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With its sexy female character design and profound enemy design, Bayonetta 2's incredible environments are probably glossed-over by most. The truth is, though, Platinum's staff put just as much into the game's environments as they did the characters and creatures that inhabit them. Even though the game may give off a gothic vibe, it's not limited to just a bunch of gothic stages. Bayonetta 2 takes you on a wild, wild ride through an eclectic variety of locales ranging from "The Empire State" and lavish cathedrals, to ethereal voids and even the bowels of Hell. There's nothing quite like battling enemies on the wings of an F-14 fighter jet as it weaves through the skyscrapers of the New York skyline, or running up, down, and around marble cathedral walls. When she's not dishing out beatdowns on foot, Bayonetta rockets headfirst through voids, surfs the side of a bright, glistening cyclone, traverses giant, barbed vines, or swims through dark depths. It's all very exhiliarating.
Like the game's characters, Bayonetta 2's creators showed that they could make similarly nuanced environments that are beautiful, yet profound. Bayonetta's darkest, dirtiest areas are tainted with spikes and lifeless foliage under blackened skies that suffocate slivers of light as far as the eye can see, yet still have a sort of profound beauty. There aren't many chances to stop and let the incredibly-detailed locales sink in while dredging through the legions of angels and demons, but when you actually do stop and look around, it hits you and you realize that few games possess its craft. It's not entirely odd to stop mid-journey, look around, and say to yourself, "this game is fucking incredible." The virtual construction of each stage (and its secret areas) was likely a huge undertaking, yet they delivered on a level far above any other game the year it was released, and even most in its generation. But, it's not just that Bayonetta 2 has pretty environments...
Much like its marriage of seemingly opposite themes of gore and fashion, Bayonetta 2's eclectic locales are the blood-soaked grounds where gore and fashion meet. They are the backdrops which set the tone of elegance and bloodspill throughout the game. Though eclectic and virtually unrelated to one another, none of the areas feel as though they are unintended for the rivers of blood that run through them. Though populated in some areas, at no point are these rivers of blood from the innocent. Bayonetta's interaction with the innocent is (thankfully) regulated to inducing fear or crushing envy, but never any physical harm. Bayonetta 2's majestic backdrop massacres may just seem like senseless violence on the surface, but literally looking behind it all shows a delicate, yet highly-functioning relationship between themes historically divided by large disparity. Success was met in connecting such themes, and at no time do the locales ever feel uninspired or boring.
The last, and, by far, most overlooked, never-mentioned aspect of Bayonetta 2, is its astonishing localization. With "Engrish" being accepted as the norm for translations of Japanese games, titles with truly natural, culturally-accurate localizations are often overlooked. Bayonetta 2 is one such example. Never before have I seen a Japanese game so well-translated and adapted to American culture. There are few (if any) games really like it. Vernacular such as "Fuggetaboutit!" isn't typically what we hear in a video game from Japan. Translation - and localization as a whole - is not just about raw, straight translations of words and phrases; it's about the expression of a feeling from one culture to another, and Bayonetta 2 succeeds in this with flying colors. It really does bring each of the game's characters to life. Without such incredible localization, Bayonetta 2's characters would be as lame as other games with no personality, whatsoever.

British or American, every character in this game is depicted perfectly. When Enzo says, "Fuggetaboutit!" or some other wiseguy line, it's not just a part of a script to further the story; it's more than that. We hear who he is. He's not just some mafia-looking dude with an accent and script that doesn't match him. Every part of his design is accurate to the East coast attitude he is supposed to portray. The same goes for Rodin, whose voice actor and lines perfectly convey the desired attitude fit for his cool and calm design. His verbal expression couldn't have been more accurate for the time (when the game was being developed in 2014), as he talks about some demons being "'bout that life." The localization crew should be given a raise for this, and ultimately a permanent position in any game company they like. There are a lot of translators out there (some maybe even better than myself), but work of this caliber is incredibly rare in most imports from Japan.

Click for full-size. Writer: BAD
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Bayonetta 2 was merely characterized by many as sexualized and praised or criticized accordingly, yet dismissed in both regards, with that which defines it as a masterpiece going unnoticed as a result. The witch-themed backdrop of the story is weak and shallow, but its profoundly-deep theme of "Gore" compensates for it. The game is a technical marvel serving as a testament not only to how games (in general) should be made, and how Wii U games should be made, but how art should be made. List
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