PlatinumGames: ‘Enemy Design In Bayonetta 2 (Pt. 1)’
You’re not the only one hoping for a Bayonetta amiibo, Hashimoto-san. Oh no you’re not.
☆ NintendObs Weekly – Monday, August 4, 2014 – Sunday, August 10, 2014.
Headless Angel
“We call this guy Headless for short. I wanted him to have a powerful, solemn, sacred look to him, but also kinda be an idiot. The sword with the face on it is his actual body; the rest is just controlled by the sword. When I designed him I thought maybe the body holding the sword could be destroyed and replaced indefinitely, as long as the sword remained intact.”
Magic Angel
“I designed this character thinking it might be interesting to have someone who could change things up in battle by raising his allies’ attack power and healing other angels. With those two done, I’d hit the bottom of the idea bank I had from the first game.”
Centaur Angel
“As you can tell from the picture, his concept is part human, part horse. He’s one of the more common enemies in the game.”
Iron Ball Angel
“I wanted this enemy to convey two things to the player through his design: he’s a power type, and has some kind of elemental attribute. So, I bulked the frame up on the top and gave him iron balls for both of his hands. In the game, he has a fire version and an ice version.”
Whip Angel
“His concept was to make him asymmetrical so it would be easier to understand how he attacks. After I started designing Belief, I realized the first Bayonetta doesn’t really have any asymmetrical enemies, so it was relatively easy to draw him and think up attacks.”
Fish Angel
“Bayonetta 2’s initial location is Noatun, a coastal city full of rivers and lakes, so I wanted to create an enemy that could behave and move differently in and out of water.”
Dragon Angel
“Since we have a dragon angel in the first game (Fortitudo), my biggest concern for this character was to have him look and behave differently.”