Development Diary 22: Combat Revisited | Part 1

20 Apr Development Diary 22: Combat Revisited | Part 1

In our new Dev Diary video we take a look at how Hellblade’s combat gameplay is progressing.

 

16 Comments
  • Hattori Hanzō
    Posted at 10:44h, 20 April Reply

    GOOD this is already something else next game pls Heavenly Sword 2

  • Bogomil Bogomilov
    Posted at 11:04h, 20 April Reply

    Hello everyone!
    I love playing hardcore fighting games and I love the game and the way you are presenting it to us, your fans!
    Just by watching that combat diary video I felt satisfied like when I am playing a favourite game of mine! I am getting more and more interested in your game with every new diary video! The feel of the combat is so natural and looks really challenging, I just love it ! I noticed the death animation for Senua. . . It looks like that just for the testing, right? In that kind of game the death animation should be diverse, you know. . . when you are stuck on one place for an hour you should not get bored by the death of your beloved character and still feel her pain and suffering.
    Looking forward for your next video!

  • Benjamin
    Posted at 11:21h, 20 April Reply

    That movement between minute 4:49 and 4:54… is AMAZING. Honestly, it gave me goosebumbs!
    If all combats are this intense in the game, it’s gonna be a masterpiece!

    I love all Ninja Theorys games and this, i think, will not let me down.
    I’m very excited to play it!!

    Keep up the good work.

  • Niccelson
    Posted at 11:58h, 20 April Reply

    YEEESSSSSS! You finally ditched those stiff sideswipe-combo animations and went for pure SPECTACLE! Honestly I was kind of worried how Hellblade would play ever since the first combat post: having no magic effects, no projectiles and ONE weapon means *everything* is riding on how many moves that weapon has and how good all of those look in motion. Suffice it to say my faith in said motion is restored.

    One nitpick: where is the knockback? Even if the sword itself were as light as paper, doing a slow uppercut with your entire body’s force behind the blade should send the enemy reeling if not flying. Knockback in general is something that IMO you want to pay attention to and balance VERY carefully, because when fighting multiple enemies you WILL get flanked if you don’t do anything to scatter their formation. The only other solution to this is to have them not attack Senua if the camera can’t see them but let’s be frank: that’s an instant immersion-breaker.

    • Mina
      Posted at 12:51h, 18 July Reply

      I much prefer inorvmatife articles like this to that high brow literature.

  • Marko
    Posted at 13:20h, 20 April Reply

    Hope you will try with slower movement, so strikes could feel more realistic.
    I would really like to see something different than DMC style of combat.

    Something with maybe less combat moves, but more notable, with more effort to perform them. Combat where you can feel the weight of strikes.
    Not just spamming shiny superfast mess all over the screen,

    And if you made to implement properly force feedback for gamepad (not just random shaking), it could be a legendary game.

    For me, last absolutely satisfying combat move in a game was knee in Double Dragon. And it was 30 years ago.
    Since then, no matter what type of game, could not deliver the same, or better.

    Something close was in Blade of Darkness which is similar to your game. There you can feel the impact between a weapon and a shield, I think that point is in combination of sound and slower pace of strikes…

    Combat in Dark Souls is one more example, but animation of enemies while suffering strikes is not so well.

    Wish you all the best, keep up the good work 🙂

    • Daniel Smith IV
      Posted at 04:56h, 23 April Reply

      SLOWER MOVEMENT??? HELL NO

      Go play Teletubbies

      • Marko
        Posted at 19:16h, 03 June Reply

        Just saw the latest video…Really improved fight… I like it very much. Keep it like that and it gonna be great. Can`t wait for the game!

        And Daniel…How old are you? I just can not imagine anyone above 16 who like SMASHING RANDOM BUTTONS for some super-scripted 2 frames animations….Did you played Dark Souls? Is that too slow for you? Did you tried Blade of Darkness, maybe? DMC is a great game, but the fight get boring very quickly. Just try Blade of Darkness, and you will see what am I talking about when you cut at half some Orc with katana – diagonally, and you have enough time to enjoy that moment for a second, or two. Not just blinking nano second of epileptic flashing mess of 8179 different colors and trails of your swinging weapon,

  • Michel
    Posted at 13:51h, 20 April Reply

    WOW!
    I am impressed! This diary got under my skin. Those two performers looked absolutely amazing! Movements looked realistic and fluid. Of course, for this game you had to twitch combat, especially because deadly weapons are involved, in order for the player to have fun. Other than that it was really believable and amazing at the same time. Being transferred into the place of one of those skilled fighters experiencing dynamic, cinematic and at the same time realistic combat will be a great experience. I practiced Tae Kwon Do for about 10 years. From that point of view I say that the movements shown in the cutszenes looked believable and absolutely cool. Show elements were not too exagerated.
    Really cool stuff!

  • André Vila Franca
    Posted at 14:45h, 20 April Reply

    I was excited to see how the directional attack and defense would work, so it’s kinda sad you won’t be doing that.. But i’m still looking forward to more of these Combat Videos, i’m really curious to see what you come up with. I hope it’s very unique, brutal, real, diverse and very skill based.
    Keep up the great work!

  • Ragnar
    Posted at 16:05h, 20 April Reply

    I love the idea of realistic feeling for the combat, but I´m really disappointed, why you don´t use movements more appropriate for a viking character, I mean, she is a viking, she could fight like a viking, either with axe, shield and sword, or as Senua goes, only with a sword. That would add much realism and it’s definitely historically better.

    • Michel
      Posted at 22:13h, 21 April Reply

      Hey Ragnar, Senua is a celtic warrior woman, no Viking.

  • Hattori Hanzō
    Posted at 19:22h, 20 April Reply

    We battles with bosses and a variety of weapons armor

  • Paul Bonner
    Posted at 11:02h, 25 April Reply

    Please give Senua, and her opponents the chance to use shields. It was a staple part of combat in those times, and there is nothing quite as satisfying as blocking with one – and slowly reducing an enemies shield to matchwood with splinters flying. It,s equally thrilling feeling your own slowly being whittled away as well! It would make all the difference, and add to the realism.

  • Adam C
    Posted at 10:03h, 23 July Reply

    It’s amazing to see how you guys are progressing with such a small team, keep up the great work and thanks for a look at how the sausage is made!

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