SEGA teases Bayonetta + Steam, countdown to April 11

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guys guys maybe they're going to add a bunch weapons and stages from Bayonetta 2 into Bayonetta 1 and call it Super Deluxe Copyright Circumvention Edition and everyone will get everything they want in life and the world will be perfect for just that one moment of release on Tuesday.

Yup, I've convinced myself this is exactly what will happen. Can't wait.
 
Lack of hype from Sega is not encouraging, hope for the best though as it would be nice to have it on PC, with enough support from gamers even 2 could get a port.
 
Any chance the Bayonetta could be a part of the Nintendo Direct? I want the games on Steam but 2 isn't happening so I hope it comes over to Switch at the very least, assuming this is a general Bayonetta tease.
 
That means is better for the 98% of players. Bayo 2 is a much better paced game with better shooting minigames and setpieces.

The campaign has better pacing (and fewer pain points), the arsenal is more truly diverse and interesting, but the boss fights don't reach the same highs as Bayo 1, the basic gameplay loop is *much* less great, there's a lot less in the way of unlockables, and so on.

It basically all evens out. They're both amazing games but each carries some pretty indisputable advantages over the other.
 
No it isn't. The pacing in B2 is dire, especially for like the first 6 chapters.

Minigames, sure, but "better at the lame stuff" is hardly an endorsement.

Yeah, it actually is. B2 kept me engaged throughout, where B1 loses me in the middle levels every time I try and play through it.
 
Both games complement each other well. They're flawed masterpieces.

And that's all I'm going to say on that subject, because I value what little sanity I have.
 
Well, I think we can rest assured that if it wasn't a Steam port of the first Bayonetta, Sega would have tempered our expectations a bit.. considering how disappointed everyone would be if it wasn't it.
 
Are you guys ready for tomorrow? Do you think if it is what we think it is, they'll release it as soon as the timer reaches zero, or do you think that'd just be when an announcement is made?
 
Are you guys ready for tomorrow? Do you think if it is what we think it is, they'll release it as soon as the timer reaches zero, or do you think that'd just be when an announcement is made?

I figure it would be an immediate release, worst case would be maybe a 2 week wait, but I doubt it.
 
Are you guys ready for tomorrow? Do you think if it is what we think it is, they'll release it as soon as the timer reaches zero, or do you think that'd just be when an announcement is made?

Considering it ends exactly when the steam store updates, I'm hoping for the former.
 
Please unlock the frame rate
Please unlock the frame rate

This is what I want most. I want to play Bayonetta at 240 fps on my new PG258Q.

On a related note, I wish more people had high refresh rate displays so that publishers/devs would stop getting a free pass for releasing PC games locked at 60 hz. Also so that video card manufacturers would get more crap for cards with excessive coil whine at 144 hz+.
 
the arsenal is more truly diverse and interesting

Wat. No way. The weapons in Bayo 2 felt super boring compared to the first one imo. Bow was cool in concept but was completely useless in practice. Hammer was way too slow for a game that relies completely on short witch time chip damage on higher difficulties and the Whip almost completely broke the game by having pretty much every enemy be stunlocked by it. Such a poorly designed game on anything but a casual fun playthrough level (which it, admittedly did way better than Bayo 1!)


Please unlock the frame rate
Please unlock the frame rate

Please stop :'(
 
The campaign has better pacing (and fewer pain points), the arsenal is more truly diverse and interesting, but the boss fights don't reach the same highs as Bayo 1, the basic gameplay loop is *much* less great, there's a lot less in the way of unlockables, and so on.

It basically all evens out. They're both amazing games but each carries some pretty indisputable advantages over the other.

Couldn't disagree more about the arsenal.

Love is Blue: Same pistols, a different colour and a new different animations.

Kafka: Fun animation but of absolutely no value as a weapon.

Rakshasa: Weak, but probably my favourite of the few weapons.

Undine: Unsatisfying, slow and boring.

Chernobog: Looks great, but never really found much use for it. Didn't seem particularly good at any one thing.

Takemikazuchi: Sloooooooooooooooooooow and dull.

Salamandra: Stupidly OP, repetitive moveset and the only weapon worth using if going for PP runs.

Chain Chomp: Fun gimmick but again, didn't find it particularly useful for anything.


Something which Bayonetta 2 is sorely lacking is any sort of high impact/powerful projectile weapon. Bayo 1 had Onyx Roses (shotguns) and Kilgore (rocket launchers). Those weapons added an entirely different mechanic to Bayo 1's combat by allowing you to control enemies at a distance and was invaluable on NSIC. It was also fun to just kill the occasional angel without even pressing an attack button and just rock jump of their heads once in a while. Bayonetta 2 has nothing to do the job.
 
Wat. No way. The weapons in Bayo 2 felt super boring compared to the first one imo. Bow was cool in concept but was completely useless in practice. Hammer was way too slow for a game that relies completely on short witch time chip damage on higher difficulties and the Whip almost completely broke the game by having pretty much every enemy be stunlocked by it. Such a poorly designed game on anything but a casual fun playthrough level (which it, admittedly did way better than Bayo 1!)

I think a lot of Bayo 2's weapons weren't that great (the bow and hammer are really not great and the bow/hammer/scythe are all poor aesthetic fits for the game) - I just mean that objectively the vast majority of Bayo 1's weapons used exactly the Scarborough Fair moveset, tuned slightly for differing speeds, damage levels, and charge effects, but fundamentally using the same animations (notable exceptions being the two sword weapons and the Lt. Kilgore tonfas), whereas I'm pretty sure just about every Bayo 2 weapon has a completely unique set of animations.
Couldn't disagree more about the arsenal.

Love is Blue: Same pistols, a different colour and a new different animations.

Kafka: Fun animation but of absolutely no value as a weapon.

Rakshasa: Weak, but probably my favourite of the few weapons.

Undine: Unsatisfying, slow and boring.

Chernobog: Looks great, but never really found much use for it. Didn't seem particularly good at any one thing.

Takemikazuchi: Sloooooooooooooooooooow and dull.

Salamandra: Stupidly OP, repetitive moveset and the only weapon worth using if going for PP runs.

Chain Chomp: Fun gimmick but again, didn't find it particularly useful for anything.


Something which Bayonetta 2 is sorely lacking is any sort of high impact/powerful projectile weapon. Bayo 1 had Onyx Roses (shotguns) and Kilgore (rocket launchers). Those weapons added an entirely different mechanic to Bayo 1's combat by allowing you to control enemies at a distance and was invaluable on NSIC. It was also fun to just kill the occasional angel without even pressing an attack button and just rock jump of their heads once in a while. Bayonetta 2 has nothing to do the job.

Agreed that Bayonetta 1's arsenal is better tuned for the actual gameplay - I'm just talking about the level of animation variety, I guess (so, basically, it's a question of asset quality - sort of like how Bayo 2's enemies have a much larger set of hitstun animations).

Don't forget Alruna, by the way!
 
My issue with Bayonetta 2 was how many enemies would just randomly break out of air combos, which felt like it removed that part of the combat system. Perhaps they felt the game would become like DmC where the player was mostly untouchable once an air combo was started, but that was never an issue in Bayonetta as the enemies could fly and the player still had to air dodge to avoid damage. I played through about half the game at my local game center and it didn't hold my interest that much. The humanoid bosses being difficult to damage outside of Witch Time didn't help either.
 
My issue with Bayonetta 2 was how many enemies would just randomly break out of air combos, which felt like it removed that part of the combat system. Perhaps they felt the game would become like DmC where the player was mostly untouchable once an air combo was started, but that was never an issue in Bayonetta as the enemies could fly and the player still had to air dodge to avoid damage. I played through about half the game at my local game center and it didn't hold my interest that much. The humanoid bosses being difficult to damage outside of Witch Time didn't help either.

Yep, Bayo 2 allowed enemies to parry out of combos basically at random (which seriously broke the main functioning of dodge offset), it weakened the basic Wicked Weave combo finishers, it took away the magic penalty for getting hit, and it made too much of the game all about abusing Witch Time and especially Umbran Climax (damage output was basically retooled completely around the assumption that you'd be working your way up to Umbran Climax, then nuking all onscreen enemies with it, repeatedly).

The first game's gameplay loop of evasive combat + chip damage to raise your Magic + successful wicked weave finishers for actual damage output + good gameplay allowing torture attacks which then give you angel weapons for crazy damage output got disrupted in the second game, where there's less penalty for getting hit and you do more damage basically ignoring torture attacks and just unleashing Umbran Climax (which, by the way, is totally overpowered and basically stunlocks everything onscreen).
 
Seems like we just got the SEGA reveal

Its more Nepu :-P
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