Rooting for the Enemy

Bayonetta

Filed: Bayonetta, Games, PlatinumGames

Hi, I’m Eijiro, an animator here at PlatinumGames.

On Bayonetta, I was primarily in charge of enemies, meaning that I worked hard every day on their animations, in hopes of luring our users into exciting battles.

I’ve been an enemy animator on several projects before this one, and I have to admit that the enemies that I’ve animated are almost like children to me. Whenever I see someone playing against one of them, I unconsciously begin to root for the enemy instead of the player.

Just the other day, I had one of my co-workers play against an enemy that was pretty much done. He thought he was a bit too easy, and would end up getting torn apart, so he dropped a bomb on me – “Don’t you think this is a bit too weak sauce?” Let’s just say his words cut me deep.

As an enemy animator, I want everyone to be able to enjoy anxiety-packed, exhilarating battles; however, that doesn’t mean I can just go around making enemy attacks super-hard as a prank. If you have an enemy that has nothing going for it other than powerful attacks, all that enemy will do is cause stress.

From my point of view, it’s about a player making a call and seeing a response.

If you don’t create a wide breadth of actions – a player’s attack may hit, or it may be dodged and countered – that cause a player to speculate on what action they should take next, I feel you can never establish that coexistence between anxiety and exhilaration.

It comes off a bit stiff when put into words; however, what we actually do is take an enemy behavior and insert a bit of a break into it.

Let’s take this enemy’s attack as an example:

This is a precursor animation that screams, “I’m going to attack you!” Once you add special effects on top of this, it is even easier to pick up on. This allows the player to make a call and execute their own action, whether it is to risk it and attack, or go the safe route and dodge, putting some distance between themselves and the enemy. With this motion, you have about a second to make your decision.

Once the precursor we just saw has been completed, the enemy will actually launch the attack. This is where your choice as a player will be put up against the enemy’s choice and one will be determined to have been the correct course of action.

These attack precursors are incredibly sensitive issues when balancing a game. If you make them too obvious, they eliminate any anxiety you would feel. However, if you make them so difficult only the hardcore can pick them up, you lose your sense of exhilaration.

When I am on the receiving end of killer words from my co-workers, they usually push me towards going down the higher difficult route. (LOL) However, if I go too far down that path, I usually end up getting a tongue-lashing from the programmer who is helping me balance the game. That is how we end up with just the right seasoning on our gameplay steak. Right now, we are going through lots of trial and error on Bayonetta, but we are really getting somewhere with our work, so get ready for some fun.

There is still some time before the game is released, but I think there will be opportunities for you to get the chance to play Bayonetta at a show or in-store before then. If you happen to see the Game Over screen, you might want to take a look over your shoulder. If you see someone smirking… It’s probably me! (LOL)

35 Comments Add Your Own

DancingRobot Posted on May 17, 2009 at 5:07 pm

Ah, the second video isn't working right now.

Anyway, I can agree with Mr. Eijiro with not making a game too hardcore. But at the same time I hope you include some kind of insanely impossible difficulty with all kinds of crazy attack animations that are harder to read. I know that does take a lot more time, but I always like it when hard modes totally change the experience, especially when the same old enemy suddenly has new attacks and new animations.

Rizhall Posted on May 17, 2009 at 9:58 pm

Like I said in the other video, my favorite thing about DMC1 is the depth in enemies, their attacks and animations. I also loved how each move had it's own story when you read about it in the enemy info page, and that made me fall in love with them all. So Mr. Eijiro, I am very happy to hear how much work you put into making each enemy. I might join you in rooting for them. I hope all of the enemy attacks have a story behind them, like in DMC1.

And reading about how you develop them also makes me see them differently. I always saw the ready animations but never paid attention to them, even though I always reacted to them. Hearing the purpose for them makes me appreciate them more.

TDS Posted on May 18, 2009 at 4:34 pm

^ I agree.. one of the strong points of DMC1 was its enemies (Remember Shadow?)

I hope the enemies will be VERY hard in Bayonetta.

baberific Posted on May 18, 2009 at 7:25 pm

Eijiro, it's a good idea that many aspects as well as adjustments that come from both players and programmers are going into the enemy's actions and difficulty.

Cause pursuing a hardcore audience with extreme difficulty does nothing more than limit the audience that would be interested in the game.

I hope to hear more about the game from the team!…cause I already had the game fully preordered and payed off a long time ago.

barom Posted on May 19, 2009 at 6:47 pm

lol mr Eijiro sounds like a fun guy to work with. “Don’t you think this is a bit too weak sauce?” hahahahahah, I know it was NOT him that said it but the fact that he mentioned it and commented "Let’s just say his words cut me deep" is hilarious. Hahahah I can imagine it so clearly. Great post. Loved it!

Ninja99 Posted on May 20, 2009 at 2:58 am

I really enjoyed this post. This is the first time I've considered how an enemy animator might feel seeing his creations fight a human player. Like BAROM, I found Eijiro's response to his coworker's comment hilarious. That's the kind of passion that drives people to do great work. I suppose it only makes sense that you'd root for the products of your labor, Eijiro!

I'm glad to hear so much care is being taken to balance Bayonetta. My hope for this game is that it will surpass the original Devil May Cry in the areas of combat and enemy design. Since the subject of Eijiro's posting was the second of these, that's what I'll discuss here. I think that Devil May Cry's enemies are effective because 1) they have a large variety of attacks (and gain unique ones on higher difficulties), and 2) they have superb animation that is not only beautiful but provides cues to attentive players, who can use them to decide whether to evade or attack.

The first factor, attack variety, is really key. So many modern actions games have enemies whose move sets are terribly limited. The most elaborate combat system in the world can't make up for opponents that bore you with the same attacks. One of the reasons that the first Devil May Cry is a constant pleasure to play is the enemies are capable of surprising even highly experienced players. Making enemies deal enormous damage like those in Ninja Gaiden is not enough. If Bayonetta is to have lasting value, its enemies must have a robust arsenal of abilities that challenge players to come up with creative strategies, and higher difficulty levels must offer more than the enemy damage increase that seems to have become the standard in lazy game development.

The second factor, animation, might be something players don't often think about, but its importance to game balance is substantial. In Devil May Cry, enemies' attack cues are very clear. Each move's animation is accompanied by a distinct sound to let players know danger is coming their way. A game without these visual and aural cues can quickly become frustrating. As an action game fan, I'm very pleased that Eijiro, a person with direct influence on Bayonetta' development, seems to understand this very important point.

As always, thanks to PlatinumGames for providing this wonderful way for fans to connect with developers. I look forward to more Bayonetta news straight from the people who are making the game. One request: If a demo is in the works, as Eijiro seems to hint, PLEASE make it available through PSN and Xbox Live several months before the release of the full game!

60Hertz Posted on May 20, 2009 at 1:19 pm

I think there is still room for games with challenge but i'm not against a fun romp. Difficulty levels and ranking are great ways to ensure challenge is met for different skill levels… Ikaruga is a great challenging game that would lose a lot if it wasn't challenging and of course mega-man series is another example of finding joy in overcoming obstacles… i guess i'm just a bit worried that many games tend to cater too much to the mass market by not being challenging… that being said i have complete faith that Platinum will tune this game properly. Great article over all (as they all are) and I can't wait to play this game!

boxmyth Posted on May 21, 2009 at 3:36 pm

This is a concept of game design that I never actually thought about before. It's fascinating and I'd love to see more articles like this.

Can't wait for the game!

RVR- 42 Posted on May 21, 2009 at 6:33 pm

Wow…this is so cool. Man…this game gets me like..crazy pumped. Thank you for sharing this Eijiro. And when I do get to a Game Over screen, i'm going to be laughing thinking of you smirking over my shoulder. lol Awesome job guys…awesome, awesome.

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