Senua

Goldrusher

Crew Member
Platinum Trophy
senua.png


release: 2027
genre: action-adventure
dev: Ninja Theory

Volledig standalone, met meer gameplay dan de vorige games.

A Celtic warrior is trapped between life and death in a fractured vision of purgatory. In an action adventure set in the Hellblade universe, Senua fights to reach the afterlife and reunite with those she loved and lost, battling forces that threaten all she believes in.

Break through a vision of Senua’s mind to confront the threat within and without, mastering tactical combat to overcome nightmarish creatures born of myth and fear. Explore a world shaped by memory and meaning as Senua seeks a path to inner peace, in a defining standalone story of defiance, choice and legacy.

Explore a fantastical vision of purgatory and fight manifestations of fear, destruction, and pain through tactical, visceral combat. Master weapons, dual‑wield in the chaos of battle and unleash powerful abilities to overcome the monsters of the mind and fantastical bosses that stand in the way of her quest.

In a defining standalone story and ideal entry point to Senua’s journey, battle to reach the afterlife and be reunited with the ones she has loved and lost. Confront gods, spirits and mythical beings that shape her path to peace in a story brought to life through immersive action-adventure gameplay, visuals and audio—one that must be experienced.

 
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Meer gameplay, meer actie, meer puzzels.

It's a bold new step for Senua, as a character, into the action-adventure space. Really, what that means is taking the heart and soul of what Hellblade has meant – in terms of intimate storytelling, high production values and being a journey that's full of intent – but being additive to that in a way that gives players more agency and a lot more gameplay.

We're really thinking about it as being a fairly even split between combat, traversal, and puzzle solving. The way I think about it is really about studio potential, looking at our expertise and allowing the team to go and do their best work in this game – and so much of that experience comes from the likes of DmC, Enslaved, and Heavenly Sword as well as the Hellblades.

We had smaller teams working on the last two Hellblade games – Hellblade I in particular was a team of about 25 people. So this is about taking those 85 people that we have now, which is still a comparatively small team, and building out that experience. We can do more with combat, more with traversal, more with puzzles, and blend all of that gameplay into one. We have that opportunity with all of the talent now available to do so.

Open-world, maar wel nog een duidelijk, lineair verhaal:

In terms of the map, it's about twice the size of what we had in Hellblade II, so it's a bigger game. There's going to be more game there for people to play, and it's a single map.

It's still a linear story, but what we've done is really open the world out. Through the course of the story you will you go back to familiar places, but we're giving the player that opportunity to spend time in these spaces, explore – and we're going to make that exploration rewarding for players. To be clear though, this isn't an open world game – it is a linear story told through a map built of interconnected locations
 
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