Heeft er iemand nog wat nieuws over Bayonetta?
Ik vind echt dat de game belachelijk weinig aandacht krijgt.
Cutscenes from Start to Finish
Hello everyone. I am Tsuda, in charge of the cutscenes on Bayonetta.
It is these very cutscenes that I’ll be discussing with you today.
…or would like to be discussing, but since we haven’t released the game yet, there is much about the story that I can’t tell you. So instead, I am going to talk to you about what we focused on while creating the cutscenes for Bayonetta.
The first thing you need to make these scenes is a script. For Bayonetta, Kamiya-san wrote the script himself.
I had the same feeling on Okami, but it’s hard to believe that a guy who looks as serious and stern as Kamiya-san does can write such great stories… I guess looks aren’t everything… Of course, Bayonetta is no second best to Okami. It is a great story with laughter and tears. I hope you are all looking forward to it.
So once a script is in hand, we use that to start blocking out the action. Bayonetta, as you may know, is an action game, and the cutscenes take place in the midst of the cataclysmic disasters, or Climax Action, so would having just a bunch of people talking really work out…
This led us to the inevitable conclusion that the action scenes would form the core. This was when we went to Director Yuji Shimomura, who worked on Devil May Cry 3 and 4, to come on board as action director.
His involvement has Bayonetta’s story bursting at the seams with action.
For instance, this line of stage direction in the script:
“BAYONETTA, sensing something is near her, shoots her gaze in the direction of a motorcycle attached to a wall. It is here she encounters JEANNE.”
Became this:
There is obviously stuff that comes after this; however, just having her ride the bike isn’t that interesting, so the cutscene ended up as you see above.
Of course, the other signature elements of Bayonetta – A modern witch, four guns, and femininity – as well as her signature times, her glasses, and her hair, are all packed into the various action in the cutscenes. I can’t really give you an example, but you are in for a treat.
Well, that pretty much sums up how we created the cutscenes, a job we are still in the midst of finishing.
Bayonetta isn’t just filled with Climax Action during the gameplay, it is also packed into the cutscenes as well. I truly hope you enjoy them!
For my next entry, I am planning on introducing you to “Easy Automatic” mode. I think we have already gotten across the fact that while Bayonetta may be a difficult game aimed at hard-core games, we also want to create an environment where light users who want to enjoy the game like they would an action movie will be able to play easily. But how did we actually implement that? I’m going to use some video to explain it to you all. Look forward to the next entry, alright!
New Screens.
Vette Eindbazen!!!
Bayonetta gameplay
Nog wat Fan art.
lol
Laatst bewerkt: 17 aug 2009