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【PS4】Hellblade

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发表于 2015-2-24 07:39 AM |只看该作者
   


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发表于 2015-3-3 06:35 PM |只看该作者
   


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发表于 2015-4-28 06:51 AM |只看该作者
Hellblade Development Diary ~ Capturing Performance



   


New Hellblade video shows off a unique approach to performance capture

Hello, Dominic Matthews here from Ninja Theory (@ninjatheory). As a studio we strive to create believable characters that you as a player care about. A week doesn’t go by without us receiving a letter or email from someone telling us that they’ve been moved by our characters. This fills us with a great sense of pride. In Hellblade, our upcoming PlayStation 4 title, we will take you on the harrowing journey Senua; a Celtic warrior plunged into hell. It is important to us that we represent Senua and her story honestly and believably.

Fundamental to our approach is using performance capture to bring our characters to life. Performance capture is a technology that we pioneered in the development of our 2007 PlayStation 3 exclusive Heavenly Sword and one that we are continuing to use, and evolve, in Hellblade.

Today we are sharing a new development diary video focused on Hellblade’s unique performance capture approach. This is the 10th episode in our development diary series, through which we are we are documenting Hellblade’s creation as it happens.

The small glimpse of the cinematic scene that you saw at the end of the development diary is from our Vertical Slice that we are currently busy finalising. Our Vertical Slice is a small section of the game that we are taking to a finished, polished state. It is in the Vertical Slice development phase that we have discovered exactly what the Hellblade experience is, bringing together the results of our prototyping and realising the creative vision in-game for the first time.

We’ll be sharing much more of the Vertical Slice in the next few months, showing Hellblade gameplay for the first time and revealing more about Senua’s story.

You can follow Hellblade and our open development at Hellblade.com, follow on twitter @ninjatheory and through our Facebook page at facebook.com/ninjatheory. We may even see some of you in the Los Angeles sunshine in the not so distant future!

Dominic Matthews - Product Development Ninja, Ninja Theorys


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发表于 2015-5-20 06:51 AM |只看该作者
本帖最后由 kirassss 于 2015-5-20 06:28 PM 编辑

Hellblade Development Diary: First Playable ~ Gameplay on June 10
Ninja Theory 新作《地狱之刃 Hellblade》预告 6 月 10 日公开最新游戏影片


  《玄天神剑》、《DmC:恶魔猎人》研发商 Ninja Theory 今日释出游戏研发日志影片,预告 6 月 10 日、在美国游戏展 E3 前夕将公开旗下新作《地狱之刃(暂译,英文原名:Hellblade)》最新游戏影片。

  《地狱之刃》于去年 8 月在欧洲游戏展 Gamescon 首度公开,原本仅释出 PS4 版本的制作消息,后来研发团队证实也将推出 PC 版本,游戏采用 Unreal Engine 4 研发,为第三人称动作游戏。

  研发团队今日公开游戏研发日志影片,里面曝光了些许角色原型、配音过程与观察其他人在游玩游戏初期版本等内容,同时预告 6 月 10 日将会公开最新游玩影片与新情报。

   


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发表于 2015-6-11 07:00 AM |只看该作者
本帖最后由 kirassss 于 2015-6-15 07:54 PM 编辑

Ninja Theory's Hellblade to explore mental health, first gameplay trailer revealed
【E3 15】异族女子 Senua 的冒险! 《地狱之刃》曝光 E3 宣传影片


  《玄天神剑》、《DmC:恶魔猎人》研发商 Ninja Theory 日前释出旗下独立开发游戏《地狱之刃(暂译,英文原名:Hellblade)》E3 宣传影片。

  《地狱之刃》于去年 8 月在欧洲游戏展 Gamescon 首度公开,游戏采用 Unreal Engine 4 研发,为第三人称动作游戏。

  玩家在《地狱之刃》游戏世界中,将展开一场场血腥、残酷的战斗。

  研发团队同时在 E3 展前夕释出新一波研发理念影片,介绍游戏中名为 Senua 这名异族女子,她带有强烈执念,并在一场神秘的祈祷仪式中进入了未知世界。

  PC/PS4《地狱之刃》尚未公开游戏上市日期。



   


   












Ninja Theory to explore psychosis in new game - Hellblade

Ninja Theory, a Cambridge, UK based independent games developer, announced today that mental health and psychosis are the key themes explored in Hellblade. Inspired by historical events, Hellblade tells the story of Senua, a Celtic warrior who is left traumatised by a Viking invasion. This third person action game, being developed for PlayStation 4 and PC, will follow Senua’s journey into a vision of hell that is the manifestation of her own mental illness.

In order to ensure a sensitive and accurate portrayal of the subject, Ninja Theory has been working closely with Psychiatrist and Professor of Health and Neuroscience from the University of Cambridge, Paul Fletcher, as well as arranging to consult with people who have experience of mental health difficulties.

Paul Fletcher said: “True understanding of mental health is not simply about books, lectures or verbal descriptions but from deeper engagement on all levels. Working with Ninja Theory has shown me the potential that gaming has for sharing in a character's experiences and engendering empathy in ways that go well beyond those offered by simple academic descriptions. Maybe this approach will contribute powerful new ways of challenging stigma.”

Hellblade is being developed by a small team of 15 people under a development model Ninja Theory call Independent AAA. This approach sees the game being created with all the creative freedom of ‘indie’ development, but with the production values of AAA blockbuster games.

Tameem Antoniades, Chief Creative Director at Ninja Theory, said: “In Hellblade we are pursuing creative independence in order to explore a compelling subject matter and gaming experience that would not be possible under the current retail model. In movie terms, this would be a quality independent film, not a Hollywood blockbuster. Digital self-publishing means that we can offer a smaller, but high quality game at around half the price of retail games.”

The project is supported by the Wellcome Trust, a global charitable foundation which aims to build a greater public understanding of science, and in particular health.

Iain Dodgeon, Creative Partnerships Manager at the Wellcome Trust, added: “More and more, games have an exciting and innovative role to play in giving us new perspectives on health and mental health challenges. Rather than being a didactic game teaching us about psychosis, Hellblade allows us to explore it through the creation of a compelling and complex character, and the world that she inhabits.

Hellblade will be available in 2016.


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发表于 2015-7-28 06:50 AM |只看该作者
   


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发表于 2015-8-25 06:50 AM |只看该作者
   


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发表于 2015-10-13 07:20 AM |只看该作者
   


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