on what they’re saying, maybe even arguing about the meaning. Every time Senua meets a new character, the voices are going to react to that.”

Fletcher accentuates this by describing a big step in the understanding of psychosis from a research perspective, which revolves around the meaningfulness of experiences for those living with psychosis. They’re not just neural noise – the experiences are constructed in the same way we all construct our reality.

“What’s exciting to me about Hellblade II is the growing interest that people can entertain two levels of reality,” Fletcher says. “Senua may have the darkness and the voices, but at the same time, she can recognise and be part of other people’s constructions too.”

“Senua may have the darkness and the voices, but at the same time, she can recognise and be part of other people’s constructions too.”

Professor Paul Fletcher

Senua’s willingness to be part of other people’s stories – as we briefly mentioned earlier regarding her choice to save someone who is a stranger to her – also showcases another aspect of how she’s moving past certain experiences that made her so insular.

“Her psychosis had influenced her relationships with other people to a point where she was weary and withdrawn from the world, Derham says. “What we’re showing now is her starting to overcome that, depending on who she meets, and we’re showing that her perspective is just as valuable as anyone else’s.”

“Some people will react to her with harshness or horror, but some will see her differently, and she’ll find common ground and share positive experiences with them. It’s really exciting to watch Senua explore these interpersonal dynamics and relationships with other characters, and how she can help them.”

Senua’s Sacrifice is considered one of, if not the most authentic representation of psychosis in modern media, but Derham and Fletcher both agree that there may never be a truly complete depiction of the condition, as it “doesn’t remain static, and people’s relationship to it changes over time,” according to Derham.

One line in particular struck me during my time with Senua Saga: Hellblade II, which sees Senua calmly and assertively say “it’s not a prison, it’s a promise.” In this moment, we see Senua make peace with her past, and prepare to pursue her new goal confidently, not just for herself, but for the people around her. It’s in this line where I really feel her growth as a character, as a survivor, and more widely, as a woman living in a harsh world with a chronic, invisible condition.

“It was important for us to show that Senua is still on a journey,” Derham adds. “The courage and persistence that she showed in the first game is still evident, but it’s more self-directed now. She will still hear voices that’ll try to influence her, but she can choose whether to respond to that or not. She has agency in a way she didn’t have in the first game, and that evolution really is key.”

Senua’s Saga: Hellblade II will be released on May 21, 2024 for Xbox Series X|S, Windows PC, Steam and Cloud – and will be available with Xbox Game Pass and PC Game Pass day one.

The post How Ninja Theory Strives to Make Senua the Most Human Character in Gaming appeared first on Xbox Wire.

Avast! New Cat Quest III friends and foes revealed, out August 8

Get ready to set sail, me hearties! I’m Desmond, Designer and Artist at The Gentlebros and today we’re revealing some of the new crewmates and nefarious villains that await you in the newest entry into the Cat Quest series – Cat Quest III coming to PS5 and PS4 on August 8.


Avast! New Cat Quest III friends and foes revealed, out August 8

In Cat Quest III, players will explore a treasure trove of picturesque islands and meet a bevy of meow-sterious characters as they set sail in pursuit of the legendary North Star. Some of these characters will assist your adventures and prove to be valuable crewmates for the journey ahead… while other devious Pi-rats and nefarious villains will try to ruin your day! Let’s meet some of the new characters you’ll meet on this seafaring adventure.

Your trusty spirit companion, Captain Cappey is with you every step of the way on your adventures. His main goal is to be the greatest pirate that ever lived, although he’s long past the ‘living’ stage. Whether sharing their wisdom or explaining the ins and outs of being a pirate, Captain Cappey is the purr-fect guide for you.

This furrmidable feline is Mama Milka, proud owner of The Milky Barrel tavern, serving cats across the land milk instead of rum. She’ll offer some guidance to kick off your adventure in search of the mythical North Star, giving the first clues to take on Captain Meowtallika. Additionally, turn in Mama Milka’s pirate (or pi-rat!) bounties to get stat-boosting jugs o’ milk – an essential beverage for any would-be privateers! These equippable trinkets boost a specific ability or stat, like the Pawer Milk which makes the player attack faster the more they attack! Players can equip as many of these trinkets as they want as long as they have spare customization slots in their gear.

Brother of series favourite Kit Cat, Kidd Cat is a mischievous kitten and the local blacksmith. Throughout your adventures you’ll find a boatload of gear to customize your feline friend, from hats and eye-patches to boots and swords! Upgrading your gear with coins found in the world around you makes you both stronger and more durable in a fight, so you can take on tougher challenges. Be sure to visit frequently and enhance your gear to make a pawesome loadout!

Avast! Two nefarious pirates who are out to spoil your day: Captain Meowtallika and Captain Takomeowki! Captain Meowtallika is the leader of the metalhead pirates, known for their heavy metal concerts. Captain Meowtallika was inspired by heavy metal musicians, so we wanted the boss fight to reflect this and staged it on a literal concert stage! During the fight, Meowtallika will play various riffs on his guitar which correspond to different attack patterns that the player has to dodge in time – it’s sure to be absolutely electrifying.

Captain Takomeowki is the captain of the Spicy Squids – the tentacoolest crew who refuse to bow down to the Pi-rat King. Takomeowki was inspired by some of our favorite Japanese foods! Also, a lot of the development team loves bullet-hell shooters, and since Takomeowki is a magic user, we wanted to really lean into this and have players dodge a constant barrage of his hot and spicy magic! These ferocious villains will try to curtail your search for the North Star – so watch out.

The most furrmidable pirate in all the land – none have challenged him and survived to tell the tale! The Pi-rat King has been cursed so he can never die, but also never heal, hence his design, being an amalgamation of stitches and spare parts – he seeks the answers to end his curse and will stop at nothing to find them.

But that’s not all in Cat Quest III: there are many, many other villainous foes that we haven’t shown yet. Players can also face off with a 10-storey tall Cthulhu monster, a Necromouser, a giant raging Boar and so many more.

Do you have what it takes to defeat these unstoppable fiends? There’s only one way to find out – Wishlist Cat Quest III for PS4 and PS5 now, ready for its release August 8.

Ubisoft’s Call of Duty Rival XDefiant Ditches SBMM, Says It’s No Fun at All

Ubisoft has said its Call of Duty rival XDefiant does not feature skill-based matchmaking in its casual playlist.

For years, skill-based matchmaking (SBMM) has been the hottest of topics within the Call of Duty community, with some proclaiming it ruins the experience, others saying quite the opposite. High-skilled Call of Duty players often bemoan SBMM for chucking them into what they call “sweaty” lobbies full of similarly high-skilled players. Activision has defended its use, insisting skill in matchmaking means all players (regardless of skill level) are more likely to experience wins and losses more proportionately. “We use player performance to ensure that the disparity between the most skilled player in the lobby and the least skilled player in the lobby isn’t so vast that players feel their match is a waste of time,” Activision said earlier this year.

“Our data shows that when lower skill players are consistently on the losing end, they are likely to quit matches in progress or stop playing altogether,” Activision continued. “This has an effect on the player pool. A smaller player pool means wait times for matches increase and connections may not be as strong as they should be. This can compound over time to create a spiral effect. Eventually, when only high-skilled players remain because lower skilled players have quit out of frustration, the result is an ecosystem that is worse overall for everyone.

“Game data indicates that having some limitations on the disparity of skill across the players in a match makes for a healthier ecosystem. We also understand that many high skill players want more variety of experience, but often feel like they only get the ‘sweatiest’ of lobbies. We have heard this feedback clearly and will continue to test and actively explore ways to mitigate this concern.”

“Frankly, skill-based matchmaking means every casual game is repetitive.

Ubisoft, though, clearly has a very different philosophy for its free-to-play first-person shooter, which it outlined in a blog post.

“The most important thing to know is — there is no skill-based matchmaking in our casual playlist,” Ubisoft confirmed. “We believe that no SBMM is paramount to a fun and varied game experience in the long-term. Frankly, skill-based matchmaking means every casual game is repetitive — constantly repeating matches that are just as stressful and matched as ranked. We believe casual playlist should be fun and no SBMM is the way to do that. If you want that competitive every second counts go all out playstyle — you’ll find our ranked mode to your liking.”

Ubisoft’s stance on SBMM makes for a clear distinction between XDefiant and Call of Duty multiplayer, and is sure to go down well with a subset of hardcore competitive FPS fans. Ubisoft has been keen to attract disgruntled Call of Duty fans with a number of crowd-pleasing design decisions as it works to wrestle players away from Activision’s behemoth. Indeed, XDefiant developer Ubisoft San Francisco is helmed by Mark Rubin, a former Call of Duty executive producer at Modern Warfare developer Infinity Ward.

After a number of delays, XDefiant’s pre-season launches May 21 on PC via Ubisoft Connect, PlayStation 5, and Xbox Series X and S. The game is not set to launch on Steam or the Epic Games Store.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Comedy RPG Athenian Rhapsody is a child of Undertale with GBA visuals in which playthroughs become postcards

I have a couple of takes on Nico Papalia’s new RPG Athenian Rhapsody, which launched on Steam yesterday and still has a demo. The first is that it’s a brighter, glitzier version of Toby Fox’s Undertale that looks like it belongs on Gameboy Advance – a retro parody created in GameMaker whose turn-based combat houses many an inventive minigame, and whose writing doesn’t so much break the fourth wall as moonwalk along the parapet, showering the player in poop, anime tropes and off-colour mental health advice.

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The Sims 4 kicks off the weirdly horny new roadmap with a refresh to base game swimwear

The Sims 4 is nothing if not a teetering jenga tower of updates and add-ons and DLC packs, and the latter half of 2024 will be no exception for EA’s life sim king. Yesterday saw the release of an update to the base game’s swimwear, kicking off the updates teased in the recently-revealed new roadmap, Season Of Love. The roadmap video’s vibe is that it and its partner saw you from across the bar and wondered if you’d be interested in joining them, and it kind of weirds me out.

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Nier Series Director, Producer, and Composer Start New Project: ‘It Might be Nier, It Might Not Be Nier’

The director, producer, and composer of Square Enix’s beloved Nier series have teamed up for a new project, but are refusing to say whether it’s a Nier game or not.

Speaking to Famitsu and translated by Gematsu, Square Enix executive officer and Nier series producer Yosuke Saito teased the upcoming project but still didn’t give fans a concrete answer on whether they should expect Nier 3.

“I’ve been talking about wanting to do something with [series director Yoko Taro] and [series composer Keiichi Okabe] for some time now,” Saito said. “I’ll have something a bit more put together to say in the not too distant future, so please stay tuned.” He than laughed: “It might be Nier, it might not be Nier. That’s about all I can say for now.”

“It might be Nier, it might not be Nier. That’s about all I can say for now.

Nier: Automata arrived in February 2017 and, while fans’ appetites were somewhat satiated with the Nier Replicant remake of the original game in 2021, Square Enix has said nothing concrete about a full sequel.

Hope has gone back and forward too. Saito said in November 2023 that Square Enix will definitely make another Nier at some point in Yoko’s lifetime but it won’t be soon as the pair are working on a separate project. But a few months later in March 2024, Taro seemingly teased a third game through a subtle concert message.

Saito told Famitsu in this latest interview he’s working on “various things”, however, so perhaps there’s a chance the new project is just one of those and Nier 3 is another.

“I’m doing various things with the idea of creating something that does not yet exist,” he said. “I can’t devote my time to that fully, so most of it has been left to the staff, but it’s turning into something quite interesting. I’m looking forward to the day we can announce it.”

Nier: Automata was a standout success for Square Enix thanks to strong critical reception and sales to match. In our 8/10 review, IGN said: “Nier: Automata is a great action role-playing game filled with beautiful locations and zany, fun-filled combat.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

My Nintendo Reward Glow-In-The-Dark Zelda: TOTK Keychain Gets A Restock

A Platinum Points prize if you missed out last time.

Around this time last year, Nintendo revealed a swanky Tears of the Kingdom glow-in-the-dark keychain as a My Nintendo reward. It disappeared pretty swiftly, with many clamouring to splash their prized Platinum Points on the product, but now, it’s back.

Yes, the exclusive reward has been restocked on both the European and North American My Nintendo Stores. For just 600 Platinum Points in Europe and 550 in the US (plus shipping, of course), you can get your (ultra)hands on the reward that escaped so many of us last time.

Read the full article on nintendolife.com

Helldivers 2 Dev to Revert Patrol and Spawn Rate Changes, Admits PSN Controversy Diverted Studio’s Attention

Helldivers 2 developer Arrowhead has announced plans to roll back changes made to patrols and spawn rates following a recent patch after admitting the PlayStation Network controversy was the focus of its attention in recent weeks.

Arrowhead butted heads with Sony over the Helldivers 2 IP owner and publisher’s decision to force PC players to link their accounts to PlayStation Network in order to continue playing. Sony eventually backed down, although not before a Steam review bombing campaign that looks set to become the inspiration for a new in-game cape.

Clearly, events of the past few weeks have taken their toll on Arrowhead staff, who have had to contend with a player revolt while also trying to work with Sony on a change of policy. Community manager Twinbeard had said the PSN controversy was a huge tax on resources: “… when sth like the PSN-gate (TM) happens, a lot of things come to a halt. Many of us at AH more or less ‘lost’ a week due to this, and only now are slowly getting back to what we were doing before all of this (and that’s even with it not being entirely resolved as well).”

Now, in a new statement issued to the Helldivers Discord, Twinbeard announced the studio’s intention to address patrols and spawn rate following what has been a “hectic” past couple of weeks.

“As many of you have noticed, something has been off with patrols and spawn rate for some time now,” Twinbeard said.

“This primarily leads to more enemies rearing their ugly heads than they’re supposed to, indirectly to players feeling overrun, kiting, and subsequently less fun gameplay. This has been the case for all players, but predominantly for smaller teams and solo playing. We’ve been aware, but frankly, the past couple of weeks have been so hectic that we haven’t been able to give this the TLC that it required. We now have, and we’ve concluded that it’s not working as intended and we’re changing it.

“There might be some minor tweaks, but overall we’re reverting back to how patrols and spawn rate worked before the patch that changed them a few weeks ago. We believe that this is more or less how you currently want them to be.

“We also know you want us to do things and changes properly instead of rushing them, and we do as well. Therefore, implementing this will take some time. We want to give it proper testing and review it… ah heck, simply see that it works this time. Even if this means we’re faced with more bugs and bots than even the bravest of citizens would deem realistic for a while longer, we hope you’re happy with us fixing the problem.

“Onwards and upwards!”

“… frankly, the past couple of weeks have been so hectic that we haven’t been able to give this the TLC that it required.

Twinbeard’s statement touches on a call from the Helldivers 2 community for Arrowhead to take more time with its balance patches, and even slow down the release of new weapons and gear via what have so far been monthly Premium Warbonds. The feeling at the moment is Arrowhead is feeding the Helldivers 2 live service beast too often and to the detriment of other parts of the game, such as weapon balance and gameplay, and that new content added to the game fails to make an impact.

Earlier this month, Arrowhead boss Johan Pilestedt acknowledged that weapon nerfs had gone “too far in some areas” while responding to complaints the studio had patched the fun out of the explosive PC and PlayStation 5 shooter. “It feels like every time someone finds something fun, the fun is removed,” Pilestedt admitted.

Despite these issues, Helldivers 2 is an astonishing success story for both Arrowhead and Sony. This week, Sony announced Helldivers 2 had sold an incredible 12 million copies in just 12 weeks, making it the fastest-selling PlayStation game of all time.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Nintendo Switch Online Gets 3 Game Boy Launch Titles, Including Super Mario Land

Nintendo has added three new Game Boy games to the Nintendo Switch Online library of titles, each a launch title for the handheld.

The headline addition is Super Mario Land, the classic mini-Mario platformer that launched on Nintendo’s handheld console back in 1989.

Next is Alleyway, another classic 1989 Game Boy game developed by Nintendo and Intelligent Systems as a launch title for the handheld. This Breakout clone was one of the first four games released for the Game Boy.

And finally, Baseball rounds out the list of additions. Nintendo’s sports game first launched for the Famicom in Japan in 1983 before hitting it out the park on the NES in 1985. The Game Boy version launched alongside the console in 1989.

Game Boy games added to Nintendo Switch Online on May 15, 2024:

Here’s the official blurb from Nintendo:

To properly celebrate 35 years of the Game Boy system, we have to take it back to year one! Game Boy launched in 1989, and with it arrived classic titles such as Baseball, Alleyway and the first Super Mario game available on the system, Super Mario Land. Today, Nintendo Switch Online members can play all three of these original launch titles as the latest additions to the Game Boy – Nintendo Switch Online library. All just in time for the system’s 35th anniversary!

Interestingly, Nintendo Switch Online Japan gets an extra game: The Frog For Whom the Bell Tolls. This Nintendo and Intelligent Systems-developed action role-playing game was released for the Game Boy exclusively in Japan in 1992.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Paper Mario: The Thousand-Year Door Shows Off Art And Sound Galleries On Switch

“A classic turns the page”.

Nintendo’s Switch revival of Paper Mario: The Thousand-Year Door is going to refresh the game with some additional content and features, and with this in mind, its social media account has now highlighted the new galleries in the game.

This includes an art gallery and a sound gallery, where you’ll be able to see all sorts of cool concept art and designs, as well as individual sound bytes of characters and more. If you are returning player, this will might add some extra value to the package. Here’s a look at the official screenshots Nintendo has released via its social channels. You can also click on the post below to see these galleries in motion.

Read the full article on nintendolife.com