02
Vision: Integration of Technology and Aesthetics
Ninja Theory Studio has brought unforgettable visual experience to players with its exquisite technical strength. Although it is a small team, it has created a visual effect comparable to the top masterpiece.
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In the sequel, which is still created by the illusory 5 engine, this sense of visual shock remains, and the image expression is comprehensively upgraded. With the help of higher-level functions, the presentation of the scene is more excellent. The dark psychedelic style and the clever use of light and shadow bring players excellent visual enjoyment. The delicate creation of environment and light and shadow is not only to show off the technical muscles of the studio, but also an important part of the player's immersive experience.
The scene of field collection in Iceland presents an amazing landscape through artistic processing and technical support. The new 21:9 widescreen frame option further improves the movie quality of the game.
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The extreme simplification of the UI also exposes the attempt of the game in the direction of "cinematization". The screen is always clean. There is no UI and no guidance signs. The keys represent what to prompt when you use them for the first time. When you are in the game, you need to find out which elements are interactive and what the status of the characters is. Compared with those games that hide the UI unnecessarily, Blade of Hell 2 is more extreme and decisive, but it also makes the game more like a realistic artwork.
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In order to fully simulate the symptoms of mental disorder, auditory elements other than vision are also very important. The music of the game has both melodious melody and tense rhythm. The story in the Nordic background naturally matches the melody of the local style. These melodies play different roles in different scenes, can promote emotion, and become an important medium for emotional expression.
The environmental sound effect of the game is very realistic. From the wind, water and distant calls, each sound makes the player more immersed in the story of Senna. The impressive whispers in the first part still linger in the second part. They often make you feel tortured, and sometimes they are like indispensable companions asking your soul in the ear.
As in the previous work, players can experience the world of the mentally ill more deeply through the double simulation of sound and vision. This unique design not only increases the interactivity and exploration of the game, but also enables players to have deeper empathy and understanding of the role's situation.
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