{"id":49340,"date":"2024-05-16T15:00:00","date_gmt":"2024-05-16T14:00:00","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/senuas-saga-hellblade-ii-how-performance-capture-and-stunts-created-next-level-combat\/"},"modified":"2024-05-16T15:00:00","modified_gmt":"2024-05-16T14:00:00","slug":"senuas-saga-hellblade-ii-how-performance-capture-and-stunts-created-next-level-combat","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/senuas-saga-hellblade-ii-how-performance-capture-and-stunts-created-next-level-combat\/","title":{"rendered":"Senua\u2019s Saga: Hellblade II \u2013 How Performance Capture and Stunts Created Next-Level Combat"},"content":{"rendered":"<div>\n<header class=\"xwsrc-block-post-header is-style-full-width has-low-density has-text-align-left text--default\">\n<div class=\"post-header__image\"><\/div>\n<div class=\"wp-block-columns post-header__content has-text-align-left\">\n<div class=\"wp-block-column flex-basis-100\">\n<ul class=\"post-tags__list\">\n<li class=\"post-tags__item\"><a href=\"https:\/\/news.xbox.com\/en-us\/games\/\" class=\"kicker post__meta--category\"><span class=\"sr-only\">Category: <\/span>Games<\/a><\/li>\n<\/ul>\n<h1 class=\"h1\">Senua\u2019s Saga: Hellblade II \u2013 How Performance Capture and Stunts Created Next-Level Combat<\/h1>\n<\/p><\/div>\n<\/p><\/div>\n<\/header>\n<div class=\"post__content\">\n<aside class=\"wp-block-columns\">\n<div class=\"post__author\">\n<div class=\"post__author__bylines\">\n<ul class=\"post__author__list\">\n<li class=\"post__author__list__item\"><img decoding=\"async\" alt=\"\" src=\"https:\/\/secure.gravatar.com\/avatar\/9a300445b44f55cefdeaa3f43365cdb1?s=144&amp;d=mm&amp;r=g\" srcset=\"https:\/\/secure.gravatar.com\/avatar\/9a300445b44f55cefdeaa3f43365cdb1?s=288&amp;d=mm&amp;r=g 2x\" class=\"avatar avatar-144 photo\" height=\"144\" width=\"144\"><span class=\"post__author__name\"><a href=\"https:\/\/news.xbox.com\/en-us\/author\/dpartis\/\">Danielle Partis<\/a><\/span><\/li>\n<\/ul>\n<\/div>\n<div class=\"post__date\">\n<h5>Published<\/h5>\n<p>\t\t\t\t\t<a href=\"https:\/\/news.xbox.com\/en-us\/2024\/05\/\" class=\"kicker\"><time datetime=\"1715868000\">May 16, 2024<\/time><\/a>\t\t\t\t<\/div>\n<\/p><\/div>\n<\/aside>\n<section class=\"xwsrc-block-content-block\">\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column flex-basis-50 push--25 column--content\">\n<div class=\"acf-innerblocks-container\">\n<p><em>2017\u2019s Hellblade: Senua\u2019s 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\u2019s story, built with the same love and care, but expanding on the debut in every conceivable way.\u00a0<\/em><\/p>\n<p><em>In the run up to launch, we\u2019ll be bringing you the story of Senua\u2019s Saga: Hellblade II from inside the studio itself, as well as stories and lessons from Hellblade\u2019s creative leads. This is Ninja Theory\u2019s ultimate form, filled with industry-leading talent, groundbreaking technology, and one of the most unique approaches to game development you\u2019ve ever seen to fulfil the ultimate goal \u2013 the pursuit of true immersion.<\/em><\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\">\n<p>Motion capture has been part of Ninja Theory\u2019s heritage for a long time, and for good reason. The studio established itself as a pioneer in performance capture for games with 2007\u2019s <em>Heavenly Sword<\/em> and has continued to innovate since. Now, with greater access to state-of-the-art technology \u2013 including its very own performance capture studio nestled within the walls of its Cambridge HQ \u2013 Ninja Theory is once again primed to break its own barriers within <strong><em><a href=\"https:\/\/www.xbox.com\/en-US\/games\/senuas-saga-hellblade-II\">Senua\u2019s Saga: Hellblade II<\/a><\/em><\/strong>.\u00a0<\/p>\n<p>Ninja Theory utilised performance capture in the first <em>Hellblade <\/em>for its cinematic moments, but in <em>Hellblade II<\/em>, almost every in-game movement is performed by real-world actors and scanned in, to ensure the most realistic, human experience possible in-game.\u00a0According to Studio Head Dom Matthews, capture for the combat sequences alone took almost 70 full days to complete.<\/p>\n<p>\u201cWe see performance capture as a tool to deliver character performance in the purest way possible,\u201d Matthews says. \u201cWe took that opportunity because it ties into our goal of doing everything we can to achieve immersion and keep it.\u201d<\/p>\n<p>You\u2019ll never feel that more than in <em>Hellblade II<\/em>\u2019s unique approach to combat \u2013 which stands simultaneously as a testament to Ninja Theory\u2019s deep belief in their way of doing things, but also as a brand-new experiment for the restlessly creative studio.<\/p>\n<div style=\"height:13px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<\/div><\/div>\n<\/p><\/div>\n<\/section>\n<style>\n.post-template-default .xwsrc-block-content-block .wp-block-column.flex-basis-50.push--25.column--content {\n\tflex: 100%;\n\tmargin-left: 0;\n}\n<\/style>\n<figure class=\"wp-block-image aligncenter size-fullsize\"><img loading=\"lazy\" loading=\"lazy\" decoding=\"async\" width=\"1900\" height=\"1050\" src=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-14-b3697871bb047969fcaa-1900x1050.jpg\" alt=\"\" class=\"wp-image-201704\"><\/figure>\n<section class=\"xwsrc-block-content-block\">\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column flex-basis-50 push--25 column--content\">\n<div class=\"acf-innerblocks-container\">\n<div style=\"height:28px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<h3 class=\"wp-block-heading\"><strong>Combat, Evolved<\/strong><\/h3>\n<p>Combat in <em>Hellblade II<\/em> is a vast improvement on the first title, but, fascinatingly, this is not a traditional action game in practice. You won\u2019t be bashing and slashing through endless hordes in <em>Hellblade II<\/em><em> \u2013 <\/em>every fight you\u2019ll 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.<\/p>\n<p>\u201cInstead of taking what we\u2019ve 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,\u201d Matthews says.\u00a0<\/p>\n<p>During my visit to Ninja Theory, I was shown this evolution in combat from multiple perspectives \u2013 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.\u00a0<\/p>\n<p>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 \u2013 all handled one-on-one, but with new enemies barrelling in from off-screen to keep the frantic feeling alive \u2013 feels like survival by the skin of your teeth, and the sum of Senua\u2019s power is funnelled through her retaliations; the movements to take down these foes are almost rhythmic, a desperate beating heart powering the game along.<\/p>\n<div style=\"height:13px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<\/div><\/div>\n<\/p><\/div>\n<\/section>\n<style>\n.post-template-default .xwsrc-block-content-block .wp-block-column.flex-basis-50.push--25.column--content {\n\tflex: 100%;\n\tmargin-left: 0;\n}\n<\/style>\n<figure class=\"wp-block-image aligncenter size-fullsize\"><img loading=\"lazy\" loading=\"lazy\" decoding=\"async\" width=\"1900\" height=\"1268\" src=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-21-32de7bf40153e3d8f996-1900x1268.jpg\" alt=\"\" class=\"wp-image-201705\" srcset=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-21-32de7bf40153e3d8f996-1900x1268.jpg 1900w, https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-21-32de7bf40153e3d8f996-300x200.jpg 300w\" sizes=\"auto, (max-width: 1900px) 100vw, 1900px\"><\/figure>\n<section class=\"xwsrc-block-content-block\">\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column flex-basis-50 push--25 column--content\">\n<div class=\"acf-innerblocks-container\">\n<div style=\"height:28px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<p>It\u2019s hard to explain unless you\u2019ve played yourself, but this doesn\u2019t <em>feel<\/em> like traditional video game combat. There\u2019s 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.\u00a0<\/p>\n<p>\u201cWe wanted to bring a sense of brutality and struggle to one-on-one combat,\u201d says Benoit Macon, combat director on <em>Hellblade II<\/em>. \u201cThere is a sense of connection between the combat and the narrative.\u201d\u00a0<\/p>\n<p>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 \u2013 while expertly directed \u2013 are unpredictable, and differ slightly between takes, granting an authenticity that is seldom offered by wholly calculated digital character rigging.\u00a0<\/p>\n<p>The scene is also heavily cinematic; a mass brawl breaking out between these masked Viking slavers and their newly freed captives onscreen means it\u2019s never entirely clear who Senua is about to square up against next (and indeed, if you die, you\u2019ll take on enemies in a different order, the fights shifting to stop you simply pattern-learning). Macon cites Games of Thrones\u2019 famous \u2018Battle of the Bastards\u2019 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 \u2013 and you\u2019re right there with her.<\/p>\n<div style=\"height:13px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<\/div><\/div>\n<\/p><\/div>\n<\/section>\n<style>\n.post-template-default .xwsrc-block-content-block .wp-block-column.flex-basis-50.push--25.column--content {\n\tflex: 100%;\n\tmargin-left: 0;\n}\n<\/style>\n<figure class=\"wp-block-image aligncenter size-fullsize\"><img loading=\"lazy\" loading=\"lazy\" decoding=\"async\" width=\"1900\" height=\"1080\" src=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/saga-stunt-combat-727f49f3905ac154174f-1900x1080.jpg\" alt=\"\" class=\"wp-image-201706\"><\/figure>\n<section class=\"xwsrc-block-content-block\">\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column flex-basis-50 push--25 column--content\">\n<div class=\"acf-innerblocks-container\">\n<div style=\"height:28px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<h3 class=\"wp-block-heading\"><strong>Bringing Senua to Life<\/strong><\/h3>\n<p>Paradoxically, while I play, I realise that part of the genius of Ninja Theory\u2019s work on combat is the effort they\u2019ve put into the moments where you\u2019re <em>not<\/em> fighting, and how they link together. Even when Senua\u2019s sword is sheathed, moments of exploration, puzzle solving and conversations with other characters are rooted in a deep sense of dynamic realism \u2013 and crucially this means the game feels like a seamless whole. You don\u2019t walk into a blank arena and realize, \u201cOh, this is a combat sequence.\u201d The wholeness means that, even in its quiet moments, it feels as though you could enter combat at any moment.<\/p>\n<p>Even Senua\u2019s most incidental movements feel intensely authentic \u2013 as she\u2019s carefully padding through abandoned villages or trepidatiously navigating around terrifying enemies, I often found myself mirroring her reactions. If Senua\u2019s shoulders are tense, mine are similarly braced; if Senua is making herself smaller to not be detected, I\u2019m 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\u2019 astronomical efforts to create a living, breathing character that is now an extension of her.<\/p>\n<p>\u201cThe 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,\u201d Matthews says. \u201cWe ask ourselves what you\u2019d 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.\u201d<\/p>\n<p>Juergens tells me that even aspects like the weather are considered \u2013 how will Senua move and behave if it\u2019s raining heavily or there\u2019s strong winds? There\u2019re 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\u2019s this constant reactivity not just to NPCs, but also to the dynamic world around here, that means you\u2019re completely immersed in her world.<\/p>\n<div style=\"height:13px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<\/div><\/div>\n<\/p><\/div>\n<\/section>\n<style>\n.post-template-default .xwsrc-block-content-block .wp-block-column.flex-basis-50.push--25.column--content {\n\tflex: 100%;\n\tmargin-left: 0;\n}\n<\/style>\n<figure class=\"wp-block-image aligncenter size-fullsize\"><img loading=\"lazy\" loading=\"lazy\" decoding=\"async\" width=\"1900\" height=\"1268\" src=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-20-f6934ceb4fa67e19b0f5-1900x1268.jpg\" alt=\"\" class=\"wp-image-201707\" srcset=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-20-f6934ceb4fa67e19b0f5-1900x1268.jpg 1900w, https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-20-f6934ceb4fa67e19b0f5-300x200.jpg 300w\" sizes=\"auto, (max-width: 1900px) 100vw, 1900px\"><\/figure>\n<section class=\"xwsrc-block-content-block\">\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column flex-basis-50 push--25 column--content\">\n<div class=\"acf-innerblocks-container\">\n<div style=\"height:28px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<p>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.\u00a0<\/p>\n<p>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 \u2013 which is all I could think about when later playing through a similar segment in the game itself.\u00a0<\/p>\n<p>The result is something that feels differently pitched to most action games. We aren\u2019t just driving Senua from one battle to the next, nor do those fights feel like interruptions to the wider story \u2013 combat is a <em>part<\/em> of Senua\u2019s 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.<\/p>\n<div style=\"height:13px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<\/div><\/div>\n<\/p><\/div>\n<\/section>\n<style>\n.post-template-default .xwsrc-block-content-block .wp-block-column.flex-basis-50.push--25.column--content {\n\tflex: 100%;\n\tmargin-left: 0;\n}\n<\/style>\n<figure class=\"wp-block-image aligncenter size-fullsize\"><img loading=\"lazy\" loading=\"lazy\" decoding=\"async\" width=\"1900\" height=\"1268\" src=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-01-79789716ad4c4a1c83c0-1900x1268.jpg\" alt=\"\" class=\"wp-image-201708\" srcset=\"https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-01-79789716ad4c4a1c83c0-1900x1268.jpg 1900w, https:\/\/xxboxnews.blob.core.windows.net\/prod\/sites\/2\/2024\/05\/SenuasSaga-Screenshot-01-79789716ad4c4a1c83c0-300x200.jpg 300w\" sizes=\"auto, (max-width: 1900px) 100vw, 1900px\"><\/figure>\n<section class=\"xwsrc-block-content-block\">\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column flex-basis-50 push--25 column--content\">\n<div class=\"acf-innerblocks-container\">\n<div style=\"height:28px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n<h3 class=\"wp-block-heading\"><strong>Fighting With Purpose<\/strong><\/h3>\n<p>All of this work \u2013 the stunt work, meticulous acting capture, and new mechanical ideas of how to <em>present<\/em> a fight \u2013 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\u2019re increasingly familiar with the Hollywood techniques they employ. However, Matthews prefers to liken <em>Hellblade II<\/em> 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 <em>Hellblade: Senua\u2019s Sacrifice<\/em>.\u00a0In terms of combat, that means creating a system that doesn\u2019t just feel good to play, but serves the wider message. Senua isn\u2019t mindlessly engaging in battle \u2013 she has to do this to meet her goals, and that\u2019s reflected in how Ninja Theory has approached every aspect of putting a character onscreen.<\/p>\n<p>\u201cThat 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,\u201d Matthews says.<\/p>\n<p>It makes <em>Hellblade II<\/em>\u2019s 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\u2019s journey in its own thoughtful, meticulous way \u2013 yes, this feels very fun to play, but fighting <em>means<\/em> something in this game. That might be an achievement in itself.<\/p>\n<p><em><strong><a href=\"https:\/\/www.xbox.com\/en-US\/games\/senuas-saga-hellblade-II\">Senua\u2019s Saga: Hellblade II<\/a><\/strong>\u00a0will be released on May 21, 2024 for Xbox Series X|S, Windows PC, Steam and Cloud \u2013 and will be available with Xbox Game Pass and PC Game Pass day one.<\/em><\/p>\n<\/div><\/div>\n<\/p><\/div>\n<\/section>\n<style>\n.post-template-default .xwsrc-block-content-block .wp-block-column.flex-basis-50.push--25.column--content {\n\tflex: 100%;\n\tmargin-left: 0;\n}\n<\/style>\n<p>The post <a href=\"https:\/\/news.xbox.com\/en-us\/2024\/05\/16\/hellblade-2-performance-capture-next-level-combat-design\/\">Senua\u2019s Saga: Hellblade II \u2013 How Performance Capture and Stunts Created Next-Level Combat<\/a> appeared first on <a href=\"https:\/\/news.xbox.com\/en-us\">Xbox Wire<\/a>.<\/p>\n<\/div>\n<\/div>\n<p><a href=\"https:\/\/news.xbox.com\/en-us\/2024\/05\/16\/hellblade-2-performance-capture-next-level-combat-design\/\">Go to Source (xbox.com)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Category: Games Senua\u2019s Saga: Hellblade II \u2013 How Performance Capture and Stunts Created Next-Level Combat Danielle Partis Published May 16, 2024 2017\u2019s Hellblade: Senua\u2019s 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<\/p>\n","protected":false},"author":4,"featured_media":49341,"comment_status":"registered_only","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4,10],"tags":[7183,6587,14254,1370,14252,5627,10812,30,4594,1692,14253,18],"class_list":["post-49340","post","type-post","status-publish","format-standard","has-post-thumbnail","category-new-releases","category-xbox","tag-capture","tag-category","tag-combat-danielle","tag-created","tag-games-senuas","tag-hellblade","tag-nextlevel","tag-pc","tag-performance","tag-saga","tag-stunts","tag-xbox"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Senua\u2019s Saga: Hellblade II \u2013 How Performance Capture and Stunts Created Next-Level Combat | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Senua\u2019s Saga: Hellblade II \u2013 How Performance Capture and Stunts Created Next-Level Combat for free, here on XtremeServers. 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