"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.)
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.
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.
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.
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.
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.
I remember a while ago someone posted a "Drew lookalike" thread with a music video. The guy in the video wore sunglasses and beat up a bunch of thugs in a bar, and at some point it turned out he was an android. I think the video was made in an 80s retro style. Does anyone know the video? It doesn't appear to have been posted in here and I've tried to find the other thread in vain.
Fighting games are a mix of MMA, Go and gymnastics played much faster. Even something as complex as Devil May Cry 4 can't hold a candle to the sophistication of a proper fighter, so doesn't it seem a little dismissive to just call them "games"?
It’s a game of the classic run and gun style, positioned somewhere between Contra 3 and Gunstar Heroes in terms of the actual design of the levels. Instead of just running right and shooting until you hit the boss, the game is built around just boss battles. The Moldenhauers are obsessed with the minutiae of the genre: animations and exploits and hitboxes.
These bosses will be accessible via an old-timey, top-down action-RPG-style world map. Imagine an old Zelda game with a 1930s flair, and Link with a cup for his head. There is talk of secrets and side-quests on this world map.
They’re about 40% done with the game’s art, and, because they design mechanics from art, they’ve got slightly less than that done design-wise. The game got started in 2010. So. Hold tight, is what I'm getting at.
But it will ultimately be a trilogy, of sorts! Moldenhauer was just spitballing, but he envisions a set of expansion packs which build on the weapons and elements introduced in the first game, sorta like the Sonic & Knuckles cartridge re-made earlier Sonic games. It's like a trilogy of games that will build Cuphead into its fullest possible Cuphead.
Given the world map, I wonder how much freedom you are given in choosing the order of the boss fights. Also, since the game is all about bosses, I hope there's some good stage progression in the fights: scrolling, changing environments, bosses that summon lesser enemies and/or have numerous destructible parts etc. so that you get all the excitement and dynamism of full action game levels.