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I like the gameplay aspect but the voice acting is stupid. Also the sexual overtones is dumb. Doesnt do the gamer stereotypes any favour. However i will buy.

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The last scene of the trailer looks like choreography ripped straight from equilibrium. WAAAAAAAAAAAY to much fanservice. Will still buy.

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Bayonetta’s “Climax Action”.

 

If demos with Japanese developers seem a little terse,‭ ‬don’t just blame the translator.‭ ‬When it comes to games like Bayonetta,‭ ‬the answer tends to stare you in the face so much that,‭ ‬if you ask the question anyway,‭ ‬you’ll be slapped with it.‭

 

So when one of our European colleagues asks why the game’s Dante-in-heels heroine is‭ – ‬gasp‭! – ‬a lady,‭ ‬the reply from director Hideki Kamiya comes and goes like a cracked whip.‭ “‬Characters created to date have always been male,‭ ‬which brings with it a certain persona.‭ ‬I thought it would be interesting and challenging to implement a unique persona for female characters as well.‭ ‬Bayonetta’s very sexy,‭ ‬very smooth.‭”

 

Given the DMC creator’s own rock star persona,‭ ‬the answer might have been even more abrupt in the absence of Sega PR,‭ ‬and perhaps unprintable.‭ ‬Also,‭ ‬this on-message version is a bit misleading:‭ ‬Bayonetta isn’t the first game of this generation to marry bullets and a witch‭; ‬nor was the masterfully titled Bullet Witch a game to be so casually ignored.‭ ‬Kamiya hasn’t played it and seems never to have thought that necessary,‭ ‬but his producer,‭ ‬Yusuke Hashimoto,‭ ‬has.‭ “‬It wasn’t something you could get lost in and have hours of fun,‭” ‬he believes.‭

 

Kamiya hasn’t played Devil May Cry‭ ‬4,‭ ‬either,‭ ‬and gives the distinct impression of someone with deliberately little time for those other games.‭ ‬His latest has been gestating for years,‭ ‬he explains,‭ ‬ever since the prototype Resident Evil‭ ‬4‭ ‬became DMC.‭

 

‘Climax action‭’ ‬is its concept yet‭ – ‬faster than our fastest Kenneth Williams impression‭ – ‬Kamiya downplays the innuendo.‭ ‬In this case,‭ ‬the climax has nothing to do with the character’s orgasmic approach to everything from dialogue to basic movement,‭ ‬or indeed a cutscene camera that likes nothing more than to dolly around her groin.‭ ‬It’s about action at its most intense,‭ ‬all of the time:‭ ‬arena battles,‭ ‬ornate set-pieces,‭ ‬combo chains,‭ ‬style-switches,‭ ‬end-level bosses,‭ ‬mid-level bosses and any other bosses that’ll fit.‭

 

Nothing we’re shown suggests even a wisp of backtracking,‭ ‬lever-pulling or problem solving.‭ ‬There might be some,‭ ‬Kamiya sighs,‭ ‬but only near the end of the project if there’s an opportunity.

 

Time,‭ ‬specifically the lack of it,‭ ‬is a recurring theme here,‭ ‬especially during The Vestibule,‭ ‬a level that literally revolves around a rapidly disintegrating earthbound clock tower.‭ ‬In this arena,‭ ‬enemies swarm about the stratosphere before swooping in to fight,‭ ‬the tower itself changing constantly as it crumbles.‭ ‬Before long,‭ ‬the sky is replaced by mountains that shear off whole chunks off masonry,‭ ‬the actual climax being a fight with a demon angel‭ – ‬what else‭? – ‬armed with two giant serpents.‭

 

It’s so frenetic that taking notes requires our own style-switch,‭ ‬first to shorthand and then to memory.‭ ‬Between the notable and the remarkable,‭ ‬there simply isn’t time to take your eyes off the screen.

 

edge-online.com

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New trailer

 

The music and voice acting has a bit of a "Shaft" feel over it

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Its sounds dumb. Much worse than DMC so far lol.

 

But it looks great. The pictures undersell this. I am hoping its an improvement over DMC4.

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new screens and artwork :)

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Site has been updated. :)

 

Info:

- 20 years ago, Bayonetta came back to life from a coffin sunk in the bottom of the lake with no memory of anything but her witchcraft. What little memory she has points her towards Vigrid, a remote region in Europe. She goes there in hopes of regaining her memory, there are angels in the way, etc. etc.

 

- The four hand/footguns are Parsley, Sage, Rosemary, and Thyme, all together the Scarborough Fair.

 

- The shotguns, Onix Roses, are named after a type of rose that grow in the demon world. The souls of fairies that gather on the roses are stored inside the guns, and curse those shot by weapons.

 

- The sword is called Shurajin, named after the fighting dieties Asura. It's a living sword with a thirst for blood, consuming the souls of what it cuts.

 

- The whip Kulshedra is an ancient snake demon sealed into a weapon.

 

- Her fighting style is called Bullet Arts, the legendary style passed down by the witch clan since ancient times.

 

- Her hair magic technique is called Wicked Weave. She uses her hair as a catalyst to call forth aid from inhabitants of the demon world whom are bond by pact to aid her.

 

- She can also use the various implements of torture, once used against witches during the time of witch hunts, against the angels.

 

- She can summon massive demon beasts from the demon world. The one from the first gameplay trailer is Gomora, a beast that dwells in the forest of the demon world.

 

more screens:

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bayonetta-screens-20090414035448550.jpg

Edited by Dante

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the scale impresses, and the pace. I'm unconvinced this is supposed to be in any way 'revolutionary' though, as claimed by the project's lead. It looks exactly like DMC

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jv17iv.gif

Looks like Vj and DMC1 to me.

 

 

Platinum Games' debut title MadWorld was released first in Western markets, so we were a bit concerned when word recently broke about a Fall 2009 Japanese release for the developer's second title, Bayonetta. All concerns were cleared today when Sega confirmed that the PS3/Xbox 360 multiplatform action title will see a simultaneous worldwide release. That's Fall 2009, everywhere.

The announcement came today at a press event in Tokyo. Sega showed off its upcoming lineup. Most of the games were Japan-centric, but the three main titles, Bayonetta, End of Eternity, and Puyo Puyo 7, are all probably worldwide titles.

 

Bayonetta saw a live playable demonstration by producer Yusuke Hashimoto, who discussed the game's "Climax Action" theme, which promises to let players experience the climax of a movie in every single scene. While we don't have footage of the demo session, we were able to get some super high-res screens of the game. See our Bayonetta media page for those.

 

Edit: Spotted two things in one of IGN's screenshots. :p

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I know the way the woman takes it out on all the men is quite shocking.

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Lol, probably the wrong word then, but FireFox's spellchecker didn't like "sexualized", which would be something more along the lines of what I meant.

 

Incidentally, it also doesn't like the word FireFox so maybe I shouldn't give it much credit do begin with.

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i think the highly sexualied thing works. its clearly ironic, sort of like in charlies angels, only not attached to an awful film.

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I don't understand how straight males can complain about "too much fanservice". Is that even possible?

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I don't understand how straight males can complain about "too much fanservice". Is that even possible?

 

Let me just say that I'm glad my straightness shows even through asynchronous internet discussions. About the game, I just think its way too graphuc, gratuitous and its a constant tease, I prefer to watch some porn than having something halfway through. Its like playing SC4 or DOA, I can't take those games seriously.

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You're a straight male? I thought you were a girl. Shit.

 

 

 

sidenote: this game looks stupid

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PG Blog:

Hello. I’m Mari Shimazaki (Shimako), a character designer on Bayonetta.

 

It seems that the Bayonetta blog is finally underway! Lots of the staff from Bayonetta are going to take turns writing here, so I hope you all enjoy it.

 

Today is my turn, and for my first post, I thought I would give you some insight into the concept design for Bayonetta.

 

Truth be told, it was a real struggle to arrive at the final design for Bayonetta herself. In fact, it took a full year! I think what happened during that year is quite interesting, but it is quite a long story, so I’ll save it for another time.

 

When we started Bayonetta, our director, Hideki Kamiya, asked me to design a character with three traits:

1) A Female Lead

2) A Modern Witch

3) She Uses Four Guns

 

Designers use these keywords to fuel their imagination as they draw, and after exhausting a few ideas, I arrived at the prototype design below.

 

(Bayonetta Design Prototype)

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Since Bayonetta is a witch, her “theme color” had to be black! The other special part of her design is the long hair wrapping around her body. The hair gathered around Bayonetta’s sleeves accentuates the movements of her limbs.

 

When a female character appears in an action game, her limbs often seem thin and short. That is why I tried to make her more appealing as an action game character by adjusting her proportions and extending her limbs.

 

Then I went about finishing up her clothing, which you can see below!

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(Bayonetta Final Design)

 

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(Bayonetta Bust View)

 

This is the final design. :-p

 

Bayonetta’s long hair is the source of her power, and she normally wears it around her body as a means of adornment and protection. However, once she enters battle, she can use her hair to summon incredibly powerful demons from hell. When she summons these Infernal Demons, she is using all of her power, so she has no time to control the hair wrapped around her body and thus she ends up in more “comfortable” attire. The exciting way she looks in this state is one of the parts of Bayonetta that I love.

 

By the way, Bayonetta’s beehive was a hairdo that I really wanted to give her, and I insisted on drawing her that way throughout the design process. As she is a witch, I thought that instead of a pointy hat, I would give her something elegant, like a wrap-do… Apparently though, Kamiya-san didn’t really care either way. :-p

 

There was another thing I added to Bayonetta to make her an even more appealing character…

 

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(Bayonetta’s Face)

 

Glasses! This was something that Kamiya-san really pushed for, as he was aiming to differentiate Bayonetta from other female characters and give her a sense of mystery and intelligence. Of course, I think it is just because he likes girls with glasses.

 

Conceptually, we were also looking to make Bayonetta “fashionable,” and I designed her so that this sense of fashion came through in all the little details, not just the glasses.

 

That is the story behind Bayonetta’s final design. I think I was able to put my feelings into her design, and she ended up a strong female character. So, you’d like to know how she behaves? Or maybe you are wondering what kind of battles will she get herself into? Look forward to playing the final version of Bayonetta and finding out all the answers!

new screenshots.

 

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Edited by Dante
Automerged Doublepost

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PG BLog - Modeling Bayonetta

Hello everyone. I am Kenichiro “Yoshi” Yoshimura, the modeler for Bayonetta.

 

I’m finally able to talk about my work on Bayonetta, so I thought I would give you a glimpse into the inner workings of Bayonetta’s character model.

 

To be honest, I am not really doing anything super-special technically. Once we had her design locked down, it was just a matter of putting in the blood and sweat until it all came together.

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This is the wireframe for Bayonetta.

 

What I focused on was how to best express the character designs that Mari Shimazaki had drawn – her long limbs and petite head, as well as the beauty of her feminine lines. I have looked at many foreign models for reference in my line of work, and there are people actually proportioned like Bayonetta.

 

I also made a normal map for Bayonetta, something that has become a sort of de rigueur technique for current generation games. Normal maps are a technique that allow you to fake expressing the small bumps that are often hard to represent on a model.

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I used normal maps in a tool called ZBrush to create the wrinkles, as well as other bumps and creases, converted it to a 2d image, and then applied to the model. Which leads us to this…

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All done !

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I really wanted to get Bayonetta’s backside perfect. I guess I am into that sort of thing…

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Bayonetta’s face: She is really attractive, yet dangerous, so I wanted to get that across without over-doing it. She is beautiful, but she can’t be pandering. Those sorts of things are really hard to pull off, let me tell you. So I would draw some sketches as I worked and eventually arrived at a final design as I was modeling.

 

Since Bayonetta is obviously a woman, I made sure to consult with another woman, Mari Shimazaki, about how her makeup should look. As a guy, I haven’t the slightest idea where to even begin with something like that.

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So… That is how I modeled Bayonetta. Of course, it is much easier to write about than actually do. But I think she came together through a knowledge of anatomy, 3D space, and lots of hard work (that’s the important part)!

 

(NOTE: Check out high resolution versions of this pictures on PlatinumGames’s Flickr account.)

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PG Blog - Bayonetta In Motion

Umm… Hello.

My name is Kai.

 

I was primarily in charge of animating Bayonetta on this project. I have been in this industry for a long time, and I have been involved in various projects, like my most recent work on the Viewtiful Joe series.

 

I’d like to give you some insights into the animation for Bayonetta.

 

When animating, especially for an action game, the things you absolutely must bear in mind are response and a sense of exhilaration. However, can you truly express gathering and releasing one’s power in such a small number of frames? We gave Bayonetta more masculine, powerful attacks to exploit the gap between her feminine looks and fighting abilities.

 

This is my first game back with Kamiya-san since Viewtiful Joe, and I don’t think his way of approaching things has changed since then. To me, he has been making fun-to-play games of the kind you don’t see too often lately.

 

However, when we first started Bayonetta, Kamiya-san asked me to try making some test motions where the punches and kicks were released in a single frame. He was so enamored with that prototype, that even now he says, “That version was really good.”

 

I wanted to scream, “Well then you don’t need any animation!”

 

So even though he feels that way, I keep working hard under Kamiya-san (and, of course, for our users as well) so that I can get him to say, “this version is even better!!”

 

I know that we’ve released trailers, but I think that video doesn’t really get across what we are trying to say, so I really want you all to get your hands on the game as soon as possible

 

Until then, we have to live with some strict rules about what we can say, but I’m including some video of that prototype I mentioned earlier for you all.

 

 

It took about a month to develop once work was started, but all of the elements are “Bayonetta”.

 

Finally, Kamiya-san asked me to answer a question from GN (A user on our Japanese blog) since it had to do with my work:

 

@GN > I have a question. How are you approaching animation? Are you referencing any movies or games?

 

Well, I don’t really look at a single work as something I want to references; however, since my childhood, I have been influenced by action movies starring Bruce Lee, Jackie Chan, and Li Lianjie (Jet Li), and wrestlers like Tiger Mask, Antonio Inoki, and Akira Maeda. I also watched hero shows like Kamen Rider and Ultraman growing up, and I still keep my eyes on the latest action games, fighters, and other sports. I think that I take all of those influences and meld them into my work.

 

In regards to Bayonetta, I’ve added some elements of dance and ballet to her animation, as well as receiving a number of ideas from the motion capture actors for Bayonetta, who are professional stuntmen and acrobats.

 

I hope that answers your question. I know you probably wanted Kamiya-san to answer it himself, but forgive me for taking the reins on this one.

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