The making of Senua's Saga: Hellblade 2 - Ninja Theory interviewed
Briefly

Mark Slater-Tunstill begins by outlining the developer's ambition for Senua's Saga: Hellblade 2 as a desire to achieve "cinematic realism" and not simply "pure realism". The subtle difference is the challenge to replicate the cinematic feel of playing a movie; a game that needs to look real in a filmic sense, with few camera cuts and no intrusive UI.
"From the outset we wanted to make it look filmic," says Mark, who alludes to the directors and cinematographers that have influenced the game's visual design, such as the poetic quality of Nicolas Winding Refn. This cinematic approach is central to how the game immerses players in its narrative and visual artistry.
Mark explains: "That all comes down to even the camera lens, like modelling the anamorphic lens, so you get the barrel distortion and the correct depth of field and lens flares. It's lots of those little things adding together that actually give that feeling. We're all so used to going into the cinema and watching those kinds of movies, and I think the human brain's really good at filling in the gaps."
Read at Creative Bloq
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