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

Waiting for modders to change the game's lighting or textures to give the game an artstyle similar to Bayonetta 2. That game's visuals are beautiful and gorgeous. Bayo 1 looks old, dirty,...
 
Unfortunately that's not specific to Bayonetta. It happens in every game that I've tried it with so far. Reshade just seems to conflict with SGSSAA.

Seems like Diablo III bits allow for SGSSAA and ReShade. I'm currently celebrating Easter at a winery... so I can't test this out. I wish I was playing Bayonetta instead.
 
Whoaaaaa I had no idea the guide was available on iBooks, holy shit! Been pining for it ever since I missed the boat without realizing how limited it would end up being.

Guess I'll have to borrow my mom's iPad for this, haha. Or find my old MacBook Pro if that's even compatible with iBooks. Ugh.
 
So it turns out, in Chapter 5, if you get the fire claws drop from a Grace & Glory enemy then you can use it to basically instantly kill the snake boss by using the charged heavy attack all the while getting a pure platinum medal.

Spin 2 win.

EDIT:
On Bayonetta's visuals: the art direction, enemy and boss models, animations and special effects are top notch. The environments can be pretty awesome looking too. The filter that they use doesn't give the game much contrast though unfortunately.
 
Waiting for modders to change the game's lighting or textures to give the game an artstyle similar to Bayonetta 2. That game's visuals are beautiful and gorgeous. Bayo 1 looks old, dirty,...

Well i disagree with you. This game never was a technical masterpiece but i wouldn't call it ugly. Imo. it looks good for a 7 y.o. game. There probably are 7 years old 360/PS3 ports that have better looking textures or lighting. But for example animations in this game are still amazing. Remaster with improved textures and lighting would be better. That's for sure but i am happy that Bayonetta is finally available on PC and after 7 long years it's the best version to play.
 
I still firmly believe the game was developed with the (wrong?) gamma and RGB settings on 360 in mind, so it looks washed out on other platforms in comparison, even though they might display it the right way.

Just got my ass handed to me in the second Jeanne encounter at least three times until I got it. God, I've completely forgotten just how hard this was...and this is on normal x_x How did I ever make it through the game on the highest difficulty? I must have spent hours on those Jeanne boss fights.
 
I still firmly believe the game was developed with the (wrong?) gamma and RGB settings on 360 in mind, so it looks washed out on other platforms in comparison, even though they might display it the right way.

Honestly it would be strange if this wasn't the case. Bayonetta wasn't some PC game ported to the 360, it was designed for the ground up for that hardware and its specific quirks. The art was designed around it just like old console game pixel art was designed around interlaced screens.
 
I still firmly believe the game was developed with the (wrong?) gamma and RGB settings on 360 in mind, so it looks washed out on other platforms in comparison, even though they might display it the right way.

Think we could compensate for this with some injected filter?
 
Don't agree at all. Go compare it to other games that came out back then.

I think the biggest thing that sets it apart from other games of the time is that the shader tech here seems really basic. When people think of games from that gen they mostly think of a baseline of the first Gears of War and grade on a curve upwards or downwards based on that.

Not saying Gears 1 looks "better" than this game or anything, but it is definitely more "modern" looking if that makes sense.

Think we could compensate for this with some injected filter?

You can set a custom gamma curve via GPU driver. Just look up the Xbox POP curve and mirror it in your GPU settings.
 
I still firmly believe the game was developed with the (wrong?) gamma and RGB settings on 360 in mind, so it looks washed out on other platforms in comparison, even though they might display it the right way.
That seems to have been common with a lot of games ported from the Xbox 360.
Instead of developing the game to look correct at normal gamma, and then correcting it for the 360 version, they developed the look of the game on the 360 - which means that it looked washed-out on PS3/PC.
It's also why the opposite was often true, and games running on the 360 looked overly dark/contrasted compared to how they were intended to be seen.

There was a 2008 GDC presentation from Valve which had a couple of slides comparing "PC Gamma" to "360 Gamma": http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf
I wish that someone had technical details on exactly what "360 Gamma" is defined as, so that a correct shader could be created for 360 ports that have this issue, rather than an approximation - which often goes too far in the other direction.
 
That seems to have been common with a lot of games ported from the Xbox 360.
Instead of developing the game to look correct at normal gamma, and then correcting it for the 360 version, they developed the look of the game on the 360 - which means that it looked washed-out on PS3/PC.
It's also why the opposite was often true, and games running on the 360 looked overly dark/contrasted compared to how they were intended to be seen.

The most hilarious example of this was iirc Dead Space in which the OG was developed 360 lead platform but 2 was PS3 lead platform, so you had PS3v DS1 looking washed out but 360 DS2 having crushed blacks.

Also, pretty sure you can find the Xbox POP gamma curve online with a little google fu. There were a ton of articles around about it back then and I'm positive I saw the actual curve more than once. Pretty sure DF might have done an article about it and had the actual curve settings?
 
Chapter 10 Verse 8, how do I use witch time? I'm having so much trouble with these two just because I can't seem to trigger witch time.
 
Chapter 10 Verse 8, how do I use witch time? I'm having so much trouble with these two just because I can't seem to trigger witch time.

Gracious and Glorious' gimmick is that you can't trigger Witch Time against them. They're the games' hardest regular enemies!

The easiest strategy is to use the Evil Harvest Rosary accessory from Rodin, if you have access to that. If you don't have it, then I'd recommend using Shuraba and playing defensively (get a couple hits in, then dodge away if things aren't looking safe). Try to kill one quickly with a Torture Attack, and if you can kill the fiery one, get its claws, and use the charge Kick attack then you can probably kill the other one in a single move.

---

I'm really trying to make an effort to use the whip on this run. Much to my surprise, it actually does really good damage! It might have the second highest damage per second on its normal attacks, losing only to Shuraba.

The trick is managing your combo points carefully, because each whip hit hits twice, which builds up the diminishing returns on normal attacks incredibly quickly.
 
Got ReShade to work with SGSSAA using what I mentioned earlier.

http://screenshotcomparison.com/comparison/206915

No AA

33270589293_28ef19b1ff_o.jpg

SGSSAA + ReShade

 
Gracious and Glorious' gimmick is that you can't trigger Witch Time against them. They're the games' hardest regular enemies!

The easiest strategy is to use the Evil Harvest Rosary accessory from Rodin, if you have access to that. If you don't have it, then I'd recommend using Shuraba and playing defensively (get a couple hits in, then dodge away if things aren't looking safe). Try to kill one quickly with a Torture Attack, and if you can kill the fiery one, get its claws, and use the charge Kick attack then you can probably kill the other one in a single move.

Yeah, I finally beat it after destroying the weaker one first and then focusing on the white one.
 
A lot of people confuse texture aliasing for "detail".
It's probably why NVIDIA never bothered to fix the Negative LOD Bias Clamp.
Trying to play older games that need it, is a complete mess on modern GPUs.

Not me, I particularly despise heavy aliasing of all kinds, either way the textures here aren't detailed such that it makes a difference with or without SGSSAA, Mip 0 isn't all that detailed. My issues are actually with the polygon edges and less about the environment but more about the character models.
 
I think the biggest thing that sets it apart from other games of the time is that the shader tech here seems really basic. When people think of games from that gen they mostly think of a baseline of the first Gears of War and grade on a curve upwards or downwards based on that.

Not saying Gears 1 looks "better" than this game or anything, but it is definitely more "modern" looking if that makes sense.

Yeah, you're right, although I think people forget Gears had a huge budget and was easily one of the best looking games when it came out, the average game from around then doesn't hold up nearly as well, and Bayo has better art direction than most.
 
Any enemy covered in gold cannot be used to trigger witch time.

It's actually just Gracious and Glorious (the golden twins). The gold-plated Inspire (dragon) and Beloveds (giant) at the end of Ch. 10 can both give Witch Time (source: I just did that Chapter lol).

There are a few other Verses where Witch Time is disabled because you're "already in" Witch Time for story reasons. The second Verse of the prologue (on the crashing plane), the last phase of Chapter 4, and the last versed Chapter 8 (the 3 mini-giants on the bridge) are all examples of that. I think that might be all of the "plot Witch Time" verses, but maybe I'm forgetting one.
 
It's actually just Gracious and Glorious (the golden twins). The gold-plated Inspire (dragon) and Beloveds (giant) at the end of Ch. 10 can both give Witch Time (source: I just did that Chapter lol).

There are a few other Verses where Witch Time is disabled because you're "already in" Witch Time for story reasons. The second Verse of the prologue (on the crashing plane), the last phase of Chapter 4, and the last versed Chapter 8 (the 3 mini-giants on the bridge) are all examples of that. I think that might be all of the "plot Witch Time" verses, but maybe I'm forgetting one.
I am pretty sure the gold-covered wyrm with the fast tail also can't be used for witch time, which may have given me a false impression.

Honestly I've been playing the game on NSIC for so long that it's all a distant memory for me.
 
Why the hell are the torture/climax attacks so difficult to mash in this version?? I used to max them with ease in the 360 version.

They seriously want to injure my thumb with this. 😡
 
well I found the best way to play,

Using a batch script to change resolution to 4k 60 hz(for DSR), and run the game at 4k in borderless window. Then another batch command which changes the resolution back to native, after you quit the game of course. Oh VSYNC on in the game, otherwise the frame pacing is all over the place.

Played a bit and it run fine, no frame pacing hitches or the like and DSR benefits.

You have to manually set the desktop resolution to match the game if you want to use DSR in windowed mode. Very few games change the desktop resolution in borderless mode.

Thanks, informative post, thats what I did for DSR.
 
Why the hell are the torture/climax attacks so difficult to mash in this version?? I used to max them with ease in the 360 version.

They seriously want to injure my thumb with this. ��

they're the same to me, actually easier than the ps3 mashing where you can't actually mash too fast because of the fucked up framerate where the game doesn't even recognize your input if you mash too fast for whatever reason lmao
 
they're the same to me, actually easier than the ps3 mashing where you can't actually mash too fast because of the fucked up framerate where the game doesn't even recognize your input if you mash too fast for whatever reason lmao

Someone needs to make a turbo button mod for these parts, it's ridiculous. It's more annoying in the final
Jeanne
boss fight when you have to counter.
 
Why the hell are the torture/climax attacks so difficult to mash in this version?? I used to max them with ease in the 360 version.

They seriously want to injure my thumb with this. 😡

I was thinking the same...I thought maybe it was just that my PC gamepad has worse build quality than a normal 360 controller, so the buttons might not be as springy.

I always found the QTEs really demanding tbh, even on the 360. I used to do the thumb slide technique to do them, which would give me callouses but felt so satisfying (there's no cap on most of the QTEs, so you can potentially go way past the "max"). It does seem harder on the PC, but, again, maybe my controller just sucks.
 
Personally I dig Bayonetta's faded look. It's art nouveau style matches the tone of the game and the angels, the divinity and mystery/amnesia feel of it all. I also love Bayonetta 2's vibrancy and think it matches up to how that game dealt more with demons and inferno.
 
Someone needs to make a turbo button mod for these parts, it's ridiculous. It's more annoying in the final
Jeanne
boss fight when you have to counter.

You don't have to counter.
Just dodge out of the way.

That's what I always do on the harder difficulties, because I always lose the button-mash war.

Also, IIRC, you can still bat-within or parry(?) the attack if you lose the button-mash.
 
Someone needs to make a turbo button mod for these parts, it's ridiculous. It's more annoying in the final
Jeanne
boss fight when you have to counter.

Breh, it's Steam. You can turn on Xbox or PS4 configuration in BPM so your 360/Xbone/PS4 controller can be rebound to whatever you want. I personally have the following changes:

- LT and RB swapped, so LT is lock on, just like Bayo 2
- Added a modifier button (labeled as "mode shifting") for the button pad, activated with Back, and changed all the face buttons to turbo in their individual settings (hit Back when in the button settings for "manage activators")

Whenever a mash QTE comes up, I just hold Back+X/Y/B and enjoy my max halo bonus.
 
hmm are you able to run the ps3 era ports like dmc4? bayo is probably a bit more demanding, but yeah that spec looks a bit old, someone more knowledgeable might be able to chime in

Don't know. I just mostly run smaller games like Fightcade and River City Ransom Underground.
 
Personally I dig Bayonetta's faded look. It's art nouveau style matches the tone of the game and the angels, the divinity and mystery/amnesia feel of it all. I also love Bayonetta 2's vibrancy and think it matches up to how that game dealt more with demons and inferno.

I just used the reshade thingy posted earlier and the game looks much better tbh.
 
Alright, going to stick with 8xMSAA via inspector instead of SGSSAA. It's not perfect, but I can deal.

bayonetta2017-04-1720t4osr.png
 
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