Bayonetta out on Steam (4K, dual audio), $19.99, PC launch trailer, dev diary

Bought the game and I'm seeing nothing but a white screen everytime I start it.

Does anyone know a solution, or should I wait for the devs to take care of this?
 
I see it has that weird blur on fast movement that a lot of xbox/ps3 games had back in the day. Doesn't seem to be a way to remove it so I guess I can live with it. Strained my eyes a lot on the starting fight though.

Yeah. I'm loving playing this again, but the image quality is not as crisp as I imagined it would be. I don't think resolution can save these textures and rendering techniques.
 
Different resolutions require different hex edits. What resolution is this edit for?
(see examples http://www.wsgf.org/article/common-hex-values

I just worked out the hex value for 2.37 (which was for 2560x1080). I then had to replaced the in reverse order.

2.37 in hex is: 0x4017ae14
but in the .exe i replaced it as 14 AE 17 40 as the regular way didn't work.

I did try the values from that website to begin with but they didn't work :/
 
Man, this game probably has the best ending credits sequence.
First you instantly get to see credits after the big final boss, for that euphoria kick, then a nice cutscene, then more credits with all the good bits from the game to keep the euphoria going.
But then it mellows out with a nice song, your results screen and a nice congratulations screen.
And then it gets you all hype again so you want to get back into it as fast as possible.

Why you so good all the time bayo?
 
Unfortunately 1680x1050 does have the film roll glitch in cutscenes.

Also the clock tower intro segment was REALLY hard on my eyes somehow, like I couldn't follow the action. I think it may be because MSAA isn't working like someone mentioned? I'm hoping it gets patched and/or someone finds a NVidia Inspector workaround or whatever.


Quick gameplay question: I'm making sure I can do all the combos at the start, and I'm stuck on two cases.

1. The PPPKK*P combo always goes into a pistol whip ("You've been naughty"). I did it once by accident but I'm not sure how. I've tried all sorts of timings. Is this just impossible because the practice enemy always falls down to the leg sweep?

2. There are a couple of moves that show you moving the mouse in a circle plus a punch or kick. If I move the mouse in a circle Bayonetta gets something circling her, but nothing else happens. What do these combos refer to?
 
Just tried about 20 minutes of the game. Still remains so damn good. Runs flawlessly at 4k (though to be fair, a 360 game not running well on a 1080ti would be kind of messed up), but a lot of those textures and geometry really don't hold up to higher resolutions. Still, love the hell out of this release. I probably wont play a bunch more of it now, since Persona 5 takes precedence, but I'm curious to see if any kinds of mods get released down the line that fix the textures.
 
Bought instantly. Have it on Ps3 but didn't play it cause of the ass level port. Bummer it doesn't support 21:9 but at least I can play it on my 4k TV.

Can I downsample on a 4k tv? How does this work?
 
Bought instantly. Have it on Ps3 but didn't play it cause of the ass level port. Bummer it doesn't support 21:9 but at least I can play it on my 4k TV.

Can I downsample on a 4k tv? How does this work?

Do you want to push it above 4K? I mean, you probably could, but why not just play at 4K?
 
Yup.

Why I prefer souls/Ninja gaiden. You fight to kill over stylish combos.

Probably why I suck at fighting games. Hate memorizing combos.

Lol please don't be intimidated by a gif of some "expert" player doing crazy juggles on a single enemy. That's combo video stuff that just shows what is actually possible with the combat mechanics if you are good enough to play it that way - if not that enemy that player is juggling will give you just as much trouble as some of the toughest enemies in those other games. Its not how most people actually play the game.
 
For Bayonetta yeah, not so much in general. It wouldn't be of much use in DMC for example and hasn't been all that useful in other PG games such as MGR.

What do you mean? I used it all the time in MGR, it's essential against attacks you can't parry or against enemies that jump back after being parried.
 
Man, this game probably has the best ending credits sequence.
First you instantly get to see credits after the big final boss, for that euphoria kick, then a nice cutscene, then more credits with all the good bits from the game to keep the euphoria going.
But then it mellows out with a nice song, your results screen and a nice congratulations screen.
And then it gets you all hype again so you want to get back into it as fast as possible.

Why you so good all the time bayo?

The whole final chapter is just artfully crafted. I could ramble on about it in detail for hours.

Bayo 2 is better at combat.

I don't wanna say you're wrong, but...
 
Bayo 2 is better at combat.

Bayo 2's combat is worse when you actually get down to the nitty gritty and balance. It made some small, frankly unnecessary changes to the mechanics that make it a lesser game when it comes to pure combat. It's still a much better game in terms of presentation and casual appeal, and I'd put it on par with Bayo 1 for those improvements, but the first game is still Platinum's deepest combat engine by a mile. Some people would say W101, but I find it far too messy and gimmicky, and the framerate is awful.

Also, don't be surprised if you're getting your ass kicked on normal - it's not an easy game, and Platinum responded by lowering the difficulty of "normal" in their following games. I'd say normal on Bayo is equal to somewhere beween hard and very hard for Bayo 2 and Revengeance.
 
Quick gameplay question: I'm making sure I can do all the combos at the start, and I'm stuck on two cases.

1. The PPPKK*P combo always goes into a pistol whip ("You've been naughty"). I did it once by accident but I'm not sure how. I've tried all sorts of timings. Is this just impossible because the practice enemy always falls down to the leg sweep?

2. There are a couple of moves that show you moving the mouse in a circle plus a punch or kick. If I move the mouse in a circle Bayonetta gets something circling her, but nothing else happens. What do these combos refer to?

1. I'm not 100% certain and don't have the game in front of me, but combos should be independent of the enemy. The training room shows the combo string, if you're not seeing the final dot-P appear, your timing is wrong.

2. Circle+Attack with the guns is Bullet Climax, spam the attack button to shoot and right stick to aim for several seconds. Really only useful against the little Decoration enemies. With melee weapons this becomes a spin attack.
 
Is there a problem with the implemented SSAO option..?

I can run this 4k/60 with the high preset no problem, but if I activate SSAO even in only low the performance is all over the place...

980ti
 
Is this supposed to be Platinum's best combat? I really liked MGSR

It's closer to DMC3/DMC4 in combat style than to MGR.

But yeah, it's great.

What do you mean? I used it all the time in MGR, it's essential against attacks you can't parry or against enemies that jump back after being parried.

Because in MGR the damage isn't stacked onto finishers in combos. In Bayo it's essential because the vast majority of a combo's damage comes from the wicked weave portion of it, the rest of the combo does very little. So you need dodge offset to get to the wicked weaves or otherwise your damage output would be very low.

DMC, MGR, Ninja Gaiden etc. don't have this problem. DMC is also more free form compared to Bayo (which is more dial a combo) so needing to keep one combo string going isn't really required.

So yeah, the mechanic is good for Bayo because it needs it.
 
1. I'm not 100% certain and don't have the game in front of me, but combos should be independent of the enemy. The training room shows the combo string, if you're not seeing the final dot-P appear, your timing is wrong.

2. Circle+Attack with the guns is Bullet Climax, spam the attack button to shoot and right stick to aim for several seconds. Really only useful against the little Decoration enemies. With melee weapons this becomes a spin attack.
1. I figured it out. For PPPKK*P, Apparently you have a tiny window of timing to move away from the enemy during the dot before hitting the final punch. Otherwise, you end up really close and the punch always triggers the slap attack.

2. Yeah I was too impatient. Those moves are impossible in the first couple of training screens. They unlock shortly after.
 
I never understood the appeal of endless combos.

At this point you're not really interacting with the enemy,its just a punching bag.

Unless its a fighting game(where the ultimate goal is to maximize reward from a good read against a human), doing combos on AI dummies isn't great combat to me.

Do you not see any reward/challenge whatsoever from execution in either case?
 
Because in MGR the damage isn't stacked onto finishers in combos. In Bayo it's essential because the vast majority of a combo's damage comes from the wicked weave portion of it, the rest of the combo does very little. So you need dodge offset to get to the wicked weaves or otherwise your damage output would be very low.

DMC, MGR, Ninja Gaiden etc. don't have this problem. DMC is also more free form compared to Bayo (which is more dial a combo) so needing to keep one combo string going isn't really required.

So yeah, the mechanic is good for Bayo because it needs it.

Combo finishers do significant damage and have specific properties in MGR (knock back/up/down, and extra slow mo for blade mode) too. Furthermore, it enables you to be more offensive and keep the pressure on your enemies to maximize your damage output. Not to the extent of Bayonetta, but dodge offset still play a big role in the game.
 
They're wrong, Bayo 2 is superior in almost every aspect.

I do like 2 better as an actual game (complete package?), but some of the deeper mechanics discussion that has gone on in the threads has been interesting and I don't feel like they are necessarily without merit.

(I mean, it's better than other regular Gaf threads where people don't know what they're talking about lol)

That being said, playing PC now and I remember how slow you are when you don't have all your abilities lol
 
They're wrong, Bayo 2 is superior in almost every aspect.

imagine believing this in 2017
EleGiggle.png


being able to argue about this at all is a good problem to have. the game's still ownage even if i dont like it as much as the OG

i can definitely see what others like more about bayo 2 regarding streamlining etc. others have gone into detail about what makes the combat "worse" in a perspective that i absolutely agree with, lots of which makes the game too easy even at the absolute hardest difficulty. B2 infinite climax feels barely above B1 normal to me, but that might have to do with the ridiculous amount of experience i had after putting like 80 hours into it. and i'm sure i'm on the lowish end of that hour count compared to others who are more committed to action games than me.



also, bayonetta is totally declawed in bayo2 compared to bayo1. #NotMyBayo
 
1. I figured it out. For PPPKK*P, Apparently you have a tiny window of timing to move away from the enemy during the dot before hitting the final punch. Otherwise, you end up really close and the punch always triggers the slap attack.

2. Yeah I was too impatient. Those moves are impossible in the first couple of training screens. They unlock shortly after.

iirc PPPKP works consistently for "You've been naughty". It's a bit of a hidden combo. :P

For the Kick punish Attack, I think you do need to do the "walk away, move back, and kick" thing. But there's definitely a way to do the punch one seamlessly.

Also, yeah, no way Bayo2's combat is better than Bayo1. Bayo2 isn't bad, but it doesn't do much better than the prquel besides removing the QTEs, flattening the difficulty curve, and making the story more traditional.
 
1. I figured it out. For PPPKK*P, Apparently you have a tiny window of timing to move away from the enemy during the dot before hitting the final punch. Otherwise, you end up really close and the punch always triggers the slap attack.

There is a visual tell for how long you have to wait during the dot.

Watch Bayonetta as you wait, iirc she spins her gun or something after a moment and that is your tell to press the next button.

Actually, combo finishers do significant damage and have specific properties in MGR (knock back/up/down, and extra slow mo for blade mode) too. Furthermore, it enables you to be more offensive and keep the pressure on your enemies to maximize your damage output. Not to the extent of Bayonetta, but dodge offset still play a big role in the game.

Remove it from MGR and its core gameplay wouldn't suffer much, most probably wouldn't even notice it's gone (if they even know it's there in the first place).
 
B2 infinite climax feels barely above B1 normal to me, but that might have to do with the ridiculous amount of experience i had after putting like 80 hours into it. and i'm sure i'm on the lowish end of that hour count compared to others who are more committed to action games than me.

Hell in Bayonetta 2 was pretty hard on infinite climax from the perspective of attempting platinum runs without scamming reload checkpoint, but I also don't use the climax rage mode thing which probably would have made some pain in the ass enemies a lot easier to deal with lol
 
Bayonetta 2 is a fantastic game but it's definitely kind of stripped down compared to the first. Way too focused on witch time and umbran climax, which both simplify the combat.

The overall game may be easier but it's far more satisfying to play. Umbran Climax helped to reduce the boringness of some long boss battles, especially the ones that have way too many HP for their own good.

I do like 2 better as an actual game (complete package?), but some of the deeper mechanics discussion that has gone on in the threads has been interesting and I don't feel like they are necessarily without merit.

(I mean, it's better than other regular Gaf threads where people don't know what they're talking about lol)

That being said, playing PC now and I remember how slow you are when you don't have all your abilities lol

Yeah that's my major problem. Bayonetta is still one of the best BTA ever made, but playing it after Bayo 2 is weird. You're starting with so few abilities and moves compared to Bayo 2. In a sense, you have a better sense of progression than in Bayo 2 where you could blaze your way from the first level.

imagine believing this in 2017
EleGiggle.png


being able to argue about this at all is a good problem to have. the game's still ownage even if i dont like it as much as the OG

i can definitely see what others like more about bayo 2 regarding streamlining etc. others have gone into detail about what makes the combat "worse" in a perspective that i absolutely agree with, lots of which makes the game too easy even at the absolute hardest difficulty. B2 infinite climax feels barely above B1 normal to me, but that might have to do with the ridiculous amount of experience i had after putting like 80 hours into it. and i'm sure i'm on the lowish end of that hour count compared to others who are more committed to action games than me.

also, bayonetta is totally declawed in bayo2 compared to bayo1. #NotMyBayo

Sure, Bayo is still a must-have and 20$ is insanely cheap for the damn awesome game it is. I also agree that Bayo 2 is overall easier, but otherwise I think it's a far more enjoyable game to play. There's none of the crisping mechanics/levels of Bayo 1. Witch Time is easier to trigger in Bayo 2, but that's because it was sometime extremely frustrating to trigger Witch Time in Bayo 1 (I remember one level in particular, where you had to battle two fire and ice dog-angels, it frustrated me to death because they were completely unpredictable and dodging their attacks was freaking hard).

However you're dead wrong, short hair Bayo is best Bayo.
 
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