20 Hellblade Questions Answered

16 Feb 20 Hellblade Questions Answered

Over the weekend we asked the Hellblade community to give us their questions for today’s Q&A. We tried to make a video answering the questions, but we found that it ended up being way too long and we could only answer a handful of questions. So instead, here is a blog post with 20 questions and 20 answers:

1. @2fastkiko: How the PC verions of Hellblade will run?

Extremely Well!

2. @Hammad_KK: Hi! Wanted to ask if you will be going for 30 FPS with Hellblade, or will you push it to 60?

It is too early to say at this stage.

3. FrozenHarlequin: How important do you find the symbiosis of gameplay and story? How closely will these two aspects be linked in Hellblade?

In an ideal world, there would be a blur between the two and that is something we are striving for, probably one of the biggest challenges we face.

4. FrozenHarlequin: Will the game feature QTEs?

No

5. Razorc03: Can you go over a typical work day? How many hours does NT require of its employees daily?

8.5 hours with an hour for lunch.  We discourage crunch and mostly avoid it but when it happens, we give time off in lieu. The Hellblade team starts every morning with a quick stand up meeting to talk about priorities and any issues that need to be resolved.

6. FreshRevenge: Will there be platforming?

No, at least not to the extent that you would call it platforming.

7. FreshRevenge: Will there be companion AI?

No. Companion AI like we did in Enslaved that doesn’t annoy the hell out of you is a massive undertaking

8. FreshRevenge: Will there be long range weapons like bows or staffs or some sort of rifle type weapon?

No. You have one sword and you have to master it. That’s it.

9. Grab: Is Melina doing the mo-cap for Senua in the whole game or she did it just for trailer?

She was just standing in the for the trailer. We have an actress to play Senua for the game.

10. Grab: In what ways the experience gained making your previous games is influencing the development of Hellblade?

We take everything we learn from all our previous games and aim to make better mistakes 🙂

11. Digman: About modding stuff and mapping, Hellblade will be fully moddable? Will there be any kind of survival mode to which fans can make maps for?

We do want to support the modding community but not sure to what extent we can. This is new territory for us.

12. u.o.e.n.me: will the storytelling be told only in cutscenes or will there be elements like item descriptions, books etc that add depth to the story / backgrounds.

We are still working a lot of this out but we are investigating different ways of telling story as we don’t intend to be overly reliant on cutscenes.

13. u.o.e.n.me: Will there even be some sort of items/levels/abilities or will it be purely skill-based?

 Purely skill based

14. GeminEye: One of my favorite things to do in a game is have the character walk slowly as I admire the environment. What made this so great in Heavenly Sword was the unique quality and characterization in how Nariko walked versus how Kai walked. There was so much personality in that. Will Senua (spelling?) have a similar quality to her walking? Would you consider having an animation that plays if the character stands idle (even if it’s as simple as the character just observing her surroundings)?

Yes we agree and she will have a very definitive personality in her animations.

15. @SSSensational: Will the game have multiple difficulty settings?

We want to make sure the game is tough to play and we’d prefer to just have one difficulty mode but that could be unfair to some.  We’ll stay open minded until we have some playtest data come through but bear in mind that this is a game aimed at seasoned players.

16. @HeavenlyNariko: Will the game have photomode for PS4 & trophies?

Yes! That’s the plan.

17. @HeavenlyNariko: Will Senua have any superstyle moves similar to Nariko’s from Heavenly Sword?

Tam: We will do special attacks of various sorts but I want to make sure each one feels immediate, interactive and strategic.  I think the Superstyle moves took you out of the flow of combat so we’re looking for better ways of adding specials.

18. @Lryix: Will the light bar, Speaker and/or touch pad be used in the game?

We’ll look at those things but we don’t have concrete plans at the moment

19. Paradiger.com: We @Paradiger are still wondering where exactly #Hellblade got his inspiration from?

Tam: I can never answer this. It always comes from several directions, movies, comics, history personal experiences…I can list these out but it won’t get to the germ of the idea.  

20. @OrangeFlavoured: Is the combat going to be combo heavy like in DmC or be more similar to dueling

Well there won’t be combo lists so you’ll have to figure out how to fight. Generally speaking the character will do what you ask her to do so it will be closer to Street Fighter than Tekken on that front.

20 Comments
  • delphino
    Posted at 16:42h, 16 February Reply

    Thanks for the update and the answers.

    I think It’ll be nice to even get the video and the long answers too. ( Speaking for myself )

    I have some ideas about story telling that I would like to share with you.
    (maybe thoses ideas are stupid but nonetheless …)

    For the storytelling, item descriptions, or when Senua will talk to herself, I think it will be nice having those things not “locking” the player in the spot or forcing the character to walk very slowly as others games tend to do.
    Having the ability to skip things or getting through to the game part is a massive win if your are pushing for replayability in my opinion. Story and athmosphère are important but Convenience is good too.

  • FreshRevenge
    Posted at 18:08h, 16 February Reply

    Thanks for answering some of my questions. I can’t wait to see more of the game.

  • André Vila Franca
    Posted at 21:52h, 16 February Reply

    Thanks for the update guys, although some questions were answeared on the previous Q&A.
    Where can i leave my questions? I have some.
    Keep up the good work!

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  • rayza
    Posted at 04:26h, 17 February Reply

    dont really understand what they meant by “it will be closer to street fighter than tekken

    • Maximillion Caxton
      Posted at 03:27h, 20 February Reply

      only game i can think of that was like an action adventure street fighter is g-hand. gene performed whatever move you wanted him to, on the spot, and yet the combat was deep… perhaps hellblade will play similar to that, but with better controls? we’ll just have to wait and see…

  • xino
    Posted at 00:20h, 18 February Reply

    only 1 weapon? bad idea!
    see how much backlash Ninja Gaiden 3 got for having just 1 sword?:/

    • Maximillion Caxton
      Posted at 03:30h, 20 February Reply

      But this isn’t ninja gaiden, though…

      And from the looks of the early gameplay footage they showed, it plays nothing like NG — combos don’t work the same way, plus over the shoulder camera.

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  • S.L.M.
    Posted at 05:20h, 18 February Reply

    “We do want to support the modding community but not sure to what extent we can. This is new territory for us.”

    Allowing Mods relevant to the game would work, i made a list of things PC gamers and the modding community may want to see in Hellblade.

    1. Extensive DX11 graphics options with tessellation, and DX12 support.

    2. Theater Mode, For recording gamplay. With options like switchable cameras, edit, rewind, 360 degree rotate, transition effects and slow motion functions, ect.

    3. Being able to create fresh enemies and being able to arrange their placements in the map.

    4. Being able to fill-up maps with props or traps.

    5. Being able to mod new swords in, with different properties as well.

    6. Being able to change textures, or add new equipment.

    7. Being able to add new sword fighting animations.

  • sofakindope
    Posted at 17:40h, 18 February Reply

    I was kind of skeptical of hearing about having only one weapon too. Most successful hack and slash games have a variety of weapons and skills within the characters arsenal. However, this game isn’t like traditional AAA games. The ideas shown from the prototyping phase gives me hope for the game. She has a lot of skills, but it would awesome to see some special abilities as well. After seeing some of the artwork, I’m sure she won’t be able to just cut her way through without some sort of boost in her initial abilities. I’m curious to see actual game play.

  • SatisfiedGamer
    Posted at 18:03h, 20 February Reply

    No QTEs! Great! Finally a developer that understands that QTEs are kinder garden level.

  • Heikki Kaperi
    Posted at 09:14h, 22 February Reply

    Good questions. Great composed answers. Keep up the “industry changing” work 😀

  • jose arango
    Posted at 05:56h, 23 February Reply

    hi guys many thanks for the answers i wait since many years some game the story mode exactly like your , when you figth with ai you feels like combat mode in figth game but maybe i like if you add super specials attack and finish move variety, was very cool if you can choose 2 or 3 figth styles is only a idea but let me tell you guys wait many great things of you game , your style is awesome still remind when play heaveanly sword the playbility, the desing and your art work is simply perfect and diferent i love your work actually you are the my favorite studios like rockeastedy too

  • Julian Dupre
    Posted at 05:04h, 24 February Reply

    will there be underwater quests or climbing and jumping

  • Chris FreeRPGer
    Posted at 13:11h, 24 February Reply

    Many aspects of this game sound intriguing; one in particular being that its based on Celtic myth. Most of my tales are based on Celtic myth. I must say, I love the stories in both Heavenly Sword & Enslaved..
    What sounds even more intriguing to me is somehow implementing light RPG-like elements into skills or moves. Somehow.
    I’m a major Ninja Theory fan and, if not in this game, I can see you doing another game implemented with light RPG elements.

  • Alexander Soave
    Posted at 09:22h, 19 March Reply

    I like that you seem to be leaning toward having only one difficulty mode. I think it gives the game more of an identity. Like back in the old days when more games only had one difficulty, you could say “x game was really hard” or “x game was really easy” and it actually meant something. Now it’s just “x game was so easy” because they played it on easy mode. One difficulty mode increases the tension because you know you can’t just lower the difficulty whenever the going gets tough. You gotta work to progress and it helps give the game a sense of mystery, something that’s definitely lacking in today’s games. These days, games have so many modes that it makes them seem kind of watered down and not really “pure” or focused.

    I also like the focus on what I’ve sometimes heard called “emergent complexity” in the combat, rather than “inherent complexity.” Basically – less weapons/moves but deeper, more focused, and more balanced VS. lots of weapons/moves but less focused, less balanced, and watered down. Like you said – Street Fighter vs. Tekken. Tekken has so many moves and characters now and it just feels vapid, no focus.

  • Emma
    Posted at 19:25h, 23 January Reply

    I’m so sad that this doesn’t seem to be coming out on the Xbox one console!
    I’ve been such a huge fan of Ninja Theory since Enslaved, and I was hoping I would be able to enjoy this game too
    PS4 having all these great exclusives is starting to get me down 🙁

  • Epux
    Posted at 21:28h, 01 March Reply

    I really enjoyed the difficulty settings in DMC: Devil may cry and i really hope there will be higher difficulties in Hellblade, i want to be properly challenged and really struggle to stay alive in the game.

    It is so satisfying to think that the challenge in front of you is impossible then you complete it after really giving it your best, and then upping the difficulty even more after that.

    Hellblade is my most anticipated game, everything about the game is super interesting!

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