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HomeTechnologySenua's Saga: Hellblade II - On Location at The Huge Iceland Setting

Senua’s Saga: Hellblade II – On Location at The Huge Iceland Setting


MALIK PRINCE: Video games on this podcast vary from E to M.

[MUSIC PLAYING]

MALIK PRINCE: We’re right here to speak all issues Senua’s Saga– Hellblade II

And I’ve two wonderful individuals who labored on the sport

right here to assist me by this as a result of they’re the actual stars.

I’ve Lara Durham and Dan Attwell,

who’re going to speak in regards to the recreation, speak about what we

skilled right here in Iceland, and really simply be the specialists.

How are you all doing as we speak, by the best way?

Good.

Yeah, actually good.

MALIK PRINCE: Now we have simply endured

two days of extraordinarily lengthy treks throughout Iceland

and it has been wonderful.

And I acquired to begin with you, Lara.

I feel that this has been an incredible journey.

And so I am curious, what’s your position right here at Ninja Principle?

So I used to be the scriptwriter for Senua’s Saga–

Hellblade II, and I additionally did directed the efficiency

seize.

Now we have a variety of questions posed to you

as a result of this recreation is like such a story expertise

that we will come to you about a variety of that stuff.

Effectively, sure, however you possibly can come to Dan as properly.

MALIK PRINCE: OK.

[LAUGHS]

As a result of all people on the crew is

concerned in telling that story, so everyone knows.

Yeah, you are in there.

Effectively, talking of you, Dan, what’s

your position right here at Ninja Principle?

DAN ATTWELL: So I am Setting Artwork Director.

I am additionally one of many artistic path crew as properly.

MALIK PRINCE: Superior.

And it’s extremely apparent why you selected Iceland,

and we’ll get into that in just a bit bit.

However Lara, are you able to set it up?

For folk who could also be leaping into this recreation

for the primary time and perhaps have not performed the primary one,

are you able to clarify a bit of bit about Senua’s journey

within the first recreation and the place that leads us within the sequel?

ANNOUNCER: Sure, after all.

So Senua is a Pictish warrior from Orkney,

and she or he sees and hears the world in a different way from different individuals.

Her father made that really feel like a curse,

so she retreated from the world.

However she met a younger man who not solely opened

her coronary heart to the world, but in addition taught her the best way to be a warrior.

And when he’s killed in a rage by Viking slavers,

she units out to free his soul from hell.

And that is her expertise within the first recreation.

She’s very traumatized and buffeted by her experiences.

By the point we come to the start of the second recreation,

she’s discovered a sort of peace along with her experiences.

She’s discovered some company.

So when the Vikings come again to her village,

she makes a promise to Dillion that no person else will

undergo like he did and she’s going to cease the slave commerce

at its supply.

And that promise is what leads her to Iceland.

Oh, that’s so badass, if I can say that.

Out of your perspective, that journey you talked about,

the phrases you employ have been like “by the point we get to the second

recreation.”

How essential is it to have that character arc and that character

improvement, the place you are constructing a narrative?

It is actually essential to us that we do not press

the reset button on Senua.

The occasions of the primary recreation modified her,

and that has to stay true.

That has to remain true.

For her character to be convincing and genuine

and really feel actual, she has to vary.

She has to develop.

So within the second game–

the primary recreation was very insular.

It was a really private journey for her.

On this second recreation, we’re taking her out into the world

and she or he’ll meet different individuals and be modified by them

and alter them, and it’s actually a continuation

of that journey for her.

I really like that, and we’re excited to see how she tackles it.

Now, Dan, we’re in Iceland and a variety of what you have mentioned–

and we have been right here with creators

and we have been speaking to creators.

And Dan, I feel you arrange the explanation

we’re right here in Iceland so properly.

The primary recreation wasn’t essentially in an actual location

and now we’re.

What are among the advantages that affords you

and among the issues you must think about?

DAN ATTWELL: Yeah, so basing on actual places

and capturing these actual places

sort of gives us the chance

to extend immersion.

As a result of we’re utilizing actual world reference and issues

like that, actual world places, it

signifies that you sort of do not query

what you see on different screens.

So there is a groundedness or a believability

to it, which is becoming completely

with how Senua was interacting, and now on this recreation,

in comparison with the primary one.

Yeah.

We have been truly speaking the primary night time

at dinner about how precisely what you stated

is true of so many video games, even among the largest

video games on the planet.

When you assume GTA V, which isn’t essentially

Los Angeles, however the purpose why I feel

it resonated with so many individuals is as a result of it

is a model of Los Angeles.

And I feel it is attention-grabbing, and we’ll

get into it as we go into every location, among the liberties

that you just needed to take with every location,

but in addition simply how true to every location and the weather

that you just stored from every location as we went by.

So on the primary day, we went to Djúpalón,

and that was an expertise.

Everybody is aware of who watches this podcast is aware of I am a metropolis boy.

I grew up in New York Metropolis.

So that’s the furthest factor from New York Metropolis.

So after I was there, we acquired there.

It was sort of overcast.

And I used to be like, oh, I hope it begins raining.

As a result of I really feel like this recreation, it shines within the rain.

I imply, we will speak about how stunning the sport is, simply

typically talking, however I feel within the rain and every thing.

However yeah, that location, are you able to inform us

a bit of bit, Lara, about the advantages of going there?

LARA DERHAM: Now we have proven that location earlier than as half

of a gameplay trailer we launched,

which reveals Senua’s encounter with the ocean large.

MALIK PRINCE: Sure.

LARA DERHAM: So we needed to take everybody there,

simply to indicate how we have created recreated that location in recreation.

It is a massively essential second for Senua.

She will be able to’t give an excessive amount of away in spoilers.

MALIK PRINCE: After all.

After all.

LARA DERHAM: However she meets a personality there

who’s actually, actually essential to her.

That location, I feel going there actually

impressed the creation of the ocean large and that encounter.

As a result of once you go there and it is such a stark panorama.

There’s all these large rocks crouched there, like giants.

MALIK PRINCE: 100%.

LARA DERHAM: And the ocean is such a presence.

It appeared actually becoming to create an encounter

like in that location.

Yeah, and some issues there.

One, I simply bear in mind the reveal of that.

Everybody remembers the place they have been when

they noticed that gameplay trailer.

And I simply assume there’s a lot going

on from the graphical constancy of that second

to the urgency of that second for Senua attempting to run away.

All the things was so nice.

However I really like what you talked about in regards to the sea

being form of a presence there, as a result of that’s what I felt.

You virtually felt each wave crashing

into rock in your chest, and I really feel

like that was superior to see.

Now, out of your perspective, Dan, when

you are going to construct that and also you go onto this seaside

and also you see all of those completely different components,

from the black rocks to the spectacular rock formations

to the ocean, what’s the very first thing that

involves your thoughts of how you are going

to recreate that within the recreation?

Crikey.

[LAUGHTER]

Effectively, yeah, mainly that.

How are we going to do that?

Effectively, yeah, by way of the process–

as a result of we knew we needed to have

a illustration of the placement as devoted as doable,

so we used satellite tv for pc knowledge to get the topology of the land.

After which we ultimately used drone-based photogrammetry

on prime of that to get a better decision.

After which we went in there and we took

scans of all of the completely different rocks and issues like that

and sort of recreated them again within the recreation engine.

Yeah.

So it was a multi-layered factor.

And that location, on the whole, was one of many first check bits

that we did as properly.

MALIK PRINCE: Oh, good.

DAN ATTWELL: And I feel, as properly, elements of that story

got here out of being there anyway, that impressed

us to try this chunk of the story as properly.

Now the cave, although, the place the ocean creature was

wasn’t there.

No.

Only for any of the places, however this one particularly,

what have been a few of the–

you are making a recreation, proper?

So you have got this place that you are taking inspiration from

after which you must take it and make a recreation.

So I am assuming that cave got here into it,

like, how will we make it in order that the participant walks into it

and finds one thing?

I imply, when you take a look at the world that we positioned it,

you possibly can sort of think about how that headland was

linked to among the sea stacks which can be on the market.

What we additionally did, as properly, is we took–

there is a location additional up across the peninsula,

the place there’s sort of a sea cave there,

and we used that as an inspiration.

We scanned that, as properly, and we sort of

transplanted into that space so it sort of feels built-in.

However yeah.

And by way of how the narrative performs out,

the place the important thing beats are, and issues like that,

there’s issues that now we have to take away.

There’s issues that now we have so as to add.

However then in essence, we need to hold the sensation of the placement

to be fairly devoted, although.

MALIK PRINCE: 100%, and I feel you all did an ideal job simply

from that gameplay trailer.

I am unable to wait to truly bounce in.

However Lara, from the attitude of somebody

who clearly is a scriptwriter, but in addition,

you oversaw the movement seize, we acquired the prospect

to hike a few of these hills, and I shortly

realized how out of form I’m.

In order that was nice.

Thanks for that.

However then one factor that I stored pondering in my head is like,

not solely is Senua battling any foes that she could come throughout,

however it’s actually she’s battling the terrain,

and there is the bodily, I suppose,

fortitude wanted to recover from the terrain.

What was it like capturing these sorts of scenes, I suppose?

So we tried to be as 1:1 as doable with our movement

seize.

So meaning if now we have to do a tough traversal sequence,

then we recreate it on stage and have Molina,

our wonderful actress, truly make her approach by that

and file that as a sequence, after which

that is what we use within the recreation.

So you actually have that constancy of efficiency

that provides to the immersion.

Now we have a extremely, actually gifted crew

of people that make that occur.

MALIK PRINCE: Yeah, and it was so evident.

As we’re going, we have solely talked about one location,

however I feel one factor that perhaps gamers

have seen from the trailers and simply from the gameplay,

on the whole, is simply the mastery, the extent of mastery

that you just all have in constructing these.

The eye to element is simply spectacular.

However I need to transfer on to the second location,

and assist me with this identify pronunciation.

I’m a metropolis boy, bear in mind.

Reykjanes?

Yeah, fairly shut.

Fairly shut?

OK, cool.

Cool.

I will take that.

How would you say it?

In order that particular space, Reykjanestá.

MALIK PRINCE: Reykjanestá.

DAN ATTWELL: There you go.

MALIK PRINCE: So I wasn’t that shut,

however I respect you giving me credit score.

That is the place we went on day two.

There’s a lot to speak about in that area,

however I feel you probably did an ideal job of organising

that that is Senua’s touchdown level as she’s coming

to the southern tip of Iceland.

What’s the different significance of that location for Senua?

LARA DERHAM: It is the primary time she

encounters this unusual island that she’s come to.

She would not know the place she’s going.

She would not know what that is.

So she turns up and, properly, you have seen it.

We had good sunshine once we have been there,

however when you think about an evening thunderstorm

with driving rain and a livid sea,

you possibly can see how imposing and terrifying that may really feel.

So it is actually fairly a confronting and–

what is the phrase I would like– like dynamic scene for her

to encounter.

MALIK PRINCE: And I feel on this recreation,

gamers will discover a variety of these conditions

the place you thought Senua had gone by every thing she might

presumably undergo after which here is

this new expertise for her.

And that is so cool.

After which, Dan, out of your perspective,

after I went to that location, there

have been like pops of inexperienced on among the rocks after which the ocean

moss.

However that place additionally had what appeared just like the lava rocks that

have been extra just lately positioned there as a result of it is like extra energetic,

volcanic-wise.

As you are constructing every location,

what are among the issues that you are looking at

to construct out that spot to provide it its personal identification,

clearly, exterior of the inspiration that is there?

DAN ATTWELL: Yeah.

Effectively, I imply, the places that we have picked

are all fairly distinct anyway.

MALIK PRINCE: Yeah.

DAN ATTWELL: After which we lean into these,

by way of the lighting and the climate

and issues that we put within the first stage.

It is very a lot consultant of Senua’s psychological state

at that time and it pushes the narrative

in a sure path.

So once you’re going by that,

we needed it to be oppressive.

We needed to extend the bleakness of it

to essentially hammer house what–

it is sort of dawned on her that she did not

know the place she was going.

She would not know the place she is.

It is simply all fairly overwhelming at that time.

MALIK PRINCE: Yeah.

It was simply beautiful.

I really feel like I am operating out of adjectives to explain

the scenes in Iceland.

I am identical to, persons are going to assume I am a damaged file.

However it’s simply so overwhelmingly stunning

that you just simply can not help however be awestruck.

Our subsequent cease was Krysuvik.

And Lara, you informed an ideal story.

And I feel one of many issues that I discussed

on the very starting of this complete expertise

was the choice to go to Iceland appeared multifaceted.

And it’s the stunning location,

however it’s additionally it is lore.

And she or he informed an ideal lore story about Krysuvik,

when you do not thoughts sharing with the viewers.

No, I can.

So the identify Krysuvik comes from, it means “Kyrsa’s Bay.”

MALIK PRINCE: I see.

LARA DERHAM: Krysa was supposedly

a witch who lived there.

And her sister, in some variations of the story, who was called–

I’d pronounce this incorrect.

I’ve solely seen it written down–

Herdis.

MALIK PRINCE: Yeah.

LARA DERHAM: She lived close by in what’s now Herdisarvik.

They usually had a bit of dispute over the place

the boundary between their two settlements was,

and every of the settlements had excellent fishing spots.

So sooner or later they met.

They usually’re nonetheless indignant with one another as a result of

of this boundary dispute and so they began buying and selling insults,

and people insults changed into curses.

So Krysa would say I’ll curse your fishing grounds so

that every one your trouts flip into fir trout

and develop fir and grow to be inedible.

And Herdis would say, I curse your fishing spot in order that

all of your trouts into anglerfish.

They usually acquired angrier and angrier with one another

till the trend was so overwhelming that they exploded.

They usually additionally took out a shepherd

simply haplessly wandering by.

Someplace round there– I have never

been capable of finding it– however someplace round there,

there are three piles of stones that signify.

I discovered them.

No, I did not.

[LAUGHTER]

So once you hear these tales, what

do you pull from that to use to Senua’s Saga?

LARA DERHAM: We have tried with each location

to floor what we’re doing with it in some sort of connection

again to the folklore and again to the land.

Possibly in an summary approach.

It might be in a selected approach.

However we at all times needed it to have that sort of hyperlink to the land.

So we took that determine of Krysa and we

took female, monstrous power from that,

after which we used that to create the settlement of Freyslake.

Frey comes from Freya, the goddess, female goddess

of Norse mythology.

After which the [NON-ENGLISH] refers back to the sizzling springs that

are in that space.

And so the sort of effervescent fury of the recent springs,

the trend of the witches, and the female power

turns into very slick.

In order that was how we sort of got here up with the identify.

And once more, to not give an excessive amount of away, however there

are different hyperlinks to the narrative.

MALIK PRINCE: Yeah, 100%.

After which, Dan, there have been a number of issues

that I seen about that place.

The scent was one.

Very sulfuric, which is ok.

It was nice, you already know, the steam coming from that place.

Whenever you’re constructing a recreation, particularly from an setting

perspective, do you see locations like that

which can be to date completely different than every other place

as moments to be like, OK, I am going

to take a bit of little bit of artistic freedom?

or do you simply go straight ahead

and say, this place is so vastly completely different from some

of the opposite locations that we visited that we need to keep

true to the essence of it?

DAN ATTWELL: A little bit of each, actually.

I imply, yeah, as a result of we needed to take some creative liberties

within the structure of that anyway, as a result of sticking a settlement

proper on prime of it, it is a bit of a bizarre place

to place a settlement.

MALIK PRINCE: Yeah, a bit of bit.

Yeah.

DAN ATTWELL: But it surely feeds off what you have been simply saying

in regards to the concepts behind it.

After which, yeah, we have accentuated

a few of that that was there, with the effervescent mud and issues

like that.

We have got areas inside it which can be much more sort of unstable

and issues.

We dial some stuff up.

We dial some stuff down.

Yeah.

Will gamers, in the event that they contact the water, will they like get burned

or one thing.

As a result of we have been warned by the bus driver,

don’t check out the water.

It’s sizzling.

No, you possibly can’t.

OK.

That is confirmed.

Confirmed.

What are among the encounters that Senua

was going to have in Krysuvik?

LARA DERHAM: So Krysuvik is the place we first

encounter the droga.

MALIK PRINCE: Yeah.

LARA DERHAM: Which you’ll have seen in among the trailers.

They’re based mostly actually strongly on the droga

from the Icelandic sagas, specifically– sorry

to get a bit particular, however there’s

a saga referred to as The Story of Grettir The Robust.

And in that, Grettir fights a droga.

And the Norse thought of the undead was actually, actually compelling

to us.

For them, the those who got here again from the lifeless

weren’t spirits.

Not ethereal, ghostly spirits.

They’re very, very actual, very bodily, and really violent

and really harmful.

So on this saga, the shepherd who comes again from the lifeless,

he roams round attacking livestock, attacking individuals,

and killing them.

And those that he kills, they flip into droga, too.

So there’s a component of contagion

to it, in addition to this actually violent bodily presence.

So that is what informs our depiction of the droga

and crucifix, the place you’ll first,

and Senua will first, encounter them.

MALIK PRINCE: All proper, subsequent up on the journey was Rauðhólar.

I do not know what I considered that place within the sense of it

was very clear, the hanging purple on these rocks.

And truly, Dan, I will begin with you on this one.

As you already know, we’re in 2024.

You see this location.

You are like, I need to put this within the recreation.

However you understand the sport is ready in tenth century Iceland.

And once more, going again to the very fact

that you must make a recreation, what are components there

that you just change and also you say, let’s go and–

how do you make it a recreation?

DAN ATTWELL: Yeah.

Effectively, primary is the vista that you just

can see once you’re there, as a result of clearly, when you look

out past it, you possibly can see Reykjavik

and there is a motorway entrance and stuff like that.

MALIK PRINCE: It would not work.

DAN ATTWELL: Yeah, precisely.

So then and clearly, once more, it is

about dialing every thing up.

So we needed to increase that out.

We have accentuated a lot of it.

We have modified the elevation.

It is going to offer you a extremely cool opening shot as you are available

after which offer you that sense of being misplaced inside it when

you get to the opposite finish.

Yeah, there’s a lot of issues that you just

must tweak, undoubtedly, to make it really feel

compelling as a gameplay area.

I’ve liked this.

And like I discussed, this complete expertise in Iceland

has been actually eye-opening.

I am glad that we have gotten to take the viewers alongside

for this as a result of I do not know that individuals fairly perceive

what it takes to make a recreation.

However not solely make a recreation, however make

a recreation that takes a location and builds upon it,

takes its affect and plenty of factors of references

and builds it into the sport.

After which to what you’re employed on, which is script and every thing,

you even have to contemplate how a personality grows

in that area and their encounters, and all of it is

been nice.

After which Lara, I need to pose this query to you.

As a result of as you construct this recreation, as I discussed on the prime,

with the mastery that you just all have gone by in lots of

completely different facets– we’ve not even gotten to how nice

the sport appears to be like or the sound design, the binaural audio,

all of these elements–

what do you hope gamers take away from this?

LARA DERHAM: What I really need is

for individuals who love cinema, who performed the primary recreation

and perhaps noticed one thing of themselves in her,

I would like them to really feel that we have continued

her journey in a approach that makes them really feel as immersed and as

invested in Senua as they did from the primary recreation.

However I’d additionally like individuals who have not performed the primary recreation

to grow to be invested in Senua’s journey, grow to be

immersed in her world.

MALIK PRINCE: Yeah, and I feel they’re going to just do that.

Simply once more, from the trailers, we have

seen that stage of dedication to her character,

and I do know once we get to play the complete factor,

it will be much more evident.

After which, Dan, what do you hope that gamers take away from what

you have constructed off of Iceland?

It’s a stunning land and also you all went to excessive lengths

to ensure it was devoted, but in addition tweaked it in a approach

that it is sensible for a recreation.

What do you hope gamers can perceive

from this complete video or the method of creating that?

DAN ATTWELL: Effectively, I imply, yeah.

So the sense of journey was actually essential for us to have

that starting, center and finish, have that actual curler coaster

of feelings and places.

I might hope that when individuals come away from it,

they really feel like they’ve sort of gone on a journey,

too, like they’ve skilled it.

It is nonetheless fairly intimate.

The primary recreation was tremendous sort of insular, like we talked about,

and really introspective.

And clearly, this one, she’s following different individuals

and she or he’s assembly different individuals and stuff like that.

But it surely’s nonetheless very, very private,

and I feel that the best way that we have

tried to signify the places hopefully amplifies that.

MALIK PRINCE: Yeah.

I feel gamers will certainly acknowledge and respect

that cohesion between supply of inspiration and the sport,

the way it performs with Senua, and all these components collectively.

Simply from this journey alone, I’ve a brand new appreciation for what

it takes to make a recreation.

I’ve a brand new appreciation for what

it takes to construct a personality that has depth.

And I do know that the gamers all over the place, after they expertise

it, they will stroll away saying that that is one thing

particular and it is one thing that, fairly frankly,

if we’re being trustworthy, solely a crew like Ninja Principle

can construct.

You all have finished wonderful work and I

cannot watch for gamers to play.

So as soon as once more, a reminder that Senua’s Saga–

Hellblade II is out on Might twenty first on Xbox and PC, and naturally,

Day One on Xbox Recreation Go.

Thanks a lot, Lara and Dan.

Thanks for stopping by.

Truly, thank me for stopping by in Iceland,

I suppose we’d say.

[LAUGHS]

[MUSIC PLAYING]

[XBOX SOUND]

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