Why Hellblade 2 is more than a video game

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An acclaimed video game series returns to shine a light on a misunderstood mental health condition.

Visit any video game developer a week before their latest big release and there will be questions hanging in the air.But when BBC Newsbeat visits Ninja Theory’s studio a week before Senua’s Saga: Hellblade 2 comes out, there’s another question looming.The games from those teams didn't shift as many copies as a Call of Duty, an EA FC or a Hogwarts Legacy, but they were beloved by many. To fans, they mattered.

It's also something Melina experienced herself in her early twenties, which she describes as "a time of pure terror"."So it was a very scary time."According to Prof Paul Fletcher, a Cambridge University neuroscientist who worked on both games, the media has a patchy track record with psychosis. The Ninja Theory team worked with Prof Fletcher and a group of patients with lived experience to ensure they made the depiction as accurate as possible.The first game was more of a solo quest but Hellblade 2 introduces new characters and explores the effect of Senua’s interactions with them on her psychosis."It's not static," he says, adding that the first game was about Senua "experiencing psychosis and understanding it really for the first time".

They also spent time taking, and sometimes even making, real-life costumes and props to be digitally scanned to boost Hellblade 2's immersion.

 

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