Senua's Saga: Hellblade 2 - Exploring Psychosis Through Gaming

Senua's Saga, Hellblade 2, Ninja Theory, psychosis, mental health, video games, Melina Juergens, Dom Matthews, Prof Paul Fletcher, gaming industry, motion capture, storytelling, Cambridge University, Microsoft, Arkane Austin, Tango Gameworks, gaming news.

The anticipation is palpable at Ninja Theory’s studio, just days before the release of Senua’s Saga: Hellblade 2. In an industry where developers often worry about reviews and sales, another concern has emerged. Microsoft's recent announcement of closing acclaimed studios like Arkane Austin and Tango Gameworks has cast a shadow over the gaming community. These studios, despite not being blockbuster sellers, held a special place in the hearts of many fans. What does this mean for Ninja Theory, a studio known for its unique and emotionally driven games?

Eyes on the Prize

Despite the industry turmoil, Dom Matthews, studio head at Ninja Theory, remains focused. "We’re incredibly proud of Hellblade 2 and can't wait for fans to experience what we’ve created," he shares.

The journey to this release has been long. The original game, Hellblade: Senua's Sacrifice, debuted in 2017, crafted by a small team of around 20 people. Melina Juergens, initially the studio’s video editor, took on the role of Senua unexpectedly when the original actress left. Her first acting role earned her a BAFTA, thanks to her powerful and personal portrayal of Senua’s struggle with psychosis.

Authentic Storytelling

Hellblade’s success was due in part to its sensitive and accurate depiction of psychosis—a condition that Melina herself experienced in her early twenties. "I was hearing whispers, and I could see dead people," she recalls, describing that period as a "time of pure terror." Portraying Senua allowed her to channel her experiences into something therapeutic and meaningful.

To ensure authenticity, Ninja Theory collaborated with Prof Paul Fletcher, a Cambridge University neuroscientist. Fletcher highlights the importance of accurate representation, noting that media often misrepresents psychosis. He was impressed by Ninja Theory’s commitment to authenticity, recognizing the potential of video games to provide valuable insights into mental health experiences.

A New Chapter

Hellblade 2 continues this mission, introducing new characters and delving deeper into Senua’s mental health journey. "Mental health is not static," explains Dom. The sequel explores Senua’s evolving understanding and acceptance of her psychosis, offering a nuanced portrayal of her condition.

Technologically, Hellblade 2 marks a significant leap from its predecessor. The team has moved into a new studio equipped with advanced motion-capture facilities, allowing for more detailed and immersive gameplay. The motion capture for Hellblade 2 was far more extensive, involving a larger crew and real-life costumes and props to enhance realism.

The Heartfelt Impact

For Melina, returning to Senua’s role with a larger team was initially intimidating. Yet, the effort has been rewarding. Both she and Dom hope Hellblade 2 will foster understanding and empathy for those experiencing psychosis. The original Hellblade inspired many heartfelt responses from players who felt seen and understood through the game. One fan shared how the game helped her brother finally understand her psychosis, leading to a meaningful reconciliation.

Prof Fletcher believes Hellblade has had a significant impact, even using the game as a teaching tool to spread awareness about psychosis. The thoughtful discussions it has sparked have been a pleasant surprise and a testament to the game’s influence.

The Future of Artistic Games

Despite recent industry challenges, Dom remains optimistic about the future of artistic games. "Games are an art form," he asserts. "Art is crucial for telling stories, changing perceptions, and helping people understand." As Hellblade 2 nears its release, Ninja Theory hopes to continue making a difference through their unique storytelling approach.

As the studio awaits the release, the team remains hopeful that Hellblade 2 will start more conversations, help those dealing with psychosis feel seen and heard, and prove that there is always room for games that challenge and inspire.

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