''Hellblade: Senua's Sacrifice'' was announced for the
PlayStation 4 at Sony's
Gamescom media briefing on August 12, 2014, where a trailer was shown. In a joint statement, Ninja Theory described the game as "an experience focused on delivering a deep character in a twisted world, with brutal uncompromising combat", and stated that they wanted to "make a smaller, more focused game experience that is uncompromising in its combat, art and story". The developers called it an "
independent AAA game", with their goal being to make a game with all the qualities and production values of any AAA game on the market, but with creative freedom and an "indie spirit". The team eventually succeeded in releasing the game independently, but to achieve this could only release it via
digital distribution. Hugues Giboire,
art director of the previous Ninja Theory game
Heavenly Sword, rejoined the studio to work on the game. A
Windows version of the game was announced on 9 January 2015. The game is powered by
Unreal Engine 4, and was made by Ninja Theory with a team of around twenty developers. Its subtitle, ''Senua's Sacrifice
, was announced in March 2016. Hellblade: Senua's Psychosis'', a short documentary film included with the game, details the concept behind its story and inspirations, notably the team's study of mental illness. It was written and narrated by Antoniades, and edited by Juergens.
Writing The main inspiration of Senua's character was the
Iceni queen
Boudica, while her name came from
Senuna, a Celtic goddess long lost to historians but re-discovered in 2002, whose name was at first read incorrectly as Senua. According to Antoniades, the team, researching
Celtic culture and the Celts' views on mental disorder, found out that they used the term "gelt" for a person who had been driven mad by a curse, grief, or the trauma of a battle, and that the gelt would take to a life in the woods in search of penance, punishment and purgatory; the team decided to make Senua a gelt, who had left her home in exile for those reasons. The character of Druth was based on both a real Irish Celt named Findan who was enslaved by the Norsemen in the 8th century, but eventually escaped and became a monk, and the Celtic tale of "a mad sinner who flees battle into exile and takes on a beastly nature, growing feathers on his body". The character was given a backstory similar to Findan's, a cloak featuring feathers, and was named after another word used by the Celts to describe the mental disorder, "druth", meaning "fool" or "one who utters the words of gods". The game was always supposed to be hinted as taking place in Senua's mind, but with her mental illness originally less central to the story. However, the team came to see it as an opportunity to raise awareness on psychosis; regarding the team's interest with the condition, Antoniades stated "It is easy to see the pain and suffering caused by physical diseases or physical trauma, it is not so easy to see the mental suffering or trauma or severe mental illness. But what if we could find a way to see it? Games are capable of drawing you in for hours on end, playing the role of a character who's different from you, experiencing their perspective, and actively involving you in a world that functions with a different set of rules. [...] There are many things that happen in the world of
Hellblade that make perfect sense within the context of Senua's mind. [...] To complete Senua's quest, you have to internalize and accept the logic and meaning behind these things to progress"; he notably felt that using the tendency of certain psychotics to see patterns others would not see or notice as a game mechanic to solve puzzles would provide a unique angle impossible in media other than video games. Antoniades admitted that during his research, he "didn't have to look very far to discover my own ignorance of the subject". Antoniades "learnt that people can experience hallucinations and delusional beliefs without it being a problem – the illness comes when those experiences cause suffering. Often the recovery is not about curing yourself of hallucinations, but finding ways to live with them. That was a revelation to me". She was used by the team as a
stand-in for Senua for several months while they perfected their motion capture techniques, and they eventually came to the conclusion that she could play the character in the finalized game to save the cost of hiring a professional actress. Game director and lead writer Tameem Antoniades stated that he knew her well enough to know that he did not have to teach her how to act, but to "relive her own internal pain". As a further cost-saving measure, they used their own boardroom for the motion capture scenes, rather than using external motion capture studio spaces. The helmet capturing Juergens' expressions and voice was provided to the team by Technoprops. The team opted to feature only two cameras on the helmet, as they felt that having four would be too uncomfortable for Juergens and impact her performance. The audio recording device was the most expensive part of the setup, and was placed around Juergens' forehead to avoid recording breathing sounds. Because all of Juergens' audio was recorded live, the team could not give her indications or reminders directly, or play music she would synchronize her performance with. For this reason, pre-recorded audio notes by Antoniades and excerpts from the soundtrack would be played at the same time on headphones both he and Juergens would wear, so they could act accordingly and in synchronization with each other. To feature the voices in Senua's head in a way that would be realistic regarding actual people suffering
auditory hallucinations, the team, based on descriptions by Professor Charles Fernyhough, an expert on the subject, recorded several actors using
binaural recording that also records the 3D position of sound, so the voices would sound as close or distant as the actors were to the microphone, replicating the way human ears perceive sounds. The team then invited voice hearers to listen to the result in order to give them feedback for future recordings. Abbi Greenland and Helen Goalen, both founding members of British theatre company
RashDash, were ultimately cast as the voices, known as the Furies, a role they would reprise in the game's sequel. The original score for the game was composed by David García and
Andy LaPlegua; the song "Just Like Sleep" by Passarella Death Squad is played during the final battle, and the song "Illusion" by
VNV Nation plays during the ending credits. == Release ==