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 superb individuals who labored on the sport
right here to assist me by way of 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 sport, speak about what we
skilled right here in Iceland, and truly simply be the consultants.
How are you all doing at this time, by the way in which?
Good.
Yeah, actually good.
MALIK PRINCE: We now have simply endured
two days of extraordinarily lengthy treks throughout Iceland
and it has been superb.
And I obtained to start out 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.
We now have numerous questions posed to you
as a result of this sport is like such a story expertise
that we will come to you about numerous that stuff.
Effectively, sure, however you may 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 Surroundings Artwork Director.
I am additionally one of many artistic route crew as properly.
MALIK PRINCE: Superior.
And it is very 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 people who could also be leaping into this sport
for the primary time and perhaps have not performed the primary one,
are you able to clarify a little bit bit about Senua’s journey
within the first sport and the place that leads us within the sequel?
ANNOUNCER: Sure, in fact.
So Senua is a Pictish warrior from Orkney,
and he or she sees and hears the world in a different way from different folks.
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 additionally taught her methods 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 sport.
She’s very traumatized and buffeted by her experiences.
By the point we come to the start of the second sport,
she’s discovered a type of peace together 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
endure 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 had been like “by the point we get to the second
sport.”
How necessary is it to have that character arc and that character
improvement, the place you are constructing a narrative?
It is actually necessary to us that we do not press
the reset button on Senua.
The occasions of the primary sport 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 alter.
She has to develop.
So within the second game–
the primary sport was very insular.
It was a really private journey for her.
On this second sport, we’re taking her out into the world
and he or she’ll meet different folks 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 numerous 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 rationale
we’re right here in Iceland so properly.
The primary sport wasn’t essentially in an actual location
and now we’re.
What are a number of the advantages that affords you
and a number of the issues you must think about?
DAN ATTWELL: Yeah, so basing on actual areas
and capturing these actual areas
type of presents us the chance
to extend immersion.
As a result of we’re utilizing actual world reference and issues
like that, actual world areas, it
implies that you type 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 sport,
in comparison with the primary one.
Yeah.
We had been truly speaking the primary evening
at dinner about how precisely what you stated
is true of so many video games, even a number of the largest
video games on the planet.
In case you assume GTA V, which isn’t essentially
Los Angeles, however the cause 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, a number of the liberties
that you just needed to take with every location,
but additionally simply how true to every location and the weather
that you just stored from every location as we went by way of.
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 obtained there.
It was type of overcast.
And I used to be like, oh, I hope it begins raining.
As a result of I really feel like this sport, it shines within the rain.
I imply, we are able to speak about how lovely the sport is, simply
usually talking, however I feel within the rain and every thing.
However yeah, that location, are you able to inform us
a little bit bit, Lara, about the advantages of going there?
LARA DERHAM: We now have proven that location earlier than as half
of a gameplay trailer we launched,
which exhibits 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 sport.
It is a vastly necessary second for Senua.
She will’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 necessary to her.
That location, I feel going there actually
impressed the creation of the ocean large and that encounter.
As a result of if you go there and it is such a stark panorama.
There’s all these enormous 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 had 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.
Every little thing was so nice.
However I really like what you talked about in regards to the sea
being kind 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 totally different parts,
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 sport?
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 attainable,
so we used satellite tv for pc information 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 totally different rocks and issues like that
and type of recreated them again within the sport engine.
Yeah.
So it was a multi-layered factor.
And that location, typically, was one of many first check bits
that we did as properly.
MALIK PRINCE: Oh, good.
DAN ATTWELL: And I feel, as properly, components 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 areas, however this one particularly,
what had been a few of the–
you make a sport, proper?
So you will have this place that you are taking inspiration from
after which you must take it and make a sport.
So I am assuming that cave got here into it,
like, how can we make it in order that the participant walks into it
and finds one thing?
I imply, should you take a look at the realm that we positioned it,
you may type of think about how that headland was
linked to a number of 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 type of a sea cave there,
and we used that as an inspiration.
We scanned that, as properly, and we type of
transplanted into that space so it seems 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 we’ve got to take away.
There’s issues that we’ve got so as to add.
However then in essence, we wish to preserve the sensation of the placement
to be fairly devoted, although.
MALIK PRINCE: 100%, and I feel you all did an incredible job simply
from that gameplay trailer.
I am unable to wait to really soar in.
However Lara, from the attitude of somebody
who clearly is a scriptwriter, but additionally,
you oversaw the movement seize, we obtained the prospect
to hike a few of these hills, and I rapidly
realized how off form I’m.
In order that was nice.
Thanks for that.
However then one factor that I stored considering in my head is like,
not solely is Senua battling any foes that she could come throughout,
but it surely’s actually she’s battling the terrain,
and there is the bodily, I assume,
fortitude wanted to recover from the terrain.
What was it like capturing these sorts of scenes, I assume?
So we tried to be as 1:1 as attainable with our movement
seize.
So meaning if we’ve got to do a tough traversal sequence,
then we recreate it on stage and have Molina,
our superb actress, truly make her manner by way of that
and document that as a sequence, after which
that is what we use within the sport.
So you actually have that constancy of efficiency
that provides to the immersion.
We now have a extremely, actually proficient 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 observed from the trailers and simply from the gameplay,
typically, 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 wish 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 admire 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 incredible 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 does not know the place she’s going.
She does not know what that is.
So she turns up and, properly, you have seen it.
We had good sunshine after we had been there,
however should you think about an evening thunderstorm
with driving rain and a livid sea,
you may see how imposing and terrifying that may really feel.
So it is actually fairly a confronting and–
what is the phrase I need– like dynamic scene for her
to bump into.
MALIK PRINCE: And I feel on this sport,
gamers will discover numerous these conditions
the place you thought Senua had gone by way of every thing she might
probably 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
had been like pops of inexperienced on a number of the rocks after which the ocean
moss.
However that place additionally had what appeared just like the lava rocks that
had been extra lately positioned there as a result of it is like extra lively,
volcanic-wise.
As you are constructing every location,
what are a number of the issues that you are looking at
to construct out that spot to offer it its personal identification,
clearly, outdoors of the inspiration that is there?
DAN ATTWELL: Yeah.
Effectively, I imply, the areas 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 degree.
It is very a lot consultant of Senua’s psychological state
at that time and it pushes the narrative
in a sure route.
So if you’re going by way of that,
we needed it to be oppressive.
We needed to extend the bleakness of it
to actually hammer residence what–
it is type of dawned on her that she did not
know the place she was going.
She does 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 similar to, individuals are going to assume I am a damaged document.
However it’s simply so overwhelmingly lovely
that you just simply can not help however be awestruck.
Our subsequent cease was Krysuvik.
And Lara, you advised an incredible story.
And I feel one of many issues that I discussed
on the very starting of this whole expertise
was the choice to go to Iceland appeared multifaceted.
And it’s the lovely location,
but it surely’s additionally it is lore.
And he or she advised an incredible lore story about Krysuvik,
should 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 flawed.
I’ve solely seen it written down–
Herdis.
MALIK PRINCE: Yeah.
LARA DERHAM: She lived close by in what’s now Herdisarvik.
And so they had a little bit 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.
And so they’re nonetheless offended with one another as a result of
of this boundary dispute they usually began buying and selling insults,
and people insults became 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 change into inedible.
And Herdis would say, I curse your fishing spot in order that
all of your trouts into anglerfish.
And so they obtained angrier and angrier with one another
till the fashion was so overwhelming that they exploded.
And so they 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 if 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 type of connection
again to the folklore and again to the land.
Possibly in an summary manner.
It could be in a selected manner.
However we all the time needed it to have that type 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 type of effervescent fury of the new springs,
the fashion of the witches, and the female power
turns into very slick.
In order that was how we type 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 observed about that place.
The odor was one.
Very sulfuric, which is ok.
It was nice, you understand, the steam coming from that place.
Once you’re constructing a sport, particularly from an atmosphere
perspective, do you see locations like that
which can be to date totally different than some other place
as moments to be like, OK, I am going
to take a little bit little bit of artistic freedom?
or do you simply go straight ahead
and say, this place is so vastly totally different from some
of the opposite locations that we visited that we wish 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 inventive 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 little bit bit.
Yeah.
DAN ATTWELL: But it surely feeds off what you had 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 type of risky
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 had been warned by the bus driver,
don’t check out the water.
It’s sizzling.
No, you may’t.
OK.
That is confirmed.
Confirmed.
What are a number of 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 a number of 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 people 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 folks,
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 putting crimson on these rocks.
And really, Dan, I will begin with you on this one.
As you understand, we’re in 2024.
You see this location.
You are like, I wish to put this within the sport.
However you notice the sport is about in tenth century Iceland.
And once more, going again to the actual fact
that you must make a sport, what are parts there
that you just change and also you say, let’s go and–
how do you make it a sport?
DAN ATTWELL: Yeah.
Effectively, primary is the vista that you just
can see if you’re there, as a result of clearly, should you look
out past it, you may 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 plenty of it.
We have modified the elevation.
It is going to provide you with a extremely cool opening shot as you are available
after which provide you with that sense of being misplaced inside it when
you get to the opposite finish.
Yeah, there’s plenty of issues that you just
should tweak, undoubtedly, to make it really feel
compelling as a gameplay area.
I’ve cherished this.
And like I discussed, this whole 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 sport.
However not solely make a sport, however make
a sport that takes a location and builds upon it,
takes its affect and many 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 wish to pose this query to you.
As a result of as you construct this sport, as I discussed on the prime,
with the mastery that you just all have gone by way of in lots of
totally different facets– we have 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 sport
and perhaps noticed one thing of themselves in her,
I need them to really feel that we have continued
her journey in a manner that makes them really feel as immersed and as
invested in Senua as they did from the primary sport.
However I’d additionally like individuals who have not performed the primary sport
to change into invested in Senua’s journey, change into
immersed in her world.
MALIK PRINCE: Yeah, and I feel they will do exactly that.
Simply once more, from the trailers, we have
seen that degree of dedication to her character,
and I do know after we get to play the total factor,
it should 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 lovely land and also you all went to excessive lengths
to ensure it was devoted, but additionally tweaked it in a manner
that it is sensible for a sport.
What do you hope gamers can perceive
from this whole video or the method of constructing that?
DAN ATTWELL: Effectively, I imply, yeah.
So the sense of journey was actually necessary for us to have
that starting, center and finish, have that actual curler coaster
of feelings and areas.
I might hope that when folks come away from it,
they really feel like they’ve type of gone on a journey,
too, like they’ve skilled it.
It is nonetheless fairly intimate.
The primary sport was tremendous type of insular, like we talked about,
and really introspective.
And clearly, this one, she’s following different folks
and he or she’s assembly different folks and stuff like that.
But it surely’s nonetheless very, very private,
and I feel that the way in which that we have
tried to signify the areas hopefully amplifies that.
MALIK PRINCE: Yeah.
I feel gamers will certainly acknowledge and admire
that cohesion between supply of inspiration and the sport,
the way it performs with Senua, and all these parts collectively.
Simply from this journey alone, I’ve a brand new appreciation for what
it takes to make a sport.
I’ve a brand new appreciation for what
it takes to construct a personality that has depth.
And I do know that the gamers in all places, 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 executed superb work and I
cannot await 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 Sport Go.
Thanks a lot, Lara and Dan.
Thanks for stopping by.
Really, thank me for stopping by in Iceland,
I assume we’d say.
[LAUGHS]
[MUSIC PLAYING]
[XBOX SOUND]