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Bayonetta (PC) - Non-Stop Infinite Climax, Pure Platinum, Double Durga скачать в хорошем качестве

Bayonetta (PC) - Non-Stop Infinite Climax, Pure Platinum, Double Durga 4 года назад

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Bayonetta (PC) - Non-Stop Infinite Climax, Pure Platinum, Double Durga
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Bayonetta (PC) - Non-Stop Infinite Climax, Pure Platinum, Double Durga

I - 6:05 II - 22:44 III - 45:12 IV - 1:13:05 V - 1:20:20 VI - 1:46:35 (have no idea why i didn't get hit at 2:02:38) VII - 2:04:46 VIII - 2:12:00 IX - 2:23:20 X - 2:44:20 XI - 3:08:40 XII - 3:17:10 XIII - 3:34:50 XIV - 3:43:10 XV - 3:58:50 "showing some love" - 4:14:34 XVI - 4:28:31 Epilogue - 4:36:25 (ridiculously good rng in the last phase - no floating faces at all) Rules: No Angel Arms (except when required in Alfheims) No Tortures (except when required in Alfheims) No QTEs on enemies, unless necessary to progress Finishing QTEs on Balder must be failed at least once in each phase (to make up for the fact that you can't dodge the QTEs that damage him) No accessory other than Moon of Mahaa-Kalaa, Sergey's Lover, Infernal Communicator * Moon of Mahaa-Kalaa may not be used to deflect projectiles (if i accidentally deflect a projectile but it misses the enemy, i'll take it) ** No Crow attacks Each chapter must be started with no magic Restarts can only be made when there is a loading screen or a cutscene that can be used for splicing so that the gameplay is not interrupted. Also a cutscene can't be used for this if the music doesn't change during it (example - the transition in the middle of Vestibule's Verse 1) *** - Exceptions: Eternal Testimony on 1st and 2nd verses of 14th chapter Gaze of Despair during "showing some love" for a little bit of extra combo points. Getting gold combo in that fight is entirely possible and actually happened to me many times, so really didn't want to end up getting it when i'd finally get "no damage" ** - It does too much damage for too little effort against some enemies, particularly bosses. I find myself relying on this accessory too much in general, so introducing this rule is the first step towards learning to play independent of it. *** - Exceptions: After Verse 4 of Chapter 5, there is a cut after the device activation semi-cutscene, allows me to play around with the enemies in the area instead of rushing to the Joy Verse, in contrast to my previous playthroughs. At the beginning of Verse 4 of Chapter 9, there is a cut when the Golem chase begins. Chapter 14's first two verses are now exempt from this rule. Having done it the "proper way" in the previous two playthroughs, i've had my fill of Isla Del Sol :) At the last Verse of Chapter 15, there is a cut during the Sapientia mini-boss introduction. On a related note, although i like having a full video looking like a complete "from start to finish" playthrough, some parts were done in a different order than presented (for example the "showing some love" part), which results in halo count mismatch, if examined. Apart from the Kilgore/Durga glitch, Durga is famous for the extremely overpowered fire bombs (with proportionally bad scoring), making the fire mode a very popular choice for legs when it comes to killing things fast. But not like you have to charge the max power bombs when you need a higher score, so i had no doubts that Durga would be versatile enough to complete this playthrough relatively easily. The only thing i was worried about was, how the hell do i keep the combo with it? Though Umbran Spear and instant WWs (and of course the basic gun fire) can sometimes help with this, the real answer to the problem is Infernal Communicator, an underrated accessory with extremely good damage/score efficiency and a mild stagger effect. I think its main purpose though was to aid pure melee setups in keeping the combo, so the accessory is used extensively in this playthrough. Surprisingly, Grace and Glory were almost as hard to deal with as Joy, but then it's also not surprising because they are close combat specialists, and Durga is as "close combat" as it gets, and lacking the continuous stagger effect of Odette too. In the long "single segment" sections, i had to resort to element change cheese against them, but then that turned out to be a different challenge of scoring high enough, as element change is extremely combo score inefficient. That was solved with PPPKK-P trap on the single remaining enemy, which is not particularly impressive either since they can't break out. I like "fire hands, backed by half Sergey Lover" style much more, but it's risky and can drop the combo easily. This is where being able to play Moon-less could prove to be useful, allowing to use both Sergey's Lover and Infernal Communicator at the same time.

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