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The epic sequel to 2017’sHellblade: Senua’s Sacrifice,Senua’s Saga: Hellblade 2is set to crank up the ambition, production quality, and emotion impact of the first game tenfold. Unlike the original, though, PS5 fans willmiss out, as the sequel will only release on Xbox and PC.

The most notable aspect ofHellblade: Senua’s Sacrificewas its representation of psychosis, a mental illness afflicting protagonist Senua.Developer Ninja Theorycarefully researched and consulted professionals in the medical field to be as accurate as possible, and they’ve taken it a step further withHellblade 2.
Ninja Theory Built On What They Learned FromHellblade 1
In an interview withGamesRadar+, Ninja Theory scriptwriter and mocap director Laurie Dunham, spoke about how it’s super important to stay true to the impact of the first game:
Coming in, the big takeaway from the first game for me was how it really resonated with people, who maybe have had the same experience as Senua and couldn’t find a way to communicate that with other people.

“This project is the perfect opportunity.”: Hellblade 2 and the Original Game Offer Melina Juergens the Platform to do Real Good – Ninja Theory and Xbox Actually Care about the Art, as Well as the Profits
The first game was indeed lauded for its meticulous representation of psychosis. Dunham continued,“That idea of being seen and understood is so important, and is [why we choose to] approach the sequel in a very similar way – to speak and listen to people with lived experience, to get their insights and make something that’s faithful and accurate.”
Hellblade 2Reflects The Social Aspect Of Psychosis As Well
This focus on accuracy is clear in the volumes of research Ninja Theory has done. Dr. Paul Fletcher, a psychiatrist and professor of neuroscience at Cambridge University, returned as a consultant forHellblade 2. He remembers theearly pushbackthe team got when they first started thinking about showing psychosis, even before they began making the first game:
I believe these early conversations, to some extent, mitigated concerns. The feedback we went on to receive from the first game was just, to me, utterly unexpected and so gratifying and validating. But I did read one article in which the writer said, ‘Well, this, this does not reflect my psychosis. This is a mistake, it doesn’t deal with a very core part of it, which is how it affects my relationships with others, and the social component.’

“It’s not about the voices…”: Senua’s Saga: Hellblade 2 Employed a Mental Health Expert to Better Show How Psychosis Affects Gameplay
This feedback is a sound indicator of the lengths Ninja Theory went to learn and improve the way they show mental health inHellblade 2. They don’t just have a chat with professionals, they listen closely to feedback and ingrain it into their creative process.
As Fletcher points out, though, the first game mainly explored Senua’s inner struggles, while the sequel promises togo deeper, tackling the social aspects of psychosis alongside the internal battles Senua faces.

Ninja Theory’s heightened focus on accurate portrayals of psychosis and their willingness to learn from past experiences suggestHellblade 2could be a major achievement invideo game storytelling, pushing the boundaries of mental health representation even further.
“I put a lot of my own real-life trauma into the character”: Hellblade 2’s Lead Actor Used 1 Hollywood Trick to Make Up for her Lack of Acting Experience
Viraaj Bhatnagar
Content Writer
Articles Published :247
A lifelong gamer, lover of cars, and Master’s student of Automotive Journalism, Viraaj Bhatnagar is a gaming writer at FandomWire who aims to be one of the greats. When he’s not hunched over on his laptop typing out copy, he can be found lapping circuits in Gran Turismo or slaying draugr in God of War.
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