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Senua (Hellblade)

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Senua
First appearanceHellblade: Senua's Sacrifice (2017)
Created byTameem Antoniades
Portrayed byMelina Juergens

Concept and design

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.[1] Based on what is believed of the way Celtic warriors looked, Senua was given war paints, and braided hair clumped with lime.[1] Doing research to find the right angle for the character, the team realized that despite the Roman Empire being able to conquer nearly all of Europe, they were unable to conquer a group of Celts, known as the Picts, in the northern reaches of Great Britain. Towards the end of the 8th century, the first Vikings arrived in the lands of the Picts, more specifically the islands of Orkney, and replaced them as the main population of the land. Based on the belief that the Norsemen were known for sacrificing the leaders of the tribes they had conquered to their gods, the game's director and lead writer Tameem Antoniades decided to use this as the basis for Senua's quest and trauma, and to have her find everyone in her village killed by the Norsemen and her lover sacrificed to Norse gods via the blood eagle, a ritualized method of execution whose authenticity is actually debated among historians.[1][2][3][4]

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 mental disorder, "druth", meaning "fool" or "one who utters the words of gods".[1]

Inclusion of psychosis

Antoniades and his team initially conceptualized Hellblade: Senua's Sacrifice as "a compelling, adult, fantasy game".[5] 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.[1][6]

Antoniades admitted that during his research, he "didn't have to look very far to discover my own ignorance of the subject".[1] To portray psychosis properly, Ninja Theory "consulted world-leading neuroscientists and non-profit organizations like Wellcome Trust to properly capture the experience of psychosis and its devastating effects on the human mind".[7] 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".[5]

Experts who worked closely with the team include Professor Paul Fletcher from the University of Cambridge, and writer and psychologist Professor Charles Fernyhough from the University of Durham, an expert on voice hearing.[5][1] Ninja Theory received funding for the game from the Wellcome Trust, who also helped them creatively in their depiction of mental illness, notably by helping them to get in contact with people actually experiencing it.[5] They worked with a "recovery college", an establishment which acts as both a health facility, and a college for its patients. Antoniades was marked by the story of "a girl who has to live with an angry voice screaming at her, slamming on her doors and walls 24 hours a day. That's someone who would often see corpses hanging in the room, so real that they would sometimes try to rescue them"; this inspired several events featured in the game as well.[1]

When working with experts, the team realized that "quite often, the illness comes not from the symptoms, but from the stigma, isolation, and mistreatment that comes about from the rest of society". This led the team to make Senua's father and the way he abused and isolated her during her youth the real nature of the Darkness which haunts her.[1] To create the voices heard by Senua, the team "worked closely with a group of voice hearers to try and get these sounding as realistic as possible"; Senua's visual hallucinations, including her flashbacks, or the way several elements of a level appear brighter than they should be, were also based on descriptions from people with delusions.[5] In June 2017, the team presented the near-finished game to several of the people with mental illness they had collaborated with, as a way to see if the final result had "reflected their views or if it had misrepresented them".

Casting, filming and recording

Senua's voice acting and motion capturing were performed by German freelance photographer and video editor Melina Juergens, who had not done either of those things prior to Hellblade.[8] 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. 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".[1] All cutscenes feature Juergens' vocal performance as she recorded it during the filming of her physical performance with a motion capture suit and markers, rather than before or afterwards during a voice acting session.[9][10] In addition to the camera placed in front of Juergens' face to capture her expressions for her animated counterpart, Antoniades used a portable camera to film the scenes as they appear in the final game. As they only had one camera, the team opted to make all the cutscenes be presented as one single long take, the objective being to make the viewer feel like "an observer, like a presence watching Senua throughout".[10]

References

  1. ^ a b c d e f g h i j Cite error: The named reference Senua's Psychosis was invoked but never defined (see the help page).
  2. ^ Frank, Roberta (1984). "Viking atrocity and Skaldic verse: The Rite of the Blood-Eagle". English Historical Review. XCIX (CCCXCI). Oxford Journals: 332–343. doi:10.1093/ehr/XCIX.CCCXCI.332.
  3. ^ Tracy, Larissa (2012). Torture and Brutality in Medieval Literature: Negotiations of National Identity. DS Brewer. pp. 109–111. ISBN 9781843842880. Archived from the original on September 23, 2015. Retrieved November 18, 2017.
  4. ^ Dash, Mike (18 March 2013). "The Vengeance of Ivarr the Boneless". Smithsonian.com. Smithsonian. Retrieved 30 March 2015.
  5. ^ a b c d e Lloyd, James (October 10, 2017). "How Hellblade: Senua's Sacrifice deals with psychosis". Science Focus. Archived from the original on August 13, 2017. Retrieved August 16, 2017.
  6. ^ S. Good, Owen (June 10, 2015). "In PS4's Hellblade, hell is a warrior's mental illness". Polygon. Archived from the original on June 12, 2015. Retrieved June 11, 2015.
  7. ^ Briers, Michael (August 9, 2017). "Hellblade and Why Mental Illness Needs the Mainstream Spotlight". PlayStationLifeStyle.net. Archived from the original on August 9, 2017. Retrieved August 13, 2017.
  8. ^ "Curriculum Vitae". melinajuergens.wixsite.com. Retrieved 3 May 2018.
  9. ^ Cite error: The named reference GB was invoked but never defined (see the help page).
  10. ^ a b Cite error: The named reference Diary18 was invoked but never defined (see the help page).

External links