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Timecodes: I - 7:13 II - 24:09 III - 47:30 IV - 1:13:55 V - 1:21:45 VI - 1:54:05 VII - 2:14:18 VIII - 2:23:15 IX - 2:36:20 X - 3:01:23 XI - 3:27:14 XII - 3:36:53 XIII - 3:59:47 XIV - 4:08:55 XV - 4:30:55 XVI - 4:57:06 Epilogue - 5:04:18 Rules: No Angel Arms No Tortures (except when required by the game) No QTE on Jeanne No accessory other than Bracelet of Time, Eternal Testimony, Moon of Mahaa-Kalaa, Sergey's Lover No Crow attacks (especially OP if paired with Eternal Testimony) No Heel Slide when in "Serious Mode" (produces WW) Each chapter must be started with no magic The idea of the playthrough wasn't just to challenge myself, but also to test the scoring capacity of the handguns. It's for this reason that things like tortures, crow attacks and Evil Harvest Rosary are banned. If most of the damage to the hardest enemies was coming through torture attacks, i felt it wouldn't be a "handguns" challenge as much anymore. The platinum requirements are pretty generous in most verses, which makes such a challenge possible. About checkpoints: I use only those checkpoints that are before or after an Alfheim, or followed by a cinematic cutscene. This is to prevent crossfading between different segments of gameplay. The only exception is a checkpoint at the exploding sphere (Golem chase) in chapter 9, i used a cut during it even though there's no proper cutscene. Also, i had to re-do bike segment in chapter 8 and first segment of chapter 15, so the final chapter results shown may differ from the sum of all verses shown, sorry for that. About the used accessories: Bracelet of Time. A must, a great tool that provides just enough flexibility to make this challenge possible for me. Without it, the main problem would be that most strong enemies parry handgun melee attacks too much. If comparing BoT with Tortures, i think the latter is much more OP, as it can almost kill a Joy, whereas WT worth of full magic meter isn't enough to kill her with handguns. Eternal Testimony. Increases the effectiveness of BoT, allowing WT to be added to attacks at almost any moment. Since there are no WW, i don't think it's too broken though. The Moon. Ideally, the parry would also need to be banned because reflected projectiles can be very strong. But that would make the game very frustrating in some places. Sergey's Lover. Increases melee potential by 3 times, but it's still the same handgun attacks that are replicated, so i think it's a very suiting accessory for a weapon-themed challenge. Why no Gaze of Despair: Not that i wanted less challenge, it's more that it makes melee on normal enemies almost unusable. And also to get a better feel of the combo requirements. About the handguns: PKP (3rd punch always extended) is the highest DPS combo overall, so it's used a lot in tough fights. PPPKKK is also good DPS and the sweep kicks are very useful against humanoid enemies. Heel Stomp is quite broken with its stun effect and can be spammed against most enemies, i tried not to abuse it too much but it happened at least 3 times. Uppercut Punish attack can be OP, but this attack is a property of the weapon (not every weapon can do it), so i think it may be used occasionally. Bullet Climax and Breakdance have surprisingly good DPS, but are bad for combo. Aerial leg spin is the opposite, the best move to rack up combo points for low damage (unless near wall or tightly packed enemies during WT). Random chapter comments: V - the reason why i'm cheesing Fearless&Fairness and skipping the other angels in the verse is the goddamn 3 Joys ahead and the amount of retries they need for a cut-less segment. About Jeanne fights in general, i wish i could have come with more interesting techniques than "wait, dodge, PKP+WT", but the thing with Jeanne AI is that if she sees Bayonetta attacking, she'll always try to retaliate with an instant stiletto/heel slide, that is impossible to react to reliably (at least on PC speed) and will always kill "no damage" at one point or another. So i found that waiting and dodging is the only thing that works reliably for my modest skill level. Only the super fast WW uppercuts remain as extremely dangerous. XII - combo requirements for Verse 1 and also the angels inside the turbine are pretty tough without finishing off with tortures, so i randomly decided to cheese the 2nd one, and it happened to end up as a successful segment. Epilogue - very tough combo requirements for statue breaking and the final credits verse, they're clearly not meant to be played without WW, and even then enraged enemies are probably a must for the final verse. Aerial leg spin is the only move that makes them barely possible.