Bayonetta 2 'like fighting the last boss from the very beginning'
by John Keefer, Jan 23, 2013 8:35am PSTBayonetta 2 developer Platinum Games isn't ready to show any actual footage from their upcoming Wii U exclusive title, but they did open up the studio for a behind the scenes look at the game in development for today's Nintendo Direct.
In the video, you can see some elaborate set pieces, monster animations and the crafting of Bayonetta's classic leather-looking hair outfit and moves. Different developers also discuss what they are trying to do with the game. "The scale of the game is completely different this time, so it feels like you are fighting the last boss from the beginning," one said.
The video concludes with a shot of Bayonetta's incredibly slender, but deadly legs struting across the screen with the tease "Do you want to touch me?" When the first in-game footage of the game is available, it is likely many fans of the original (who have a Wii U) will be shouting "Yes!"
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Bayonetta 2 developer Platinum Games isn't ready to show any actual footage from their upcoming Wii U exclusive title, but they did open up the studio for a behind the scenes look at the game in development for today's Nintendo Direct.
Bayonetta 2 developer Platinum Games isn't ready to show any actual footage from their upcoming Wii U exclusive title, but they did open up the studio for a behind the scenes look at the game in development for today's Nintendo Direct. : Shacknews
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Prior to seeing this, I would've said, "I just want to see a trailer segment concentrating on Bayonetta walking. Yes, just WALKING. So when I got to 1:14 of this video, I literally shouted out, "YESSSSSS!!!" Oh, that catwalk strut is amazing. Yes, I'm a guy, and Bayonetta has an impossibly sexy figure, but The Walk exudes this subliminal message of, "I OWN this place, and I KNOW you angels are scared." While Bayonetta's dialogue doesn't have that much weight to it, her body language, in her animations and attacks, is something amazing. When it was time to travel between verses, I usually made it a point to make Bayonetta walk most of the way, because she looked like an empress surveying her kingdom.
The "capes" on her sleeves in the first game helped a lot in that "empress" look, though I'm sad to see that they didn't carry over to her outfit in Bayonetta 2. The outfit with the blue guns and the silver filigree accents has a different theme going to it, probably having some basis in whatever story element they're going to use for transitioning into Bayonetta 2 (I imagine some event happening, perhaps involving a lunar eclipse...). The other scary part is that there were no shots of her face (...?!... we'll have to wait for the next teaser videos). I love her outfit in the first game better, with the deep pink Scarborough Fair pistols, the gold chains going to 6 gold medallions with red jewels, and the faint rose on the abdomen section. There were key themes to that outfit (black, gold and red; rose, panther) that tied into story elements, so I'm eager to find out about the themes in the new outfit. Perhaps we'll see a blog entry from Mari Shimazaki, the character and costume designer, explaining these? I hope so; I loved her blog entries on the original designs of Bayonetta, Jeanne, Luka, and Rodin.
Thoughts on the video quotes:
"If this is supposed to be leather, I want to find a way to make it really look like leather."
YES; they did this with shaders in the 360 version of Bayonetta. Those shader effects got lost in the PS3 conversion, so it just looked like black fabric, but when I saw the leather sheen on the 360 for the first time (as well as the higher texture quality), I said, "Hey, no, that's leather!" I imagine that having more texture memory than the 360 will open up room for more detail.
"There are lots of different locations this time. But the trick is figuring out how to get locations that weren't in Bayonetta to fit into that world."
I like this; one fair criticism of the first game is that a couple of the chapters were cut-and-paste (the two Paradiso chapters, where parts of the earlier chapters were sectioned and floating in space in Paradiso). When I saw that the first time, I was slightly disappointed, but I saw it as sort of a "higher-level challenge" of the first sections, so I liked that aspect. Time constraints in the development of the first game were a factor in that, though I'm happy to see them concentrating on more varied locations. Hopefully we'll see some more Sega shout-outs (despite those who hated the Hang-On and Space Harrier homage sections, I loved those, especially the way that Bayonetta introduced them), and perhaps there's an opportunity for some clever Nintendo references.
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