With so much uncertainty swelling around Xbox, Senua is the action-adventure shot in the arm that the Hellblade series deserves
There's a lot of pressure bearing down upon Senua's weary shoulders. Ninja Theory announced a new saga at the Xbox Games Showcase, a premium action-adventure that's set to release in 2027. The decision to sacrifice the Hellblade moniker is an interesting one. It's perhaps a signal that Senua has outgrown her own origins, or that the franchise itself has gathered too much baggage.
Hellblade is known for its intimate storytelling, introspective action, and stunning production values. It's also become synonymous with a certain style of play – cinematic to a fault, sometimes puzzling and ponderous. Speaking with Xbox Wire, Ninja Theory studio head Dom Matthews said that he spent a lot of time exploring the reaction to Senua's Saga: Hellblade 2 before his team embarked on its next adventure.
"The resounding feedback, frankly, was that people loved the presentation, the story, the tone, and the atmosphere that we achieved, but they’d just love to be able to engage with Senua at a deeper level, with more gameplay, with more agency."
This introspection has caused Ninja Theory to change the way that it likes to work. Rather than silo small teams across different projects, Matthews has pulled the entire group onto development of Senua – it's the first time a production has been approached this way since 2013's DmC: Devil May Cry. That's been necessary to widen the complexity and fluidity of combat, traversal, and puzzle-solving.
Senua is aiming to be a more rounded package, one shaped by myth and madness as the celtic warrior fights through a fractured vision of purgatory. To reach the afterlife, you'll need to contend with larger groups of enemies and denser playspaces than the series has dared to attempt in the past. "It’s all about taking Senua’s combat and liberating it, so players can really express themselves a lot more."
Say what you will about the combat in Hellblade and its sequel, but I always appreciated its ferocity. The challenge now is retaining that weight whilst increasing Senua's mobility. The combat set has been deepened as Senua faces off against multiple enemies, all occupying space on various verticalities. You'll acquire weapons from slayed monsters, such as short axes which can be thrown, or combine Senua's primary sword with something like a flaming torch for slick dual-wield action. Honestly, I can't remember the last time I was this excited to fight manifestations of destruction, fear, and pain.
It's clear from my first look at Senua that this isn't Ninja Theory returning to its combat-action game roots but I do get the sense that this will be a more balanced action-adventure experience – one that recalls the studio's fine work on Enslaved: Odyssey to the West. The speed in which she's able to traverse environments is clearly increased, and more dynamic too – and I'm not just referring to widened exploration as Senua clambers up and around mountaintops.
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Another deft decision sees Ninja Theory resist the impulse to head into open world territories. Senua may feature a map that's twice the size of Hellblade 2, but it's still ostensibly a structured narrative across a larger, wider world. Matthews says that rewarding exploration is a key focus for the team, but that the game is ostensibly a "linear story told through a map built of interconnected locations."
Ninja Theory has always been a leader within Xbox Game Studios with its animation quality, leveraging a world-class motion capture setup at the heart of its headquarters, and there's a sublime quality to the slickness in which Senua is able to channel fluid sword attacks into sharp dashes, blocks, and parries. Feed in an array of special Focus Abilities, and we're looking at something that's ambitious in a different way to anything the studio has released in the eight years since its acquisition.
Senua's Saga
I mention the acquisition, only because I do get the uneasy sense that Senua could be a make or break moment for Ninja Theory. While there's no doubt that production timelines were disrupted by COVID-19, and that the studio has been given leeway to advance its technology and pursue internal experiments like Project Mara, the truth is that it has only shipped two games as a part of Xbox Game Studios – the ill-fated Bleeding Edge (2020) and divisive Senua's Saga: Hellblade 2 (2024).
Ninja Theory brings prestige to the XGS portfolio. It's a beloved studio that's stacked with talent, a group wielding cutting-edge technology to create standout experiences. I do worry that this isn't enough in the current environment, at a time where new CEO Asha Sharma is signaling both a renewed focus on Xbox's 'industry-defining franchises' and a need to execute an internal restructure.
"We expanded our studio system when we needed a pipeline of content to meet multiple strategies across subscription, streaming, and devices," says Sharma. "In the process, we have found ourselves over extended as we executed on changing strategies in a landscape of more readily available content."
What does this sort of rhetoric ultimately mean for Ninja Theory and Senua's latest saga? It's natural that there's some fear here, given the fate of studios like Arkane Austin and Tango Gameworks. It's impossible to know for certain of course, but it's difficult to ignore the nagging sense that the decision to realign this character with a more broadly approachable action-adventure frame comes at a critical time for the studio.
Senua is set to release in 2027 as a key upcoming Xbox Series X game. It won't, however, be a console exclusive – and is expected to launch on PC and PS5. For more on the key new games of 2026 and beyond from Xbox, be sure to check out our Summer Games Preview.

Josh West is Editor-in-Chief of GamesRadar+. He has over 18 years of experience in both online and print journalism, and was awarded a BA (Hons) in Journalism and Feature Writing. Josh has contributed to world-leading gaming, entertainment, tech, music, and comics brands, including games™, Edge, Retro Gamer, SFX, 3D Artist, Metal Hammer, and Newsarama. In addition, Josh has edited and written books for Hachette and Scholastic, and worked across the Future Games Show as an Assistant Producer. He specializes in video games and entertainment coverage, and has provided expert comment for outlets like the BBC and ITV. In his spare time, Josh likes to play FPS games and RPGs, practice the bass guitar, and reminisce about the film and TV sets he worked on as a child actor.
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