@ die vraag over Downloadable content. "This time it is on me, next time let's go Dutch" Wel mooi dat ie aangeeft dat ze alles wat ze maken gewoon in die game stoppen. Zo hoort het. niet na een week al aankondigen dat er nog meer betaald mag gaan worden.
Nieuwe blog:b: Hello to everyone reading the Bayonetta blog. I’m Kazunori Tazaki, a designer in charge of modeling on Bayonetta. I’m writing on the blog to tell you about some of the Infernal Demon models that you summon during the game. Infernal Demons are summoned when Bayonetta uses her magical powers to their greatest potential, and we use their powerful attacks to obliterate Bayonetta’s enemies as the highlight of a scene. Another important point is that Bayonetta uses her hair as a catalyst to summon these demons, with her hair actually accounting the majority of the bodies of these beasts. Along with conceptual designs, I took those elements into consideration as I create the models for these creatures. This is Gomorrah. It is the first Infernal Demon summon you encounter in the game, and even though the initial concept design and final version of the model are a bit different, I think it gets across the idea that the beast is being restricted inside Bayonetta’s hair. This model was the result of much trial and error, but once we arrived at its design, we were able to use it as the foundation for modeling the other Infernal Demons. Next up is Malphas. Unlike Gomorrah, it is designed so that its entire body is visible, thus allowing it to move around freely. I made the length of the hair a bit longer than the design, making sure that it seemed like a demon being controlled by Bayonetta’s hair, and not the demon’s real hair. Actually, at first when I tried to make a short hair version, it ended up looking like a normal crow… (Whoops.) When modeling, the visual impact of the design becomes very important, so with the Infernal Demon summons, I paid special attention to the epic sense of scale and details when building out the models. For instance, it is easy to imagine the beak being used for attacks, so I made sure to up the level of detail in the face. Sculpting the model in ZBrush and then applying the normal mapping is quite fun. After all, it is where you see the most visual rise in quality during the process. Hair tends to be very polygon intensive, and I also want to make sure that the detailed parts get their fair share of polygons as well, so I work towards a good balance. Including the hair on Malphas, the demon has a total of around 40,000 polygons. It actually makes Malphas one of the less polygon heavy Infernal Demons. Once the body for the Infernal Demon is complete, I go to work on modeling the hair for when it makes its appearance. This is what it ends up looking like. I imagine how the hair would form the creature, and make the flow with polygons. I created the model so that the hair would flow around Malphas’s body, as well as manipulating the coordinates on the hair texture so that it would make it seem like the hair was appearing out of thin air, then I’d handed it off to an animator to make it actually move. With the appearance animation happening simultaneously with the motion I had the animator add in place, it ends up looking very, very good. Then, once I have the special effects, like a magical portal, added on to the appearance animation, we can say that the Infernal Demon’s grand entrance is complete. It might not be the simplest thing, but this is how we brought the Infernal Demons to life. Even now, I am creating the demons as I imagine how you will summon these beasts and unleash violence. Also, there are other Infernal Demons that you can summon, and I’d love to share them with you, but I think it is best to let you look forward to getting your hands on the game instead. Sorry. Until then, I am working very hard to make sure that my work lives up to your expectations. I hope you will all be rooting for us to succeed!
Neeeeeeeeeeeeeeeeeeeeeeeee! Damn,..Dat geloof je toch. Uitgesteld naar Januari 2010: Echt de enige titel waar ik echt op zat te w88 dit jaar. Waarom stellen ze alle games uit dit jaar Klote Sega. Gerucht dat de game gewoon af is dan maar dat ze bang zijn voor andere sterke titels Hij komt wel gewoon in oktober in Japan uit. Dus als mensen Japans kennen kunnen jullie hem misschien nog importeren...
Komt dat nog eens goed uit. Maar ik denk dat ik toch gewoon wacht tot hij hier uitkomt. Laatste filmpje is erg vet! Echt een hele toffe stijl heeft dit spel.
Sega said today that Bayonetta’s has been delayed until January 2010 in the US. The Platinum actioner will still release in October in Japan, as planned. “Bayonetta is an extremely important new IP for SEGA and adds a new level of depth to our growing portfolio. As a result of market analysis we have taken a Publishing decision that January 2010 is the optimum release time in the Western Markets to maximize this exciting new title’s potential,” said Sega boss Mike Hayes. Ok, sinds wanneer bestaat de wereld alleen uit Japan en de US? Vergeten ze Australië en Europa niet ofzo? Afrika en Azië algemeen worden sowieso nooit genoemd en Zuid Amerika.
Cool Spoiler The controller is a color match to the color of Scarborough Fair, Bayonetta’s beloved guns.
Fuck yeah!:b: Ice Skate Combos Gameplay [GT]53213[/GT] SDCC 09: Angel-Slaying Gameplay (Cam) [GT]53195.[/GT]
Na uitspelen van DMC4 ben ik geïnteresseerd in Bayonetta. Helaas wordt deze spel naar januari 2010 verschoven. Maar in Japan en Amerika komt Bayonetta gewoon in november uit Als het goed is, krijgt iedereen demo. Maar ik vraag me af of demo voor Europa ook naar latere periode wordt verplaatst. Net als het spel zelf. Of wordt demo voor iedereen op dezelfde moment beschikbaar? Weinig kans, lijkt me :{
Echt de enige game waar ik met smart op zit te wachten. In Oktober komt die in Japan ja. Kut is dat die is uitgesteld naar januari vanwege de andere titels zoals Modern Warfare 2 die ook die tijd uitkomt. Ze zijn dan bang dat de game niet goed gaat verkopen. Wat ik raar vind want deze game word toch alleen gekocht door een bepaalde doelgroep. De demo zal wel tegelijk uitkomen neem ik aan.
Ik zat ook op Bayonetta te wachten. Nou ja, 1e Bioshock dan Bayonetta Jammer genoeg is Bioshock ook naar 2010 verschoven Als demo op dezelfde moment voor iedereen beschikbaar is, dan betekent dat mensen uit Europa paar maanden alleen demo kunnen spelen. Op dat manier wordt je gestoord Want je kan niet wachten om full-versie te spelen. Misschien moet ik maar eens overwegen om naar Japan te verhuizen, zodat ik daar Bayonetta kan spelen \o/ Nu overdrijf ik het. Misschien kan je het spel importeren. Geen idee of deze spel regio-vrij is?!
Weet niet of die regio vrij is ,maar hij komt alleen in Japan uit he,. Dus zal die ook wel Japanse tekst hebben,of jouw Japans moet heel goed wezen
Waarom is deze thread zo dood Wil niemand deze game hebben? Nieuwe blog Easy Automatic (I’m Easy. You’re Automatic.) July 30th, 2009 by Yusuke Hashimoto Filed: Bayonetta, Community, Games, PlatinumGames Hey everyone, it’s been a while, huh? I’m Yusuke Hashimoto, the producer of Bayonetta. Anyways, in my last blog I said that I would talk about being a producer, but I don’t think that it is actually very interesting, so instead I wanted to talk about what it is like to play Bayonetta. Kamiya-san has previously talked about the Easy Automatic mode before, saying it is a mode “even your mom can play.” I’m actually alright with that. Why am I alright with that? Because the way the controls feel is different. That may sound simple, but it is actually incredibly important! For me, I wondered what I should do to make sure that people who were interested in Bayonetta but aren’t very good at action games could enjoy the game and have a good time. Was there a way to get even more people to enjoy hardcore action games? With Bayonetta, we didn’t just focus on fine-tuning the difficulty of the game, but also I think we have hit on a new method, in terms of how it feels to play the game, for a wide variety of people to enjoy action games. Finally, I want to show you some new concept designs: These were the initial design concepts for Grace and Glory. I designed them with my own wild concept of a “Heavenly Assassin Corps.” This is the initial design for Fearless. Even though it is a bit cute and cuddly, my idea for it was a seemingly incredibly tough beastly angel. Dit word waarschijnlijk de cover maar denk dat het nep is. En wat fanart.
Op gamer.nl forum werd die box art ook al showed. Lijkt mij een erg mooie en realistische boxart. En ik kijk er zeker naar uit. Moet DMC alle delen nog en Dante Inferno en deze allemaal spelen.
Als het de cover is vind ik hem wel beetje tegenvallen. Vind hem niet echt mooi getekend. Daarom denk ik ook dat die nep is.