Ninja Theory's Hellblade was arguably a surprise success last year, selling over half a million copies on both PC and PS4 and getting positive notices from the likes of us. This Viking age-set hack-and-slash adventure found an interesting middle ground between big $60 game and indie game, helped by the fact that it looked and sounded amazing, and had a price point that made sense for the scope of experience on offer.
Earlier this month, Ninja Theory won a staggering five BAFTAs for the game, and to chief creative director Tameem Antoniades, that level of acclaim obviously means a lot. "It's sort of a validation of the model we chose, which was to do something outside of the publisher model, taking all the risk ourselves, putting our own money into it. And then relying on our team. All of us had no real reason to believe that this would be successful, but everyone put everything into it."
When I visited Ninja Theory in Cambridge in late 2014 to see Hellblade in a really early state, most of the staff were working on the now-defunct Disney Infinity. Antoniades was realistic in our conversations about the difficulty of working with big publishers as a mid-sized independent studio, and how that led to Hellblade, a game funded, published and owned by Ninja Theory itself. "Back when we started, the big publishers started to move away from consoles," says Antoniades when I speak to him at Rezzed. "They were abandoning consoles for mobile and free-to-play, and the publishers were investing in their own internal teams and not coming to studios like us. So we couldn't get signed, despite our history and track record.
"We couldn't get signed, and when we did get signed, various projects quickly collapsed. So it felt like there was no place for us, and people would say to us, you can either do big triple-A or you can be small indie—there's nothing in between. We did have our backs against the wall, and things were looking dark, which is why we had to do something about it. Take a different path. I'm glad we did. I'm glad we were in the situation where we had to take a big chance."
Ninja Theory has previously worked on great games like Enslaved and DmC, in collaboration with publishers.
Cashflow is no longer an immediate concern for the studio, which is encouraging to hear. "For the first time in 18 years, we feel like we're now in the driving seat. That doesn't mean that we won't do work for hire and work with other publishers, because I think having a healthy mix of work-for-hire, publisher work and original work is better than going back to how we were, which was being a one-team studio. Things got very precarious after you'd finish a project."
I ask Antoniades why he thinks Hellblade stood out at a time when it's hard for independent developers to get eyes on their games. "I think there are a few keys to that. One is your game has to be creatively different to what's out there. If you're doing a smaller version of a bigger game, no one will be interested. So you have to take a different path, which in our case was exploring mental health and psychosis. So you have to have something that's worth talking about.
"But the second thing we did was we built up a following through our 30 development diaries, and just before release, we asked our supporters, the people who were following, to pre-order the game to help us. We were quite open about it—'we need your help, please pre-order the game'. And we used money from the pre-orders to launch a marketing campaign, so at least we had a chance. That's a good lesson to take forward. And those followers were our PR army. They were out there, spreading the word, and this is a game, if it's successful, it's because of the word-of-mouth power."
"This year, I think we'll start showing some new stuff," Antoniades tells me. "We have 100 people...working on a mix of projects on different sizes and different themes. Some in VR, some in traditional. It's quite a good mix actually." I ask if the success of Hellblade means Antoniades feels any pressure to explore serious subjects in Ninja Theory's next game. "I think that's more down to my own personal interest. We've got other projects on the go, led by different team members who have their own personal slant on what they want to do, and they're not serious subjects, they are much more fun, traditional games if you like.
"You can see it back from Heavenly Sword: I've been interested in the idea of the medium being used in a way that games like Ico and Another World on the Amiga and Prince of Persia. I like that kind of experience, the personal hero journey. And I'd like to explore more interesting subjects like that."
For Antoniades' team and their next game, he plans to restrict the scale of the operation once again. "I think it was the severe lack of money and people that made this game innovate, that made the team innovate." I ask if the solutions they found in compensating for Hellblade's limits in team size and budget puts them in a good position for their next project. "Yes. So we can build on that, but we can find new challenges. The magic of games for me as I was growing up, or in this industry, is that certain developers—John Carmack, Peter Molyneux—certain teams and certain developers just seemed to create magic out of nowhere.
"They were creating such amazing things. I'd like to be part of that culture."
At launch, Hellblade generated a lot of discussion around permadeath. The markings on Senua's arm creep up the more she dies in the story, and the game suggests that 'all progress will be lost' once the markings reach her head. The game never deletes your save, though, but just the idea of it provoked a lot of conversation—some interesting, some frustrating as you might expect. Either way, I'm pretty certain it was good for the game's profile.
"Looking back, it probably was," Antoniades says. "It did blow up a little on Twitter. We watched with some amusement at the conversations that went around it. The outrage, the debate. But what I'd like to say about that, is it wasn't a gimmick. It was in service of the story, which is why we did it. Some people say we lied—if you look at that statement we put out about the game, about the permadeath, it's not a lie. It's actually true. But our interpretation of it is what counts, is what causes anxiety. And that was a very deliberate move, because the whole game is about our interpretation of reality and how we undermine our own belief systems and how we suffer by believing things that we are absolutely certain works in one way, and it turns out it's another thing."
Antoniades tells me that he was inspired by the movie Fargo for this idea, which famously opens with the message 'This is a true story' despite being an entirely fictional tale.
After launching Hellblade: Senua's Sacrifice in August last year, developer Ninja Theory reported "better than expected" sales by October. Six months after that, the dark fantasy action adventure triumphed in five categories at the British Academy Games Awards.
In conversation with Samuel at Rezzed, chief creative director Tameem Antoniades said that while he and his team expected Hellblade's sales to excel on console—the overall split was closer than anticipated.
"We did see this as primarily a PlayStation 4 title, and we thought that platform would be the bulk of our sales, and in fact it was pretty evenly split," explains Antoniades. "So going forward, we will make sure that we get our interface and everything right for the PC audience as well."
Following his warm review, Leif Johnson explained why games like Hellblade are eroding the border between indie and triple-A. Hellblade has since earned a place on our coveted best stories in PC gaming list—all of which underscores its place on this platform.
Antoniades adds: "We were so surprised that so many people played the game with mouse and keyboard, and we dropped the ball a little bit at the start. We patched it afterwards, but we dropped the ball with our mouse and keyboard support."
Additional reporting by Samuel Roberts.
The 14th British Academy Games Awards were handed out this week and, while the awards themselves may be a bit disconnected from where the rest of us in Games Proper see the industry, they are a good measurement of how The Establishment sees interactive entertainment at this point. To that end, it is both shocking and a bit exciting to see the awards highlight a game that was overwhelmingly overlooked this year, and which deserved more celebration than it has received to this point. I’m speaking about Ninja Theory’s dark adventure fantasy game Hellblade: Senua’s Sacrifice, and its five BAFTA wins: Artistic Achievement, Audio Achievement, British Game, Games Beyond Entertainment and Melina Juergens took the Performance category for her role as Senua.
Hellblade was the big winner at last night's British Academy Games Awards.
Ninja Theory's dark fantasy adventure took home five Baftas: Artistic Achievement, Audio Achievement, British Game, Game Beyond Entertainment and Melina Juergens won in the Performer category for her role as Senua.
What Remains of Edith Finch, the second game from Giant Sparrow Studios, won Best Game. (Giant Sparrow previously won for The Unfinished Swan in the debut game category in 2013.)
Hellblade: Senua's Sacrifice was the big winner at tonight's British Academy Games Awards, the UK's annual BAFTA ceremony celebrating outstanding achievement in videogames. Hellblade claimed victory in five categories, including Artistic Achievement, Best Performer, and Best British Game—but the Best Game nod went to What Remains of Edith Finch.
Edith Finch beat out Assassin's Creed: Origins, Hellblade, Horizon Zero Dawn, The Legend of Zelda: Breath of the Wild, and Super Mario Odyssey to take the big crown. This is actually the second win for developer Giant Sparrow; its previous game, The Unfinished Swan, won the Best Debut Game award in 2013.
Double Fine Entertainment boss Tim Schaer was this year's BAFTA Fellowship winner, awarded "in recognition of an outstanding and exceptional contribution to film, games or television." Previous Fellowship winners include John Carmack, Gabe Newell, Peter Molyneux, Shigeru Miyamoto, David Braben, and Will Wright.
"Tim Schafer is a true pioneer of game design, who has pushed the boundaries of the medium through his extraordinary talents," BAFTA CEO Amanda Berry said. "With a career spanning three decades, his diverse body of work includes some of the most iconic and best-loved adventure games, all characterised by his powerful storytelling and distinctive comedic writing style. We are honored to be presenting him with the BAFTA Fellowship."
The full list of categories and winners is below.
The full list of nominees and winners is available at bafta.org.
Sit down at the boiling pot, stranger. Let me tell you a tale. A sordid tale, full of fascinating lands and captivating characters. A story of wonder and flame, strangeness and warmth. Would you like to hear it? Great. Just play this rubbish cover shooter for a half hour. I ll start the introduction when you hit the first checkpoint.
Welcome to the RPS podcast, the Electronic Wireless Show. This week we re discussing some great stories that come packaged with terrible games. (more…)
Ninja Theory detailed how it made 2017 adventure game Hellblade: Senua's Sacrifice with triple-A production values on a tight budget as part of a talk during this year's Game Developers Conference.
Commercial director Dominic Matthews explained how in 2014, with work on Capcom's DmC: Devil May Cry wrapped up, the studio looked at what to do next.
Ninja Theory pitched to publishers a project codenamed Razer, a "big games a service title" that never saw the light of day. A reason was because Matthews and the team found the industry had shifted into a position where middle-tier teams like themselves couldn't survive.