Icemael's forum posts

#1 Edited by Icemael (6364 posts) -

Things I want:

  • Quality news reporting.
  • Quality interviews with questions that are actually interesting.
  • Reviews with meaningful analysis by people who know what they are talking about. For example, I don't want to read a review of an arcade game (or a game in that style) by some credit feeder who doesn't even understand the basic concepts of arcade design, and I don't want to read a review of a 3D beat 'em up by someone whose experience with the genre is limited to playing the God of War series and quitting Ninja Gaiden after 30 minutes. I cannot count how many reviews I've seen that read something like "Well, I don't know anything about this genre, and I don't really understand the mechanics of the game, but here is my vague feeling on it based on what little I can grasp and what I've heard other people who know more than me saying." If you don't know what you're talking about then you shouldn't be writing a review in the first place.

Things I don't want:

  • Homilies. Please keep your shitty political opinions to yourself and stop preaching about justice this, equality that. Or at least keep that shit separate from the news reporting, the interviewing, the reviewing etc.
  • Reporting on gaming "culture." A fan-made video you found on Youtube is not news. Some guy playing Battletoads with his nose is not news. Pictures of people cosplaying as video game character are not news.
#2 Posted by Icemael (6364 posts) -

Action games have always and will always fetishize violence and the means to exercise it because that's entertaining. It has absolutely fuck-all to do with politics -- since glorifying violence and power is the whole point of action games, the player character will always be violent and powerful whether he's a soldier, a cop, a criminal, a vigilante or whatever. Which is why Hardline (or at least its multiplayer component) fetishizes the violence of the criminals just as much as -- if not more than -- that of the police. But of course, no one's talking about that as problematic because you can't tie it into current events to get cheap hits on your shitty article.

#3 Edited by Icemael (6364 posts) -
#4 Edited by Icemael (6364 posts) -

http://platinumgames.com/2014/06/27/character-design-pt-1-bayonetta-and-jeanne/

The keyword for Jeanne’s concept design in Bayonetta 2 is “casual.” Design started when Kamiya came up to me and said “I want to put her on a bike. Draw me a biker suit.”

Jeanne is one of Kamiya’s favorite characters, so most anything Hashimoto and I said would get shot down instantly. I just drew biker suit after biker suit until one was approved. There were actually a few more he liked, but they all maintained a relative simplicity similar to her final approved outfit.

I didn’t intend to accentuate this part of her in my concept art, but Kamiya said Jeanne looks flatter than ever. He was happy about it too, so that’s fine I guess.

http://platinumgames.com/2014/07/04/figuring-out-damage-motion/

For this blog, I’d like to talk specifically about damage motion for enemies. You know, that motion you see when you land a huge deathblow on an enemy and they get knocked back and explode or whatever. You might have never thought that deeply about it, but for an action game, getting the right reaction out of the enemy after you’ve pulled off a killer combo is absolutely critical. Do a slack job and the thrill of battle will turn into a total letdown. Enemy damage motion is something I’ve always regarded as highly important in the games I’ve worked on. I always am asking myself if there’s not something new I can try to create more satisfying combat than before.

My challenge to myself for Bayonetta 2 was to create the right enemy motion for each attack. We had plenty of enemy reactions that would change depending on what attack Bayonetta performed, but I wanted to take this further for Bayonetta 2.

[...]

Doing a little research, I realized that the enemies in Bayonetta 2 have an average of 3.5x the number of reactions as those in the original.

http://platinumgames.com/2014/07/11/at-e3/

We were asked all sorts of questions. A favorite question of mine was, “Most games fall back on a hero rescuing some helpless female character. What were your reasons to have Bayonetta feature a strong female protagonist?” This was more a question directed toward the Bayonetta series rather than just Bayonetta 2. There were people who doubted the choice of a female protagonist ever since we first revealed the original game’s development. Our internal team, on the other hand, didn't mind. We just thought it would be interesting to have the main character be a witch. From there, we expanded on the concept: instead of thinking about how a female protagonist would limit us, we thought about what we could do because Bayonetta was female.

http://platinumgames.com/2014/07/18/cities-and-waterways/

I liked the concept art for the first game better, but oddly enough, I do think the in-game models based on these new designs are an improvement. I don't know if it's that the modelers and animators are better this time around or if the new designs are just better suited to 3D.

Anyway, it's interesting to see how much thinking and effort goes into every tiny detail, like the colour balance on Bayonetta's guns or the curvature of the roads. Also, you don't think much about the enemy reaction animations when you're playing a game (unless they stand out as particularly stiff or particularly excellent), but when you look at the videos directly comparing Bayonetta to Bayonetta 2 you can really tell the difference. It definitely looks like hitting enemies will be more satisfying with the new animations.

And notice the reason for Bayonetta being a strong female protagonist: "We just thought it would be interesting to have the main character be a witch." Not "we felt we needed to balance inequalities, we did it for justice, it's our responsibility to represent the underrepresented". No: "we thought it would be interesting, we thought it would be cool, we had a creative idea-- our taste guided us".

#6 Edited by Icemael (6364 posts) -

Has anyone actually read the article?

"Playing a male character is gay."

"Playing a female character is transgender."

"Competing with another man for a woman means you're actually secretly gay for your rival."

And we are discussing this in a serious tone? Is everyone incapable of penetrating the academic writing style and seeing what the author is actually saying?

"You said 'penetrate' and that means you are secretly gay! Also Calvin is gay for Hobbes and you are a gay pedophile and zoophile for enjoying those comics!"

...is the kind of thing the author of that article might write, except written to sound like it's actually intelligent and insightful and not utterly worthless garbage. (Well, let's not be unfair: the article wasn't utterly worthless. I had some good laughs, and that is certainly worth something.)

#7 Posted by Icemael (6364 posts) -

http://platinumgames.com/2014/06/27/character-design-pt-1-bayonetta-and-jeanne/

The keyword for Jeanne’s concept design in Bayonetta 2 is “casual.” Design started when Kamiya came up to me and said “I want to put her on a bike. Draw me a biker suit.”

Jeanne is one of Kamiya’s favorite characters, so most anything Hashimoto and I said would get shot down instantly. I just drew biker suit after biker suit until one was approved. There were actually a few more he liked, but they all maintained a relative simplicity similar to her final approved outfit.

I didn’t intend to accentuate this part of her in my concept art, but Kamiya said Jeanne looks flatter than ever. He was happy about it too, so that’s fine I guess.

http://platinumgames.com/2014/07/04/figuring-out-damage-motion/

For this blog, I’d like to talk specifically about damage motion for enemies. You know, that motion you see when you land a huge deathblow on an enemy and they get knocked back and explode or whatever. You might have never thought that deeply about it, but for an action game, getting the right reaction out of the enemy after you’ve pulled off a killer combo is absolutely critical. Do a slack job and the thrill of battle will turn into a total letdown. Enemy damage motion is something I’ve always regarded as highly important in the games I’ve worked on. I always am asking myself if there’s not something new I can try to create more satisfying combat than before.

My challenge to myself for Bayonetta 2 was to create the right enemy motion for each attack. We had plenty of enemy reactions that would change depending on what attack Bayonetta performed, but I wanted to take this further for Bayonetta 2.

[...]

Doing a little research, I realized that the enemies in Bayonetta 2 have an average of 3.5x the number of reactions as those in the original.

The video certainly makes it look like hitting enemies will be more satisfying with the new attack-specific reaction animations.

http://platinumgames.com/2014/07/11/at-e3/

We were asked all sorts of questions. A favorite question of mine was, “Most games fall back on a hero rescuing some helpless female character. What were your reasons to have Bayonetta feature a strong female protagonist?” This was more a question directed toward the Bayonetta series rather than just Bayonetta 2. There were people who doubted the choice of a female protagonist ever since we first revealed the original game’s development. Our internal team, on the other hand, didn't mind. We just thought it would be interesting to have the main character be a witch. From there, we expanded on the concept: instead of thinking about how a female protagonist would limit us, we thought about what we could do because Bayonetta was female.

#8 Posted by Icemael (6364 posts) -

@mento: According to the official site and the trailer it's "coming 2015" so when they say it got started in 2010 they probably don't mean they've had a whole team working full time on it since then.

#9 Posted by Icemael (6364 posts) -

Every game with stick figures plagiarized drawings I made as a small child. A circle for a head? Two dots for eyes? Each limb is a single thin line? With all those similarities, that shit could hardly be a coincidence.

#10 Posted by Icemael (6364 posts) -

Sword of the Stranger is an excellent film with none of the failings of typical shonen. It feels a lot like Disney's more dramatic movies, except with really violent (and beautifully animated) action scenes.