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Hellblade: Senua's Sacrifice - Combat Trailer

Look, strawberry jam I can understand. Desaturation is fine too. Vignetting? If need be, go ahead. All valid visual cues for health regeneration. But all of them at the same Goddamn time? But no, if that wasn't enough, they threw in a stereoscopic filter to really fuck with your eyes. I can't, I really can't.

For the immersion crowd, can someone explain how this is immersive and not headache inducing:

Sadly, developers haven't gone past this effect for the sake of HUD'less design. I'd rather they stick with health bars until they can find something that actually works.
 
Yeah, they should change it to Hellblade: Heavenly Sword 2 instead.

IMO it should be either just Hellblade or just Senua's Sacrifice.

But I have a thing for series that don't use numbered sequels for their titles, so there's that. I also think the Witcher games should just have been called: The Witcher, Assassins of Kings and Wild Hunt.
 
The name bothers me so much. It used to just be called Hellblade, which was fine, then they added on "Senua's Sacrifice." Hellblade is a fine title and Senua's Sacrifice is a fine title, but together it's weird, like they couldn't pick and just gave it two names. I feel the same way about Horizon: Zero Dawn and The Order: 1886.

The latter games need subtitles because "The Order” and "Horizon" are painfully plain on their own.

"Hellblade" is unique enough to stand on its own though.
 
The game is definitely looking better these days.
It's definitely on my radar.
Only part I didn't like was the "we show the player's health by not letting the player see shit."
 
Sadly, developers haven't gone past this effect for the sake of HUD'less design. I'd rather they stick with health bars until they can find something that actually works.

There're ways developers can avoid having to follow tradition if they really put forth the effort to think outside the box. It doesn't always have to come down to a HUD, camera filters/overlays or some in-game realistic conceit that's either not fun or doesn't make a lick of sense. Was brainstorming with a friend about this and we came up with the idea of what if the health bar was reflected by a streak of light on Senua's sword. Or having her posture change from upright to staggering/slouching over when hurt enough. Anything really. I can't imagine the grand vision at Ninja Theory all along was "Slap ALL of the shit on screen at once when damaged, that'll work," because at best it's misguided, and at worst, well, don't want my asshole chewed out for saying it.
 
There're ways developers can avoid having to follow tradition if they really put forth the effort to think outside the box. It doesn't always have to come down to a HUD, camera filters/overlays or some in-game realistic conceit that's either not fun or doesn't make a lick of sense. Was brainstorming with a friend about this and we came up with the idea of what if the health bar was reflected by a streak of light on Senua's sword. Or having her posture change from upright to staggering/slouching over when hurt enough. Anything really. I can't imagine the grand vision at Ninja Theory all along was "Slap ALL of the shit on screen at once when damaged, that'll work," because at best it's misguided, and at worst, well, don't want my asshole chewed out for saying it.

While I think Dead Space was the best implementation of the "immersive" health it's simply due to the contextual nature of the futuristic theme that they were allowed to explore that design,
 
While I think Dead Space was the best implementation of the "immersive" health it's simply due to the contextual nature of the futuristic theme that they were allowed to explore that design,

They could still do something similar with a glowing tattoo on her back though. The setting is not so grounded that they couldn't use such elements.
 
Reminds me too much of Heavenly Sword. Not interested unless I see something else that makes me think otherwise.
 
They could still do something similar with a glowing tattoo on her back though. The setting is not so grounded that they couldn't use such elements.

Actually, since the theme is about hallucinations or schizophrenia, they have full freedom to create visual cues that correlate to her state of damage.
 
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?

He's probably not talking about the actual speed. He's likely talking about the feel of the animations. Most of her attacks flow poorly, and there's no wind-up on any of her attacks but the first in the first gif and the last in the second gif, and she mostly swings at the same speed. It ends up looking slow as a result.

Would anyone really be bothered if they were? DmC was a bad DMC game but it kicks the shit out of everything else Ninja Theory has ever done (including this game, from the looks of things).

Is that suppussed to relieve anyone? :P

Shame, i was hoping we could see an evolution of that sooner

Please

Before anyone freaks out and declares that NT learned nothing from working with Itsuno and his team on DmC, I mean.

Same page too.
 
Reminds me too much of Heavenly Sword. Not interested unless I see something else that makes me think otherwise.
Heavenly Sword combat was the literal opposite of this, it was like GOW where it had a bunch of attacks that focused on attacking large groups of people with an overhead camera and incredibly over the top animations. This is the complete opposite with attacks that focus on 1:1 encounters where positioning is incredibly important.
 
He's probably not talking about the actual speed. He's likely talking about the feel of the animations. Most of her attacks flow poorly, and there's no wind-up on any of her attacks but the first in the first gif and the last in the second gif, and she mostly swings at the same speed. It ends up looking slow as a result.

Look how in the first GIF she goes from a sword slash to a jumping thrusting attack with any flow or weight feel...

But don't "flow" and "speed" kinda fight one another? For moves to flow you need additional frames between attacks to link them together, which makes everything slower. It's like complaints about the movement in games like Uncharted, where the realism and fluidity of the animations drive things further from a fast, arcadey feel.

It kinda seems like people want this game to be two opposites at once. When they show something that includes more deliberate, realistic strikes people complain that it's too slow and looks boring. When they show something that has more immediate moves that feel quick and arcadey, people complain that the game lacks fluidity.
 
Well I had hoped they would take what they learned from DmC and apply it here but I guess that is not happening. Skip.

DmC wasn't really their game though. I mean that they already had source material and certain aspects that had to be in the game whether they wanted it or not, especially when it came to combat. As much as I love in-depth combo mechanics, at least NT get to shine the most when they're making a game from their own ideas. This isn't supposed to feel combat crazy. What could NT have added from DmC and still made this game have it's own identity?
 
Because it's still a work in progress as mentioned in the video.


In another note, why is their a PSVR headset in direct view of this person?


Hints that it could have some VR support in some form? It won't suit the entire game in VR but I could imagine there could be something done in VR given the idea of immersing yourself with Senua and with the 3D binaural audio and such, having a dedicated VR section away from the game would be a cool idea to concept.

Hmm, could explain why the combat looks like that. Would be a fun VR game, I think.
 
Because it's still a work in progress as mentioned in the video.


In another note, why is their a PSVR headset in direct view of this person?


Hints that it could have some VR support in some form? It won't suit the entire game in VR but I could imagine there could be something done in VR given the idea of immersing yourself with Senua and with the 3D binaural audio and such, having a dedicated VR section away from the game would be a cool idea to concept.

And a Xbox 360 controller? Snaps!... But how this game would work on VR.
 
I was a bit puzzled why they went to lengths to explain on-screen damage effects that looks like twenty other games. I really like the tone and the main character, but the multi character combat looked stiff, they were just stood waiting for their turn whilst she was full of openings.
 
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