Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

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.


Motion capture has been part of Ninja Theory’s heritage for a long time, and for good reason. The studio established itself as a pioneer in performance capture for games with 2007’s Heavenly Sword and has continued to innovate since. Now, with greater access to state-of-the-art technology – including its very own performance capture studio nestled within the walls of its Cambridge HQ – Ninja Theory is once again primed to break its own barriers within Senua’s Saga: Hellblade II

Ninja Theory utilised performance capture in the first Hellblade for its cinematic moments, but in Hellblade II, almost every in-game movement is performed by real-world actors and scanned in, to ensure the most realistic, human experience possible in-game. According to Studio Head Dom Matthews, capture for the combat sequences alone took almost 70 full days to complete.

“We see performance capture as a tool to deliver character performance in the purest way possible,” Matthews says. “We took that opportunity because it ties into our goal of doing everything we can to achieve immersion and keep it.”

You’ll never feel that more than in Hellblade II’s unique approach to combat – which stands simultaneously as a testament to Ninja Theory’s deep belief in their way of doing things, but also as a brand-new experiment for the restlessly creative studio.

Combat, Evolved

Combat in Hellblade II is a vast improvement on the first title, but, fascinatingly, this is not a traditional action game in practice. You won’t be bashing and slashing through endless hordes in Hellblade IIevery fight you’ll enter as Senua is calculated and intentional, every swing, punch and grapple is crafted to align you with her struggle, and her growth as she overcomes these hurdles. Every foe feels like the one that might finally finish you and Senua off, and walking away intact feels like a triumph every time.

“Instead of taking what we’ve got and adding to it, we looked how we could go deeper on the thing we really care about, which is making combat meaningful to the narrative,” Matthews says. 

During my visit to Ninja Theory, I was shown this evolution in combat from multiple perspectives – a look at how the combat scenes were performed and captured by actors, a behind-the-scenes glimpse at some of these movements in their development stages inside Unreal Engine 5, and then of course, the finished gameplay itself, which showcases the end product of this fantastic and thoughtful work. 

In one section, the chapter culminates in Senua facing off an onslaught of masked enemies, some with heavy builds primed to knock her down, and some with swift fire attacks that require well-timed dodging. Each fight – all handled one-on-one, but with new enemies barrelling in from off-screen to keep the frantic feeling alive – feels like survival by the skin of your teeth, and the sum of Senua’s power is funnelled through her retaliations; the movements to take down these foes are almost rhythmic, a desperate beating heart powering the game along.

It’s hard to explain unless you’ve played yourself, but this doesn’t feel like traditional video game combat. There’s a weight to it, both from Senua and her enemies, that turns this into more of a desperate dance than a piece of superpowered pugilism. It makes for exhausting, exhilarating sequences, producing the feeling of an intense boss rush, even against what would otherwise be regular enemies. 

“We wanted to bring a sense of brutality and struggle to one-on-one combat,” says Benoit Macon, combat director on Hellblade II. “There is a sense of connection between the combat and the narrative.” 

That brutality is felt even more keenly when you seeing it being carried out in real life. I watch two Lucky13 stunt performers act out multiple combat sequences, one taking on the role of Senua, and another acting as a hulking Northman. The two performers swing rapidly at each other, with one take culminating in a violent body slam. This is a real, tangible portrayal of a fight; the movements and body language – while expertly directed – are unpredictable, and differ slightly between takes, granting an authenticity that is seldom offered by wholly calculated digital character rigging. 

The scene is also heavily cinematic; a mass brawl breaking out between these masked Viking slavers and their newly freed captives onscreen means it’s never entirely clear who Senua is about to square up against next (and indeed, if you die, you’ll take on enemies in a different order, the fights shifting to stop you simply pattern-learning). Macon cites Games of Thrones’ famous ‘Battle of the Bastards’ episode as an early reference point for this sequence, highlighting the relentless, indiscriminate violence that Jon Snow faces in what seems to be a losing battle against endless foes. Similarly, Senua is not trying to be a hero in this chapter, merely fighting to survive – and you’re right there with her.

Bringing Senua to Life

Paradoxically, while I play, I realise that part of the genius of Ninja Theory’s work on combat is the effort they’ve put into the moments where you’re not fighting, and how they link together. Even when Senua’s sword is sheathed, moments of exploration, puzzle solving and conversations with other characters are rooted in a deep sense of dynamic realism – and crucially this means the game feels like a seamless whole. You don’t walk into a blank arena and realize, “Oh, this is a combat sequence.” The wholeness means that, even in its quiet moments, it feels as though you could enter combat at any moment.

Even Senua’s most incidental movements feel intensely authentic – as she’s carefully padding through abandoned villages or trepidatiously navigating around terrifying enemies, I often found myself mirroring her reactions. If Senua’s shoulders are tense, mine are similarly braced; if Senua is making herself smaller to not be detected, I’m also hunching into myself as though the masked nightmares are going to see me through the screen. This is all brought to life by Senua actress Melina Juergens’ astronomical efforts to create a living, breathing character that is now an extension of her.

“The benefit of working with actors like [Juergens] or any of the other cast is that we can bring them in to try different ideas; a scared walk, for example,” Matthews says. “We ask ourselves what you’d be feeling in that moment, and how do we convey that to the player? We can then capture it, and the end result in the game is based on a real performance.”

Juergens tells me that even aspects like the weather are considered – how will Senua move and behave if it’s raining heavily or there’s strong winds? There’re even scenes with multiple versions of the same dialogue between Senua and other characters, and the line that is delivered will depend on whether Senua is walking or running. It’s this constant reactivity not just to NPCs, but also to the dynamic world around here, that means you’re completely immersed in her world.

Some of the Ninja Theory team are even now trained in how to safely build scaffolding, due to its consistent use throughout the filming process to simulate climbing and suspension scenes, an incredible commitment to the craft. 

In some instances, Juergens will film physical movements first, and then record the facial expressions later to make for an even more realistic and animated approach. In other scenarios, actions and expressions are filmed in tandem, as Juergens is acting out the scene. She describes one instance of shimmying through a set piece with an iPhone camera strapped to her head to capture her face as she goes – which is all I could think about when later playing through a similar segment in the game itself. 

The result is something that feels differently pitched to most action games. We aren’t just driving Senua from one battle to the next, nor do those fights feel like interruptions to the wider story – combat is a part of Senua’s journey, and the intense work put into making her feel like a real person, both in and out of those fights, means we as players, are left in a state of blissful unease. The next fight could come at any moment.

Fighting With Purpose

All of this work – the stunt work, meticulous acting capture, and new mechanical ideas of how to present a fight – feel as much like a Hollywood production as they do a traditional game. Ninja Theory is aware of the appetite for sprawling, lengthy AAA blockbusters, and we’re increasingly familiar with the Hollywood techniques they employ. However, Matthews prefers to liken Hellblade II to a quality independent film, and tells me that the confidence to keep creating mindful art has only been reinforced by the success and resonance of Hellblade: Senua’s Sacrifice. In terms of combat, that means creating a system that doesn’t just feel good to play, but serves the wider message. Senua isn’t mindlessly engaging in battle – she has to do this to meet her goals, and that’s reflected in how Ninja Theory has approached every aspect of putting a character onscreen.

“That mindset has encouraged me and the people in the team to continue to be brave in our creative work, to continue to doggedly pursue the things we all personally care about,” Matthews says.

It makes Hellblade II’s combat less a cog in a gaming machine, and more of a brushstroke in the wider piece of art Ninja Theory is presenting. The studio is fuelled by a fearlessness to keep innovating on Senua’s journey in its own thoughtful, meticulous way – yes, this feels very fun to play, but fighting means something in this game. That might be an achievement in itself.

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 Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat appeared first on Xbox Wire.

How the names Arrowhead Game Studios and Helldivers 2 came to be

Gamers take a lot of unique and interesting names at face value, but there’s always an insightful origin story to be told. We spoke with Arrowhead Game Studios CEO Johan Pilestedt about how the name of the studio and Helldivers franchise came to be. Read on to learn how a translated last name, WWII airplane, and tongue-in-cheek humor played into these titles.

Behind the name “Arrowhead Games”

PlayStation Blog: How did your team come up with the name for Arrowhead Game Studios?

Johan Pilestedt: When we tried to come up with a studio name, we had a long day of throwing ideas around, but ultimately, only Arrowhead stuck, and without much competition. 

The name “Arrowhead” mainly came out of two main ideas. One, my last name is Pilestedt, which can be directly translated to English as “arrow stead.” We also liked the idea that “Arrowhead” sounds like a serious company.  Tip of the arrow. Cutting edge. Then you see the logo [a person with an arrow comically piercing their head] and the meaning changes into something dumber. 

We did, somewhat cheekily, decide to call our studio “Arrowhead Game Studios” plural, just in case we would grow to encompass more than one studio someday. Now, the name stands as a reminder of our student beginnings, when we were five people in a small room on LTU campus. Even the logo hasn’t changed much since then. We’re still chasing the same dream: to change the games industry with the power of fantasy-first co-op games. 

How the “Helldivers” game title came

On the surface, “Helldivers” is a perfect title for a game about soldiers dropping into hostile planets brimming with enemies. What else is there to say about the title’s origins?

Pilestedt: “Helldivers” was a thought on the phrases “war is hell” and “diving into war.” So Helldivers it became. Also, we wanted a name that reflected the activity that you would do in the game. The “Helldivers” name had also lingered in the back of my name since I learned the name of the World War II era Curtiss SB2C “Helldiver” dive bomber. I’ve always wanted to do something with it. 

The Helldivers name fit so well that it actually stayed the same from the earliest pitches to the final product. On an emotional level, we wanted the name “Helldivers” to evoke the feeling of going up against insurmountable odds and that you’ll probably die.


For those prepared to dive into the insurmountable opposition of Helldivers 2, Arrowhead Game Studios’ sci-fi co-op shooter is available now on PS5 and PC. Learn more about the latest Polar Patriots Premium Warbond available in Helldivers 2.

Call of Duty Black Ops 6 Pretty Much Confirmed After Treyarch Acknowledges Sally Pistols Discovery in Warzone

The next mainline Call of Duty game looks set to be called Call of Duty Black Ops 6, not Black Ops 5 as previously thought, after developer Treyarch acknowledged the recent discovery of the Sally pistols in Warzone.

The Sally is a variant of the Akimbo version of the 9mm Daemon Pistol, and rekindles memories of 2010 Black Ops’ iconic cover art.

To unlock the gun in-game you must first find the Sally as ground loot in battle royale Warzone and get just one kill with it. This unlocks the Sally for use in Modern Warfare 3 and Warzone.

Treyarch responded to the discovery of the Sally pistols, which feature six scratched tally marks, in a series of tweets.

Fans have speculated about the name of the next Call of Duty for years now, with everything from Black Ops Gulf War to Black Ops 5 mooted. But it now seems clear Activison has decided on Black Ops 6, which makes sense given Call of Duty 2024 is the sixth main Black Ops game, but that does also mean we’re skipping Black Ops 5 (2020’s Black Ops Cold War looks set to be considered Black Ops 5 in the run).

Reports from last year indicated Black Ops 6 will take place during the Gulf War, additionally touching on the global political fallout after the Cold War. Additionally, the reports suggest the new game will lean back into more traditional military combat tech and Black Ops gadgets, rather than focusing on the futuristic tech some of the more recent Call of Duty games have embraced.

Currently, Black Ops 6 is planned for a launch in 2024 around roughly the usual time in late fall/early winter. Activision owner Microsoft has announced an Xbox showcase for June, with a Call of Duty Direct to follow afterwards. Fans are expected to get a first look at the game then.

Microsoft is in the process of laying off 1,900 staff across its gaming business, including people at Activision Blizzard and Bethesda owner ZeniMax. This month, Microsoft shocked the gaming world by closing down Hi-Fi Rush maker Tango Gameworks and Redfall developer Arkane Austin, with fears more cuts are to come.

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.

Helldivers 2 players rally around an unlikely hero who just wanted to make friends

When they’re not banding together to take on Sony or attempting to reinstate fired community managers, it turns out that Helldivers 2 players just want to make sure everyone feels included. Included in the co-op game’s endless war of attrition to protect Super Earth from bugs, robots, and basic awareness of military propaganda, and included in just having mates. Enter player ‘dremskiy’, whose tragic booting from a private game in which they just wanted to make friends has resulted in so many friend requests that their Steam account won’t accept any more.

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You Can Currently Save a Few Bucks on Elden Ring: Shadow of the Erdtree Before Release on PC

Shadow of the Erdtree, Elden Ring’s ‘first and last’ DLC expansion, is a little over a month away. Whether you’re jumping back into the base game before release or starting from scratch altogether, the hype is slowly building. Shadow of the Erdtree will release on June 21 and is set to cost $39.99 — but if you’re on PC, there’s already a tantalizing saving on offer to you.

Fanatical, a trusted PC and Steam code seller, currently has the Elden Ring: Shadow of The Erdtree expansion listed for $35.19 / £30.79 in the UK, alongside the ‘Premium Bundle’ for $43.99 (down from $49.99). That’s at least $4.80 savings and 12% off one of the most anticipated DLCs ever. This feels like a no-brainer.

If playing Shadow of the Erdtree already seems like a done deal for you, this offer is like finding almost $5 in change stuffed into the back pocket of the jeans you wore last week. While this isn’t a Fire Giant-sized discount, it’s one of the best PC video game deals running.

Codes at this price aren’t unlimited either, so it could be worth securing ASAP to ensure you’re paying the best price possible. In case you missed some other finer details, this is a Steam code purchase and only for those on PC. For those on console, you can see our complete preorder guide for Elden Ring Shadow of the Erdtree Edition right here on IGN as well.

While this may be the only expansion Elden Ring is getting, it may not be fans’ final taste of The Lands Between. FromSoftware boss Hidetaka Miyazaki hasn’t shut down the possibility of a full sequel, and when asked about the future of the franchise, he commented that FromSoftware deliberately leaves the end of its games open to potential sequels, and it seems Elden Ring will be no exception.

Miyazaki suggested in March 2024 that FromSoftware hadn’t made a decision on a sequel yet, but similarly spoke to the desire to keep its options open. “We don’t want to say this is the end of the Elden Ring saga for now,” he told IGN.

As part of the reveal of the hotly anticipated Shadow of the Erdtree this year, Bandai Namco also issued a sales update for the base game, which has now sold over 20 million copies after launch. If you’re excited for the upcoming expansion, it’s worth checking out 15 hidden details that we found in the Shadow of the Erdtree trailer as well.

The base version of Elden Ring returned a 10/10 in IGN’s review. “Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path,” we said.

If you’re keen on saving a few extra dollars elsewhere, we also have a slew of other gaming deals roundups worth checking out, including the best Xbox deals, the best PlayStation deals, and the best Nintendo Switch deals. In each of those, you can find a wide variety of great discounts on games, hardware, accessories, and more.

Another great spot to look for the latest sales is in our Daily Deals roundup, where we highlight all the best deals on stuff you actually want to buy. Currently, we have some great video game deals listed alongside Nintendo Switch OLED and CRKD Nitro Deck discounts.

When is Elden Ring: Shadow of the Erdree Available?

Elden Ring: Shadow of the Erdtree will release June 21 on Xbox Series X|S, Xbox One, PS4, PS5, and PC. The release date was announced earlier this year, alongside the release of a brand-new trailer, which includes glimpses of a host of new bosses, powers, and more.

What Level Should You Be for Shadow of the Erdtree?

We already have a handy guide on how you should prepare for Elden Ring: Shadow of the Erdtree, but here’s a quick rundown. We recommend that characters should likely be at least Level 100 to Level 150 to properly prepare for the challenges of the DLC.

Most players who have reached the final boss of Elden Ring usually find themselves around Level 100 or higher depending on the challenges you face, so it’s likely that having that many points allocated in various stats will give you a good fighting chance.

But, it’s also worth noting that the DLC will introduce a new power scaling mechanic. Players will be able increase their power by seeking out minor bosses and defeating them, so this will be an additional factor to consider besides your level when entering the Land of Shadow.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Rockstar co-founder Dan Houser’s new studio is making an “open world action-adventure” game

Absurd Ventures, the company started by Rockstar Games co-founder and head writer Dan Houser after he left said juggernaut, are working on a new “open world action-adventure” game. That’s according to recent job listings on Absurd’s website (cheers Gamesradar for the spot), which mention such a thing. And to be honest, are any of us surprised? Not really. Will the finished product resemble GTA to some degree? I imagine yes. Am I happy about this? Yeah, go on then.

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RetroArch Is Now On The iOS App Store

The final frontend.

Last month, Apple slightly relaxed its stance on game emulation. Naturally, the ensuing weeks saw emulators added and taken down from the iOS App Store as developers attempted to feel out Apple’s copyright policies and now, there’s a new multisystem addition to the pile (thanks, The Verge).

RetroArch, a frontend app for game emulation, was added to the iOS App Store on 15th May and provides access to over 75 system emulators including 22 variants for Nintendo consoles at the time of writing.

Read the full article on nintendolife.com

Helldivers 2 Players Failed the Last Major Order, and Now ‘The Second Galactic War’ Has Begun

Helldivers 2’s ongoing meta-narrative took another twist this week after players failed the last Major Order and thus failed to unlock a promised new Stratagem.

The explosive PC and PlayStation 5 co-op shooter had set the community a stiff challenge: kill 2 billion Automatons in five days and the Anti-Tank Mines Stratagem would unlock.

But despite players’ best efforts, Helldivers came 78% towards the stated goal, and in an in-universe Galactic War update from Super Earth High Command posted to the Helldivers Discord, Arrowhead signaled it would hold the the Anti-Tank Mines Stratagem back — for now.

“After five days of intense decommissioning of Automatons into scrap metal for use in advanced anti-tank mines, the Helldivers came 78% towards the stated goal of 2 billion dead bots,” the message reads. “This means that the new stratagem will continue to elude the Helldiver arsenal for now…”

It’s perhaps no surprise to see this Major Order failed, given Arrowhead had warned it had fixed a bug that caused a previous Major Order to kill 2 billion bugs to be completed too quickly. The Anti-Tank Mines Stratagem will obviously be released in time, but what’s interesting is what comes next in the Galactic War.

Dungeon Master Joel, who pulls the meta-narrative strings from within the bowels of Arrowhead headquarters, appears to have a surprise up his sleeve. The rest of Super Earth’s statement says the war has now escalated into what’s called The Second Galactic War, and that all conflict leading up to this point “was merely an elaborate special operation.”

And here’s a very interesting line, already being picked apart by the Helldivers community: “New recruits are being trained to bolster the ranks of SEAF, and the Helldivers are tasked with guarding these training facilities so that each recruit can be given their rigorous 72 hour basic training.”

“All conflict leading up to this was merely an elaborate special operation.

It could be nothing, but some players are speculating that this is a tease for the arrival of NPC squads. Perhaps an upcoming Stratagem will call in a four-person team who drop down onto the battlefield to help out until they, inevitably, bite the dust.

Here’s the rest of the statement in full:

“The war now escalates into what is officially called ‘The Second Galactic War.’ All conflict leading up to this was merely an elaborate special operation. New recruits are being trained to bolster the ranks of SEAF, and the Helldivers are tasked with guarding these training facilities so that each recruit can be given their rigorous 72 hour basic training.”

Helldivers 2 is the fastest-selling PlayStation game of all time, selling an astonishing 12 million copies in just 12 weeks. But it’s had a bumpy ride since coming out earlier this year, with Arrowhead butting heads with Sony over PSN account linking. This week, Arrowhead said it plans to roll back changes to patrols and spawn rates, admitting the PSN controversy had diverted its attention away from gameplay tweaks.

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.

Shockingly great soulslike Lies Of P is due a DLC by the end of the year

Our Edders, the RPSer I’d most trust to help me gank a rival covenant member with hammers, reckoned Pinocchio soulslike Lies Of P was an “instant must-play” in his review, and I was pretty fond of it myself. We already know that we’re due a sequel at some point the future, thanks to impressive sales. Director Jiwon Choi previously teased some DLC concept art, and now it looks like we’ll be seeing that DLC by the time the year’s out, according to a fiscal report.

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Ubisoft quietly cancel The Division Heartland

As Ubisoft revealed Assassin’s Creed Shadows they also released their earnings report for the financial year 2023-2024. Buried among the chatter of “profitable growth trajectories” and “B2B partnerships” was a brief note about looter shooter The Division Heartland. “Ubisoft has decided to stop development on The Division Heartland,” it reads, “and has redeployed resources to bigger opportunities such as XDefiant and Rainbow Six.” Ah, so this is the games industry equivalent of being summarily dumped by text.

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