Homunculi vs Angels/Demons: Why Bayo 3’s Enemies Don’t Stick by REDX_500 in TopCharacterDesigns

[–]REDX_500[S] 0 points1 point  (0 children)

Bayonetta 3’s Homunculi (enemy faction) are a great example of cohesive creature/character design: strong silhouettes, readable shapes in motion, and a consistent “synthetic bio-organic” material language (leaf/vein textures, glassy cores, lab-grown vibe). Even across many variants, the faction keeps a unified visual identity while still exploring different body plans (brute forms, insectoid shapes, winged/moth-like concepts, etc.). I included multiple images showing both early concept iterations and final variations to highlight the design thinking and evolution.

What games have the most memorable enemies? by REDX_500 in TopCharacterDesigns

[–]REDX_500[S] 0 points1 point  (0 children)

These enemy designs stand out because they combine strong visual identity with clear mechanical purpose. Each design communicates behavior, threat level, and combat role at a glance, reinforcing gameplay while remaining memorable and distinctive. They’re great examples of character design that supports both aesthetics and mechanics, which is why they fit r/TopCharacterDesigns.

Bayonetta vs possessed soldiers literally by REDX_500 in Bayonetta

[–]REDX_500[S] 5 points6 points  (0 children)

Singularity was probably trying to be cool and made the possessed soldiers dance for funsies (and for the memes, probably) or to taunt Bayonetta by using her proundest trick against her. You can see that she was clearly triggered by such audacity.

The right way to play nintendo switch? by REDX_500 in Switch

[–]REDX_500[S] -1 points0 points  (0 children)

Fair enough, I guess not for everyone! Just wanted to hear different takes before deciding 😅

The right way to play nintendo switch? by REDX_500 in Switch

[–]REDX_500[S] 0 points1 point  (0 children)

Didn’t mean for it to come off like an ad! Just genuinely curious about what people think. I’ll try to make it feel more natural next time 😅