Episode Transcript
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0:00
Games in this podcast range from E to M. We
0:07
are here to talk all things Senua Saga
0:09
Hellblade 2 and I have two amazing people
0:11
who worked on the game here to help
0:13
me through this because they are the real
0:15
stars. I have Laura Durham and Dan Atwell
0:17
who are going to talk about the game,
0:19
talk about what we experienced here in Iceland
0:21
and actually just be the experts. How are
0:23
y'all doing today, by the way? We
0:27
have just endured two days of
0:29
extremely long treks across Iceland and
0:32
it has been amazing. I
0:34
gotta start with you, Laura. I think that
0:36
this has been an amazing journey.
0:39
I'm curious, what is your role
0:41
here at Nuzhithiri? I
0:44
was the script writer for Senua
0:46
Saga Hellblade 2 and I also
0:48
directed the performance capture. We
0:51
have a lot of questions posed to you because this
0:53
game is such a narrative experience that we're going to
0:55
come to you about a lot of that stuff. Well,
0:58
yes, but you can come to Dan
1:00
as well because everybody
1:04
on the team is involved in telling that story.
1:06
So we all know. Yeah,
1:09
you're in there. Well, speaking of you,
1:11
Dan, what's your role here at Nuzhithiri?
1:13
I'm the Environment Art Director and also
1:15
one of the Product Direction team as
1:17
well. Awesome. And it's
1:19
very obvious why you chose Iceland. And we'll
1:21
get into that in just a little bit.
1:24
But, Laura, can you set it
1:26
up for folks who may be jumping into this game
1:28
for the first time and maybe haven't played the first
1:30
one? Can you explain a little bit about Senua's
1:32
journey in the first game and where that leads us in
1:34
the sequel? Yes, of course. So
1:36
Senua is a Pictish
1:39
warrior from Orkney and
1:42
she sees and hears
1:44
the world differently from other people. Her
1:47
father made that feel
1:50
like a curse. So she retreated
1:52
from the world. But she
1:54
met a young man who not only opened
1:56
her heart to the world, but also taught
1:58
her how to be a warrior. warrior. And
2:02
when he's killed in
2:04
a rage by
2:07
Viking flavors, she
2:10
sets out to free
2:13
his soul from hell. And
2:17
that's her experience in the first game.
2:20
She's very traumatized
2:24
and buffeted by her experiences. By the
2:26
time we come to the beginning of
2:28
the second game, she's found a kind
2:30
of peace with
2:32
her experiences. She's
2:35
found some agency. So
2:38
when the Vikings come back to her village, she
2:41
makes a promise to
2:43
Dillion that nobody
2:45
else will suffer like he did. And
2:48
she will stop the
2:50
slave trade at its source. And
2:53
that promise is what leads her to
2:56
Iceland. That is so badass if
2:58
I can say that. From
3:01
your perspective, that journey
3:03
you mentioned by the word you use, where
3:05
by the time we get to the second
3:07
game, how important is it to have that
3:09
character arc and that character development where you're
3:12
building a story? It's really important
3:14
to us that we don't press the reset button
3:16
on Senua. She's not –
3:19
the events of the first game change it. And
3:21
that has to remain true. That has to stay
3:23
true for her character to
3:25
be convincing and authentic
3:27
and feel real. She has to change.
3:31
She has to grow. And so in the
3:34
second game, the first game was very insular.
3:37
It was a very personal journey for
3:39
her. In the second game, we're taking
3:41
her out into the world and she
3:43
will meet other people and be
3:46
changed by them and change them. And it
3:49
is really a continuation of that journey for
3:52
her. I love that. And we're excited to
3:54
see how she tackles it. Now, Dan, we
3:57
are in Iceland and a lot of what
3:59
you've mentioned – We've been here with
4:01
creators and we've been talking to creators
4:03
and Dan, I think you set up
4:05
the reason we're here in Iceland so well. The
4:08
first game wasn't necessarily in a real location and
4:10
now we are. What are some of the benefits
4:12
that that affords you and some of the things
4:15
you have to consider? Yes. So,
4:17
like, basing on real locations and
4:19
capturing those real locations kind of offers us
4:22
the opportunity to
4:24
kind of increase immersion because
4:26
we're using real world reference, things like
4:28
that, real world locations. It means that
4:30
you kind of don't question what
4:32
you're seeing on the screen. So
4:34
there's a groundedness, sort of legal identity to it,
4:37
which is fitting perfectly with
4:39
how the centre was kind of
4:41
interacting now in this game
4:43
compared to the first one. Yeah, and we
4:45
were actually talking the first night at dinner
4:48
about how exactly what you said is true of
4:50
so many games, even some of the biggest
4:52
games in the world, if you think GTA
4:54
5, which is not necessarily Los Angeles, but
4:56
the reason why I think it resonated with
4:58
so many people is because it is a
5:00
version of Los Angeles. And I think
5:03
it's interesting and we'll get into it as we go
5:05
into each location, how some of the liberties that you
5:07
have to take with each location,
5:09
but also just how true to each
5:12
location and the elements that you kept
5:14
from each location as we went through.
5:16
So on the first day, we
5:19
went to Jupilon and that
5:21
was an experience. I had never,
5:24
everyone knows who watches this podcast knows I'm a city
5:26
boy. I grew up in New York City. So that
5:28
is the furthest thing from New York City. And
5:31
so when I was there, we got there, it was kind
5:33
of overcast and I was like, oh, I hope it starts
5:35
raining because I feel like this game, like
5:37
it shines in the rain. I mean, we can talk about
5:39
how beautiful the game is just generally speaking, but I think
5:42
in the rain and everything. But
5:45
yeah, that location, can you tell us a little bit, Lara,
5:47
about the benefits
5:49
of going there? I've shown
5:51
that location before as part of
5:53
a gameplay trailer we released, which shows Senua's
5:56
encounter with the sea giant.
5:58
Yes. So we want to. wanted to
6:01
take everyone there, just
6:03
to show how we've
6:06
recreated that location in-game.
6:09
It's a hugely important moment for Senua. She
6:13
can't give too much
6:15
away, but she meets a character
6:17
that is really, really important to her. That
6:22
location, I think going there
6:24
really inspired the creation of the
6:26
Sea Giant and that encounter because
6:29
when you go there and it's such
6:32
a stark landscape, there's all these
6:34
huge rocks crouched
6:36
there like giants. A hundred
6:39
percent. The Sea is such a
6:41
presence. It just
6:43
seemed really fitting to create an
6:45
encounter like that in that location. Yeah,
6:47
and a few things there. One,
6:50
I just remember the reveal that everyone
6:52
remembers where they were when they saw
6:54
that gameplay trailer. I just think there's
6:57
so much going on from the graphical
6:59
fidelity of that moment to the urgency
7:01
of that moment for Senua trying to
7:03
run away. Everything was so
7:05
great, but I love what you mentioned about
7:08
the Sea being sort of a presence there
7:10
because that is what I felt. You almost
7:12
felt every wave crashing against a rock in
7:14
your chest. I feel like that was awesome
7:16
to see. Now, from your perspective, Dan, when
7:19
you're going to build that and you go
7:21
onto this beach and you see all these
7:23
different elements from the black rocks to the
7:25
impressive rock formations to the sea, what
7:28
is the first thing that comes to your mind of how you're going
7:30
to recreate that in the game? Crikey.
7:33
Well, yeah, basically that. How are we going to do
7:35
this? Well, yeah, in
7:37
terms of the process, because
7:39
we knew we wanted to have representation
7:42
of the location as faithful as possible.
7:45
We used satellite data to get the kind
7:47
of topology of the land. And
7:52
then we eventually used drone-based
7:56
photogrammetry on top of that to get a higher resolution.
7:58
And then we went in. there and we took
8:01
the scans of all the different rocks and
8:03
things like that and kind of recreated them
8:05
back in the game engine. Yeah, so
8:08
it's kind of it was a multi-layered
8:11
thing and that location in general was
8:13
one of the first kind of test beds that we did
8:15
as well. Oh, nice. And I think as well, like, the
8:18
kind of parts of that story came out of
8:21
being there anyway, like that inspired us
8:24
to do that chunk of the story as
8:26
well. And now the cave though, where the
8:28
sea creature was, wasn't there. And so just
8:31
for any of the locations, but this one specifically,
8:33
what were some of the, you're making
8:35
a game, right? And so you have this place
8:38
that you're taking inspiration from and then you have
8:40
to take it and make a game. And so
8:42
I'm assuming that that cave came into it, like,
8:44
how do we make it so that the player
8:46
walks into it and find something? So I mean,
8:48
if you look at the area that we placed
8:50
that you can kind of imagine how
8:52
that headland was connected to some of the sea
8:54
stacks that are out there. And what
8:56
we also did as well as we took, there's
8:59
a location further up around the peninsula
9:01
where there's kind of a sea cave
9:03
there. And we use that as an
9:05
inspiration and we scanned that as well.
9:07
And we kind of transplanted that into
9:09
that area. So it kind of feels
9:11
integrated. But
9:13
yeah, and you've got to like, in terms of how
9:15
the narrative plays out, where the key beats are and
9:17
things like that, there's things that we have to remove,
9:20
there's things that we have to add. But
9:22
then in essence, we want to keep the feeling of
9:25
the location to be quite faithful though. 100%.
9:27
And I think you all did a great
9:29
job just from that gameplay trailer. I can't wait to actually
9:31
jump in. But Lara, from the
9:33
perspective of someone who obviously is
9:36
a scriptwriter, but also you oversaw
9:38
the motion capture, we got the
9:40
chance to hike some of those hills
9:42
and I quickly realized how out of shape I
9:44
am. So that was great. Thank you for that.
9:48
But then one thing that I
9:50
kept thinking in my head is like, not only
9:52
is Senno of battling any foes
9:54
that she may come across, but it's really
9:56
she's battling the terrain and the
9:59
physical I guess fortitude
10:01
needed to get over the terrain. What
10:03
was it like capturing those kinds of
10:06
scenes, I guess? So we try to be as
10:10
one-to-one as possible with emotion capture.
10:12
So that means if
10:15
we have to do a tricky traversal
10:17
sequence, then we recreate
10:19
it on stage and
10:21
have Melina, our amazing actress,
10:25
actually make her way through that
10:28
and record that as a sequence. And then that's what
10:30
we use in the game. So you really
10:32
have that fidelity of performance that adds
10:34
to the immersion. We have a really,
10:36
really talented team of people who make
10:38
that happen. Yeah. And it was so
10:40
evident. And I think, you know, as
10:42
we're going, we've only talked about one
10:44
location, but I think one thing that
10:47
maybe players have noticed from the trailers and just
10:49
from the gameplay in general is just the
10:52
mastery, the level of mastery that you
10:54
all have in building these, like the
10:56
attention to detail is
10:58
just impressive. But I want to move on to
11:01
the second location and help me with this name
11:03
pronunciation. I am a city boy, remember? Ray-y-an-es.
11:08
Yeah, pretty close. Pretty close. Okay, cool.
11:10
Cool. Tell you that. How would you
11:12
say that? So that specific area, Ray-ke-nesta.
11:14
Ray-ke-nesta. There you go. So I wasn't
11:16
that close, but I appreciate you giving
11:18
me credit. That's where we
11:20
went on day two. There's so much to talk
11:23
about in that space. But
11:25
I think you did a great
11:27
job of setting up that that's
11:29
Sennawa's landing point as she's coming to the
11:31
southern tip of Iceland. What is
11:33
the other significance of that location for
11:35
Sennawa? It's the first time she encounters
11:38
this strange island that she'll
11:40
come to. She doesn't know where she's going.
11:43
She doesn't know what this is. So
11:45
she turns up and,
11:48
well, you've seen it. We
11:50
had nice sunshine when
11:52
we were there. But if you imagine a night
11:56
thunderstorm with driving
11:59
rain and a... a furious sea, you
12:01
can see how imposing
12:03
and terrifying that would feel.
12:06
So it's really quite
12:09
a confronting and, um,
12:13
what's the word I want? Like dynamic
12:16
scene for her to stumble upon.
12:19
I think in this game, players will
12:21
find a lot of those situations where
12:23
you're like, if you thought
12:25
Senua had gone through everything she could possibly go
12:27
through, and then here's this new experience
12:29
for her. And that's so cool. And
12:32
then Dan, from your perspective, you
12:34
know, when I went to that location, they were like pots,
12:36
pops of green, you know, on some of
12:39
the rocks and then the sea moss and,
12:41
but that place also had what seemed like
12:43
the lava rocks that were more recent, the
12:46
place there, because it's like more active
12:48
or out, you know, volcano volcanic wise,
12:51
um, as you're building these location, like what are some
12:53
of the things that you're looking at to
12:55
build out that spot to give it its
12:57
own identity, obviously outside of the inspiration that's
12:59
there. Yeah. I mean, well, I mean, the
13:01
locations that we've picked are all quite distinct
13:03
anyway, and then we
13:05
kind of, we lean into those, like in
13:08
terms of like the lighting and the
13:10
weather and things that we put in
13:12
like the first level, it's very much,
13:14
um, representative of, of, of,
13:17
of Senua's mental state at that point. And
13:19
kind of, and it pushes
13:21
the narrative in a certain direction. So
13:24
like when you, yeah, going through that,
13:26
we wanted it to be oppressive and
13:28
like, and we wanted to kind of
13:30
increase the kind of bleakness of it
13:32
to kind of really hammer home what,
13:35
you know, it's kind of dawned on her that she,
13:37
she, she didn't know where she was going. She doesn't
13:39
know where she is. It's just like all pretty overwhelming
13:41
at that point. So yeah, uh, it was just a
13:44
stunning, I mean, I feel like I'm running out of
13:46
adjectives to describe the scene and Iceland. And I'm just
13:48
like, people are going to think I'm a broke record,
13:50
but it is just overwhelmingly
13:52
beautiful that you just can't help but be
13:55
like, Astra. Our next stop was Chrisovic.
13:58
Um, and Laura, you. had a
14:00
great, you told a great story. And I think one
14:02
of the things that I mentioned at the very beginning
14:05
of this entire experience was
14:08
the decision to go Iceland seemed multifaceted.
14:10
And it is a beautiful location, but
14:12
it's also its lore. And you told
14:14
a great lore story about Christovik, if
14:16
you don't mind kind of sharing. No,
14:18
I can. So
14:21
the name Christovik comes from,
14:23
it means Christ is fate. And
14:26
Christa was supposedly a
14:28
witch who lived there.
14:30
And her sister in some versions of the
14:32
story, who was called, I might pronounce this
14:35
wrong, I've already seen it. Herdis,
14:38
she lived nearby in what
14:40
is now Herdisovik. And
14:44
they had a little dispute over where
14:46
the boundary between the two settlements was.
14:49
And each of the
14:52
settlements had very good fishing spots. So
14:55
one day they met, and they're still
14:57
angry with each other because of this boundary
14:59
dispute. And they saw trading insults, and those
15:01
insults turned into curses. So Christa
15:05
would say, you know, I
15:07
will curse your fishing
15:09
grounds so that all your trout
15:11
turn into fur trout and grow
15:13
fur and become inedible. And
15:16
Herdis would say, I curse
15:18
your fishing spot so that all
15:21
your trout turns to anglerfish. And they
15:23
got angrier and angrier with each
15:25
other until the rage was so overwhelming
15:28
that they exploded. And they
15:30
also took out a shepherd just
15:33
haplessly wandering by. And somewhere
15:36
around there, I haven't been able to find it,
15:38
but somewhere around there, there are three piles of
15:40
stones that represent. I found them. No,
15:42
I didn't. So
15:45
when you hear those stories, like what do
15:47
you pull from that to
15:49
apply to the Seno Saga?
15:52
We've tried with every location
15:55
to to grounds what
15:57
we're doing with it in in some kind
15:59
of connection. back to the folklore and back to the
16:01
land, maybe in an abstract way, maybe in
16:03
a specific way, but we
16:05
always wanted it to have that kind of link to
16:08
the land. So we took
16:10
that figure of Pricer
16:13
and we took
16:15
kind of like feminine
16:18
monstrous energy from that and then we
16:22
used that to create this element
16:24
of Freyslóg. Freyr comes from Freyr,
16:27
the goddess, feminine goddess of
16:30
Norse mythology
16:32
and then the Loig is refers to the hot
16:34
springs that are in that area. And so
16:38
the kind of bubbling fury of the
16:40
hot springs, the rage of the witches and the feminine
16:45
energy becomes Freyrslóg. So
16:48
that was how we kind of came up with a name.
16:51
And again, not to give too much away, but there
16:55
are links to the
16:57
narrative. Yeah, 100%. And then
16:59
Dan, there were multiple
17:01
things I noticed about that place. The smell was
17:04
one, very sulfuric, which
17:06
is fine. It was great. But
17:09
then all the steam coming from that
17:11
place, when you're building
17:13
a game, especially from an environment perspective,
17:18
do you see places like that that are so far
17:20
different than any other place? As like moments to be
17:23
like, okay, I'm going to take a little bit of
17:25
creative freedom, or do you just go
17:27
straightforward and say like, this place is
17:29
so vastly different from some
17:31
of the other places that we visit that we want
17:33
to stay true to the essence of it? They're both
17:35
really. I mean, yeah, we
17:38
have to take some artistic liberties in the layout
17:40
of that anyway, sticking a
17:42
settlement right on top of it. It's a bit of a weird place
17:44
to fit that. But
17:47
it kind of feeds off what you were
17:49
just saying about the ideas behind
17:51
it. And then, yeah, we've kind of
17:53
accentuated some of that that was there,
17:55
with the bubbling mud and things like
17:57
that. We've got areas within it. that
18:00
are even more kind of volatile than things.
18:02
So, yeah, we dial some stuff up, we
18:04
dial some stuff down. Yeah, well people, well
18:07
players, if they touch the water, will they
18:09
like get burned or something? We
18:11
were warned by the bus driver, do not test out
18:13
the water, it is hot. No,
18:16
you can't. Okay, okay, that's confirmed. What
18:19
are some of the encounters that Senn was gonna have
18:21
in Chrisovic? So Chrisovic is
18:23
where we first encounter the joikka.
18:26
Yeah. Which you
18:29
will have seen in some of the trailers. They're
18:32
based really strongly on the joikka
18:35
from the Icelandic sagas.
18:37
Specifically, sorry to
18:40
get a bit specific, but there's
18:42
a saga called the tale of Gratia
18:45
the Strong. And in
18:47
that, Gratia fights a
18:49
joikka. And the
18:52
Norse idea of the unzed was really,
18:55
really compelling to us. And
18:58
for them, the people that came back from the dead were not
19:01
spirits, not ethereal, ghostly spirits.
19:04
They're very, very real, very
19:06
physical, and very violent
19:08
and very dangerous. So in
19:10
this saga, the shepherd who
19:13
comes back from the dead, he
19:15
roams around attacking livestock, attacking people
19:18
and killing them. And the ones that
19:20
he kills, they
19:22
turn into joikka too. So
19:26
there's an element of contagion to it, as well as
19:28
this really violent physical presence. So
19:31
that's what informs our depiction of the
19:33
joikka. And Chrisovic
19:35
Square, you will
19:38
first, and Senna will first encounter them.
19:40
All right, next up on the trip
19:42
was Ruth Halla. I don't know
19:44
what I thought of that place, in the sense of like,
19:46
it was very clear, the striking red
19:48
on those rocks. And actually, Dan, I'll start
19:51
with you on this one. As
19:53
you know, we're in 2024, and we have, like,
19:56
you see this location, you're like, I wanna put this in
19:58
the game. But you realize the game, the game is
20:00
set in 10th century Iceland. And
20:03
again, going back to the fact that you have
20:05
to make a game, what are elements there that
20:07
you change and you say like, let's go and
20:09
let's, how do you make it
20:11
a game? Yeah, well, I mean, number one is
20:14
the vista that you can see when you're there,
20:16
because obviously if you look out beyond it, you
20:18
can see Reykjavik. And there's a motorway
20:20
kind of. It wouldn't work. Yeah,
20:22
exactly. So then, and obviously again, it's
20:24
about kind of dialing everything up. So
20:26
we wanted to kind of expand that
20:28
out. We've kind of, we've accentuated lots
20:30
of it. We've kind of changed the elevation.
20:33
It's going to give you a really cool opening
20:35
shot as you come in and then give it
20:37
that sense of being kind of lost within it
20:39
when you get to the other end. So yeah,
20:41
there's lots of things that you have to kind
20:43
of tweak definitely to make it feel compelling as
20:45
a gameplay space. I have
20:47
loved this. And like I mentioned,
20:49
this entire experience in Iceland has
20:51
been really eye-opening because, you
20:53
know, I'm glad that we've gotten to take the viewers along
20:56
for this because I don't know that people
20:58
don't quite understand what it takes to
21:00
make a game, but not
21:02
only make a game, but make a game that takes
21:04
a location and builds upon it, takes its
21:06
influence and it's, you know, lots of points
21:09
of references and builds into the game. And
21:11
then to your, to what you work on,
21:13
which is script and everything, you
21:15
also have to consider how a character
21:17
grows in that space and their encounters
21:19
and all of it's been great. And
21:23
then Lara, so I want to kind of pose this question to
21:25
you because as you build this game, as I mentioned at the
21:27
top, with the mastery that
21:29
you all have gone through in many different
21:31
facets, we haven't even gotten to how great
21:33
the game looks or the sound design,
21:35
the binaural audio, all
21:38
of those elements, what
21:40
do you hope players take away from this? What
21:43
I really want is for
21:45
people who love Senua, who
21:48
played the first game and maybe saw something of
21:51
themselves in her, I want them
21:53
to feel that we've continued her journey in
21:56
a way that makes them feel as
21:58
immersed and as... in Senora
22:00
as they did from the first game. But
22:03
I would also like people who haven't
22:06
played the first game to become invested
22:08
in Senora's journey, become
22:10
immersed in her world. Yeah, and I think
22:13
they'll do just that. I mean, just from
22:15
the, again, from the trailers, we've seen that
22:17
level of dedication to her character. And I
22:19
know when we get to play the full
22:21
thing, it's gonna be even more evident. And
22:24
then Dan, what do you hope
22:26
that players take away from kind
22:28
of what you've built off of Iceland?
22:30
I mean, it is a beautiful land, and
22:32
you all went to extreme lengths to make
22:35
sure it was faithful, but also tweaked
22:37
it in a way that it makes sense for a game. What
22:40
do you hope players can understand from this entire
22:42
video or the process of making that? Well, I
22:45
mean, yeah, so the sense of journey,
22:47
like, was really important for us to kind of have
22:49
that beginning, middle, and
22:51
end, have that kind of real sort
22:53
of a roller coaster of emotions and
22:56
locations. And I'd hope that when
22:58
people come away from it, they feel like they've kind
23:00
of gone on a journey too. You
23:02
know, like they've experienced it. Like
23:04
it's still pretty intimate. Like
23:06
the first game was super kind of insular,
23:09
like we talked about, and very introspective. And
23:11
obviously this one, she's following other people and
23:13
she's meeting other people and stuff like that.
23:15
But it's still very, very personal. And
23:18
I think that the way that we've tried
23:22
to represent the locations is
23:25
hopefully kind of amplifies that. Yeah,
23:27
I think players will definitely like
23:31
recognize and appreciate that cohesion
23:33
between source of
23:35
inspiration and the game, how it plays with
23:38
Senua and all those elements together. Just from
23:40
this trip alone, I have a new appreciation
23:42
for what it takes to make a game.
23:44
I have a new appreciation for what it
23:46
takes to build a character that has depth.
23:49
And I know that the players everywhere, when
23:51
they experience it, they're gonna walk away saying
23:53
that this is something special. And it's something
23:55
that quite frankly, if we're being honest, only
23:57
a team like Ninja Theory can build you
24:00
all. have done amazing work and I can't
24:02
wait for players to play. So once again,
24:04
a reminder that Sinnoh is on the Hellblade
24:06
2 is out on May 21st on Xbox
24:08
and PC and of course day one on
24:11
Xbox Game Pass. Thank you so much, Laura
24:13
and Dan. Thanks for stopping
24:15
by. Actually, thanks me for stopping by
24:17
in Iceland, you would say. Thanks
24:30
for watching. I hope you enjoyed this video. If you did,
24:32
please subscribe and like. Thank you so much.
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