lol finally someone as hype as me , i tot im the only one T_T
Games Bayonetta (PS3), ~~~Non-Stop Climax Action!! Podewin~~~
Games Bayonetta (PS3), ~~~Non-Stop Climax Action!! Podewin~~~
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Jun 1 2009, 10:40 PM
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Junior Member
123 posts Joined: Jul 2008 |
lol finally someone as hype as me , i tot im the only one T_T
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Jun 1 2009, 10:49 PM
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Senior Member
994 posts Joined: Mar 2007 From: Anywhere the dark lurks |
QUOTE(danger46 @ Jun 1 2009, 10:40 PM) i have been MIA for a long time that's why. now catching up with all the wonderful games.lol.i'm sure others hyped also.. more for the.. er.. female anatomy visuals... lol.. but really it does look amazing. Action seems to rival/surpass the self-titled CRAZY STYLISH ACTION of DMC! You're not alone bro! |
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Jun 1 2009, 10:56 PM
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3,554 posts Joined: May 2008 From: Limsa Lominsa |
the main character remind me a bit like
» Click to show Spoiler - click again to hide... « |
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Jun 1 2009, 10:59 PM
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Senior Member
994 posts Joined: Mar 2007 From: Anywhere the dark lurks |
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Jun 1 2009, 11:03 PM
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Senior Member
3,554 posts Joined: May 2008 From: Limsa Lominsa |
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Jun 1 2009, 11:07 PM
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994 posts Joined: Mar 2007 From: Anywhere the dark lurks |
LOL.. have to admit that there is sort of twisted resemblance.. it's the specs..and the hair..
if Palin put on that tighy leathery attire.. ugh! |
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Jun 1 2009, 11:16 PM
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123 posts Joined: Jul 2008 |
REPOST
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Jun 2 2009, 12:02 AM
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4,523 posts Joined: Apr 2006 |
The gold rings being currency... I don't know. Looks corny...
This isn't Sonic. |
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Jun 2 2009, 12:14 AM
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123 posts Joined: Jul 2008 |
Gold ring is Halo , Bayonetta kick Angel to get Halo and Halo = Sonic ring since all is from Sega?
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Jun 2 2009, 11:26 AM
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Senior Member
994 posts Joined: Mar 2007 From: Anywhere the dark lurks |
QUOTE(danger46 @ Jun 2 2009, 12:14 AM) lol..nice link between bayonetta and sonic and angel and halo..hmm i don't really care much what the currency looks like tbh.. as long as you can buy kickass upgrades and stuff! |
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Jun 2 2009, 09:59 PM
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123 posts Joined: Jul 2008 |
BAYONETTA E-3 WORLD PREMIERE GAMEPLAY and the red witch is named Jeanne |
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Jun 2 2009, 10:22 PM
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Senior Member
994 posts Joined: Mar 2007 From: Anywhere the dark lurks |
excellent videos danger bro!
Now i've caught up more or less with this game lol.. the bosses are HUGE! can't even see Bayonetta at some points.. |
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Jun 2 2009, 10:51 PM
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4,523 posts Joined: Apr 2006 |
Hoho... I see lots of jump cancels and frame-canceling. Making my hands itchy for making combo videos again.
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Jun 3 2009, 12:05 AM
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111 posts Joined: Jun 2006 From: Kuala Lumpur |
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Jun 3 2009, 01:29 PM
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123 posts Joined: Jul 2008 |
E3 2009 Preview
The hack-n-slash action genre has two leaders: Devil May Cry and Ninja Gaiden. These games are so good that most people don’t even realize that they are playing a hack-n-slash game. This fall, Sega and Platinum Games (the studio from Shinji Mikami, Atsushi Inaba and Hideki Kamiya; Kamiya was the director of the original DMC) will release a game that could dethrone those two classics: Bayonetta. How is this possible? How could this game pull it off when so many have attempted DMC-crushing greatness only to fall flat on their faces? The answer lies within Bayonetta’s speed, size and overall craziness. Every character has a weird or quirky edge. Monsters aren’t limited to the grotesque beasts of Ninja Gaiden, but like that game and DMC, you can expect to see plenty of building-sized enemies that will literally tear up the environment. This might not be too impressive – or even worth mentioning – had the graphics mirrored the games it’s trying to one-up. But while the camera angles and world structure is very familiar, the animations and art designs belong entirely to Bayonetta. But while you could marvel at the visuals for hours, the gameplay is what really carries this game to greatness. First of all, Bayonetta may very well be the most seamless action game ever made. The controls are just perfect; she can double-jump as intuitively as Mario, unleash combos as effectively as Dante, and evade attacks more skillfully than anyone from The Matrix trilogy. Speaking of skills, Bayonetta’s evasion move allows her to get the upper hand over her enemies in a very cool way. If you tap the left trigger at just the right moment, it’ll create a slow-motion effect called Witch Time. During this, players can attack without having to worry about retaliation. Yes, other games have tried similar moves, but it’s the way Bayonetta implements this feature that makes it so great. Within seconds of picking up the controller, everything felt very natural. As all of this was going on, the camera never failed. The frame rate never dropped, the graphics never lost their beauty… It was almost hard to believe this game was designed for the current generation. And it only gets better with time: as you progress through the game, enormous boss creatures/monsters will attack. Some will literally tear up the environment. Not surprisingly, our lead heroine (who shares the game’s title) carries multiple guns and offers an abundance of weapons-based on hand-to-hand attacks. Many of them can be linked and turned into combos, which is definitely an experience DMC fans are used to. The attacks themselves, however, are both exquisite and jaw-dropping. You’ve probably never seen a giant high heel-wearing foot slam down on an enemy before. But you will in Bayonetta. Due in the fourth quarter, Bayonetta is a stunning mix of intense combat and breathtaking graphics. The original (and often unusual) character designs make the game that much more interesting. Look for this one to become a classic before the end of the year. Added on June 3, 2009, 1:31 pmIt still surprises me, the way Sega has, right under my nose, become a rather heavy hitting publisher in this business of making and selling videogames. It was almost exactly ten years ago that we saw their last console sold on store shelves (9/9/99 the useless things we remember). In any case, so it is, and as a publisher, they are here at E3 with a few games to show off. And being that I am here as well, and that Im here to write about things, I decided to tell you a little bit about my brief hour at their towering booth, starting with Bayonetta. For those that dont know, this is the latest title from the Devil May Cry creator, Hideki Kamiya, and is being developed by Platinum Games. It seems Kamiya is quite pleased with the formula he helped establish, because this game just feels like a cousin, sibling, adopted relative of some sort that isnt an offspring, or some form of a relation more significant than a crossing on the sidewalk. If youve played a Devil May Cry game, you can, as I did, comfortably skip the tutorial and start mashing your way to an understanding of the game. For those not too familiar with these games, its a massively stylish type of fast-paced third person action game involving not only killing your enemies, but executing ornately violent combos of varying degrees of pain and damage-dealing. That the two play similar should come as no shock to anyone who has seen any iota of gameplay footage. The real question on my mind when I grabbed the controller was whether or not this glimpse will tell me that were in for a nice spicy rejuvenation to a genre that is rife with sequels that are beginning to feel stale. The answer to my question after facing a barrage of demons and one oafish giant with a sickle the size of him possibly. Where Devil May Crys Dante used a sword and guns, Bayonetta uses a sword, guns, punches, kicks (her high heels are gun barrels), and hair. Im not so sure this is a standup idea of innovation, but it is interesting and entertaining at the very least. Since she has more moves at her disposal, that means that more combos are possible to do. To me, this would normally be a red flag. In these games, I typically resign myself to a choice two or three combos that tend to be effective in dealing with most situations. However, two things eased my worries. First: these combos come out fast and seem to be equally effective. While this sounds like it would bland things out, it motivated me to actually take more chances and get creative with what I was doing. Second: This game is Fast Paced. Before you know it, youve taken out a good five enemies and a fresh set of five more are on you. Rather than be overwhelming, it really only left me feeling like I had more opportunity to try out more combinations to make Bayonetta look as cool as possible. One red flag that did come up, though, is that this could quickly turn the game into a mash fest of epic proportions. I can only imagine the difficulty ramps up and calls for more precision, and hopefully higher difficulty doesnt kill the free-flowing fun I felt in this initial level. On top of combos are little finisher moves. The word Torture comes up on screen, and a chance to press Y and B (360 controller) simultaneously arises, and some elaborate torture device like a guillotine or iron maiden forms from the ether to deliver a vicious kill. At the end of the boss battle, the text read Climax and pushing the same two buttons turned Bayonettas hair into a dragon that gorily devoured the giant I just took on. So yeah, it was a fun time. Hopefully the full game can maintain a steady pace of this much fun This post has been edited by danger46: Jun 3 2009, 01:31 PM |
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Jun 3 2009, 01:46 PM
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Senior Member
994 posts Joined: Mar 2007 From: Anywhere the dark lurks |
QUOTE(SSJBen @ Jun 2 2009, 10:51 PM) Hoho... I see lots of jump cancels and frame-canceling. Making my hands itchy for making combo videos again. sadly I was never any kind of combo master. Not creative enough lol. i just wanted to kill the enemy asap! maybe i'll learn with Bayonetta? Fingers crossed. Nice article danger-san, sounds like it'll be great. I particularly like the finishing move thang! Would be rather GOW-ish like, but that's not necessarily a bad thing! I do wonder about the difficulty though? |
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Jun 3 2009, 02:05 PM
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Senior Member
1,447 posts Joined: Mar 2006 |
DMC always amazed me with the combos where Ninja Gaiden and GOW fail to.
This upcoming Bayonetta seems to have a lot of combo in show! And weapon swapping change the style of her combo just like wat Dante was capable to do in DMC4. I am very looking forward on it! |
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Jun 3 2009, 05:29 PM
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123 posts Joined: Jul 2008 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() Added on June 3, 2009, 6:02 pmgameplay footage from SEGA booth Added on June 3, 2009, 8:51 pm This post has been edited by danger46: Jun 3 2009, 08:51 PM |
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Jun 4 2009, 11:42 PM
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123 posts Joined: Jul 2008 |
We've unearthed some new information about everyone's favorite nearly-nude witch fighting action game. Here's the bullet point details in brief for you: -Will feature five different difficulties; Platinum Games developer was playing on Easy. -Normal mode is for the action gamer. But he wants every type of gamers to be able to experience it. There is also a Very Easy mode. -The AI isn't necessarily easier on the easy modes; the biggest difference is that it feels completely different to handle the game. -The AI is the same strength, but the level of damage and impact to health bar is different, and you will be able to do many more finishing moves which are normally part of complex combos in the harder difficulties. -Halos allow you to purchase weapons and use finishing moves. -When asked about whether other costumes will be available for unlocking, the answer was simply, "You might find something in the game as you play along." -We'll have more on Bayonetta very soon (later today). Added on June 6, 2009, 12:00 am cutscene and fight This post has been edited by danger46: Jun 6 2009, 12:00 AM |
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Jun 11 2009, 06:01 PM
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123 posts Joined: Jul 2008 |
The Weapon of Bayonetta
Hi, everyone. I’m Muneyuki “Johnny” Kotegawa, and I am in charge of the design and modeling for all of the weapons in Bayonetta. I was also involved in designing the weapons for Devil May Cry and Resident Evil. This is my first project with Kamiya-san since Devil May Cry. I wanted to blog about Scarborough Fair, Bayonetta’s beloved handguns that you may have seen in our trailers and other advertisements. First I want to cover how we approached design in general, not just limited to weapons. Kamiya-san’s direction for the character was pretty much; 1. A female lead character 2. A modern witch 3. Guns on hands and feet I think that Shimako covered this in an earlier blog. After going through an intense bit of back and forth between Shimako and Kamiya-san (I sit between them…) they came up with a color balance based around pitch-black clothing, white skin, gold ornamentations, and the red ribbon accent. It was then that it was decided that the guns in her hand should be red. While there is an element of color balancing to it, this game has intense action that hasn’t really been seen up until this point in gaming, so having the red guns makes it easier to pick up the position of Bayonetta’s limbs in combat. By the way, her gloves (palms), and soles are also red. We also had to make this easy to pick up on because Bayonetta uses her guns in her primary for of attacking – via melee. With all this in mind, I went to work to come up with some weapon designs based on real world guns. I do this because if I base something on gun parts that are familiar, it will remain convincing even if the final product is a complete work of the imagination. Movie prop guns like the blaster in Blade Runner, or Han Solo’s gun in Star Wars are examples of this style of design. ![]() I suppose gun-lovers will be able to figure out which gun is based on what real world weapon. The strange base guns are the traces of trial and error included because I wanted to make something that no one had ever seen before. You could also say they reflect my personal taste as well. The guns that aren’t red were actually created before we had locked down the final design specifications. I made them silver or gold to make sure they stood out to the eye. After working on the various designs, Kamiya-san’s eyes stopped at a gun based on the Derringer. It must have been because great minds think alike, and he could see it would be a gun capable of rapid fire; a simple, rugged gun. Or so I thought. “This design would look hot in a girl’s hand.” Hmph. ![]() 1. The first image sees the design taking into account the gun’s use as a melee weapon, as well as making it giant to fit in with the action game requirements we talked about earlier. I also made the small parts gold to impart some elegance. The part underneath the grip is formed and inspired by a high-heel. 2. The second image is even more of a melee weapon, adding some spikes and other ornamentation, as well as a jewel on the side. This was all to give the gun an overall accent. 3. I was told to make the gun less spikey, so redesigned with something a bit more subdued, while thinking of the design elements once again. This is also where I added the final logo for Scarborough Fair. 4. Since the gun will be used for melee attacks, I wanted to add something akin to a knuckle guard onto the gun. I also shrunk things down to make the entire gun seem stronger. 5. I felt I may have gone too far, so I went back to some previous elements. The high-heel silhouette that was removed in design #4 makes a comeback. 6. Here we move even closer back towards the original Derringer silhouette. I added a rail onto the top of the guns so that they could be equipped on Bayonetta’s feet. They slide into the gap in her high heels. The knuckle guard is meant to remind you of an old pair of scissors, an idea that came from Kamiya-san. This is the design I used to make the final guns. ![]() As a little addition, if you put two of the guns together, they will form the Witch’s mark. I used this design to begin production on the CG model. But even then, I kept toying with the design as I created the model, doing retakes as I added ideas or the use of the weapon changed. ![]() Scarborough Fair is an old English ballad that focuses on four herbs – Parsley, Sage, Rosemary, and Thyme. These herbs became the names of each individual gun. Witches and herbs are closely linked. (This even comes up a bit in the game’s story.) I also changed the color of the gem on each of the gun to match the flower of the herb, which Bayonetta then uses to summon/expel the bullets that allow her to fire limitless rounds of ammo. (You can’t really see it, but there is a bullet in the gem.) Underneath the grip, we also added a charm (designed by Shimako) that is also linked with the herbs. The gun can also be opened at the breach to be loaded with different bullets and fired single-shot. You’ll just have to look forward to the game to figure out how we use this… So that pretty much sums up how we went about the design and creation of Scarborough Fair. It took a long time to arrive at Bayonetta’s main weapon, but once we had that clear direction, the rest of the weapons were a smooth design process. The first time is always the hardest, right? And of course, as you have seen in the trailers, this isn’t the only weapon that Bayonetta will wield. You can look forward to playing with weapons that range from the standard to the absolutely outrageous. Next time I blog, I will give you a look into the design of some of the other weapons, as well as the guns used by the mysterious woman in red, Jeanne. http://platinumgames.com/2009/06/10/the-we...s-of-bayonetta/ |
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