Senua's Saga Hellblade II Cinematic Screenshot

First gameplay trailer for Senua’s Saga: Hellblade II shows the power of Unreal Engine 5

Microsoft and Ninja Theory have just released the first gameplay trailer for Senua’s Saga: Hellblade II. Senua’s Saga: Hellblade II will be using Unreal Engine 5, and this gameplay trailer shows what the teams have achieved with it.

Senua’s Saga: Hellblade II will release on current-gen platforms only. As such, this trailer showcases what the first current-gen games can look like. And, similarly to STALKER 2, it looks absolutely amazing.

Of course it will be interesting to see whether the final game will look as stunning as this early gameplay trailer. Everything in this trailer looks great; from the lighting to the destruction physics and character 3D models.

Enjoy!

Senua's Saga: Hellblade II - Gameplay reveal

37 thoughts on “First gameplay trailer for Senua’s Saga: Hellblade II shows the power of Unreal Engine 5”

  1. wtf this is like a movie.

    “yeah isnt it so cool?”

    No. god no, i dont want to install, what? 150 to 200 gb for a garbage b tier interactive movie, enough with trying to make games like movies godamn it.

    1. MS bought a studio that specialises in mo-capped cutscenes so that they could attract the mouth breathers who love Soyny “cinematic experiences”.

    1. This video is named ‘gameplay’. Ninja Theory confirmed that whole beast render under 3 milliseconds on Xbox Series X so game should run 60 fps (16.7 ms frame time)

      “This technology used machine learning to train the troll asset to perform all of the animations along with novel poses in real-time while maintaining the rich dynamics of the original simulation. As a result, the final ML troll body performed at a fully-interactive frame rate of under 3 milliseconds per frame in Unreal Engine 4.26”

      1. Is it actual in-engine gameplay, or a representation of gameplay rendered in Blender or some other 3D movie-making software? If that’s actually rendered in-engine then that’s impressive, however it really looks like CGI (especially the animations which all appear motion captured).

        As for 60 FPS, that may have been fine in 2009, but these days PC is moving to 240 FPS at 1440p and 360 FPS at 1080p. Anything below 140 FPS is a joke, and a particularly bad one at that.

        1. anything below 140fps is a joke for games like CS GO only , PC hardware is an expensive luxury these days. I bet most peoples PC is currently slower then current gen consoles the way PC GPU’s shortage is going on . In my country a gtx1660 super which is slower then both xbox series x and ps5 is more expensive then buying either one of the consoles lol

          1. Yeah, the silicon shortage is pretty bad right now, however there are a lot of us with existing hardware that have been laughing at the idea of playing games at 60 FPS for nearly a decade now.

          2. Nah man its only beneficial in multiplayer games , 60fps is more the enough in single player games . I still have 120 hz monitor with a gtx980 and along with it I have a laptop with gtx980m gpu , I played more on laptop and never felt the need for going above 60fps in single player games . The difference between 60hz and 120hz isn’t that great in single player games and im sure 144hz won’t make that large of a differrence . NPC’s in single player games these days is as dump as it can get . Games like CS GO however can easily do 300fps on my desktop but still many skilled players in higher ranks even with ancient hardware like gtx750ti , i have seen them destroying people with better equipment only playing at 60 hz screen. We pc gamers have superiority complex of some sort but even you got to admit that current gen consoles are providing really great value for money specially the XBOX with all those backwards compatible enhanced 60fps titles .

          3. There is a clearly visible difference in games (regardless of singleplayer or multiplayer) when the FPS is at 60 and above 60.

            The actual refresh rate of the monitor doesn’t matter that much. You don’t need to be able to see all of the frames being rendered. The point of a high frame rate is that the game is more responsive, and thus you have a smoother gameplay experience at higher FPS (with diminishing returns as the FPS gets higher and higher of course).

            Of course, I like to have a higher refresh rate monitor as well, just to enjoy the smoother looking action in addition to the smoother gameplay, however you can game at high FPS just fine on a 60 Hz monitor (that’s how we did it back in the CoD4 days).

          4. That’s what I am saying that single player games don’t need that much of responsiveness because games A.I. is dump asf however playing at unlocked frame rates in multiplayer games is necessary as i stated games like CS GO because CS GO or any other competitive game requires responsiveness

          5. I still consider higher FPS a must even in singleplayer. The intelligence of the AI doesn’t really matter, it’s the responsiveness of the game that matters. Why make it more difficult to hit a target due to low FPS just because the target isn’t as smart or as capable as a human player?

            For me having high FPS isn’t about competitive edge. I don’t normally even play competitive shooters. Smoothness and responsiveness of gameplay is what’s important to me, and pretty much every game benefits from high FPS in that regard.

    1. Ninja Theory confirmed that whole beast required only 3 milliseconds to render on Xbox Series X. This give you 13 milliseconds for other objects if you target 60 fps (16.7 ms) or 30 milliseconds if you target 30 fps (33 ms). This is quite amazing that fully interactive beast with fire and more physics in just 3 ms. Imagine how complex interactive objects you can render in 5 ms or 10 ms

      But Epic should improve lighting in UE. It still don’t look like movie without raytracing

    2. Ninja Theory confirmed that whole beast required only 3 milliseconds to render on Xbox Series X. This give you 13 milliseconds for other objects if you target 60 fps (16.7 ms) or 30 milliseconds if you target 30 fps (33 ms)

      This is quite amazing that fully interactive beast with fire and more render in just 3 ms. Imagine how complex interactive objects you can render in 5 ms or 10 ms

    1. Probably you watched another video. This one is gameplay from Xbox and render time is below 3 ms on Unreal Engine 4.26

      “This technology used machine learning to train the troll asset to perform all of the animations along with novel poses in real-time while maintaining the rich dynamics of the original simulation. As a result, the final ML troll body performed at a fully-interactive frame rate of under 3 milliseconds per frame in Unreal Engine 4.26”

      1. No it is not – only the troll animation is calculated under 3ms. There is no info about rendering. Read what you posted twice maybe,

  2. Textures look really good.
    But some particle effects, like the water splash when the Giant enter the cavern was juddery 15fps.
    Seems pretty early in development stage … so will get fixed eventually.
    Feels like a late 2023 release if not 2024.
    Still … Kudos Ninja Theory.

  3. I knew the facial animations would not be the same as those of the reveal trailer
    that level of animation quality was impossible

  4. An interactive movie that you’re supposed to watch and press one button quite infrequently with an asinine plot that you come up with when you’re high on mushrooms.

  5. I’m not really convinced that was gameplay. Aside from that we need a graphics comparison because I feel like the visuals were downgraded from the teaser trailer. Or maybe it’s just me.

  6. If that is real-time, that is some sikk presentation and visuals! DAMN!
    That being said, it’s not much of a “game”, more like a interactive movie IMHO!

  7. If that is real-time, that is some sikk presentation and visuals! DAMN!
    That being said, it’s not much of a “game”, more like a interactive movie IMHO!

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