Podchaser Logo
Home
Senua's Saga: Hellblade II - On Location in Iceland

Senua's Saga: Hellblade II - On Location in Iceland

Released Friday, 17th May 2024
Good episode? Give it some love!
Senua's Saga: Hellblade II - On Location in Iceland

Senua's Saga: Hellblade II - On Location in Iceland

Senua's Saga: Hellblade II - On Location in Iceland

Senua's Saga: Hellblade II - On Location in Iceland

Friday, 17th May 2024
Good episode? Give it some love!
Rate Episode

Episode Transcript

Transcripts are displayed as originally observed. Some content, including advertisements may have changed.

Use Ctrl + F to search

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.

Unlock more with Podchaser Pro

  • Audience Insights
  • Contact Information
  • Demographics
  • Charts
  • Sponsor History
  • and More!
Pro Features