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Bayonetta (360, PS3) in 250 words.

June 16th, 2010 Posted by Alex Beech

I am not that familiar with the third person fighting genre. It may be my own fault, a lack of commitment to learn the complex mechanics. But even with that caveat Bayonetta depressed me; proving mashing buttons was enough to reach the finale, offering no incentive to hone my skills.

So it may be my fault that I didn’t enjoy Bayonetta, my own lack compulsion to submerge myself in the experience. It’s stylish environments and exuberant moves initially drew me in, but I quickly discovered that smashing my palm on the controller was enough to reveal everything the game had to offer.

Manic and beautiful, but not enough to keep me interested.

Even the frantic gameplay and titillating lead character were not enough to hold my interest.

Unfortunately its appearance could only carry it so far, and with no discernable story, there was only the combat to hold my attention, which it rarely did. Even bosses, who proved spectacular on the first meeting, had their impact muted by multiple encounters.

Part of my ease of progress through the game came from the generous checkpoint system that allowed repeated failure. I was happy it was included but it left me able to brute force my way through the game only mastering the dodge ability. Not wanting to dismiss the game I tried again on ‘hard’, but ‘hard’ translated to ‘insurmountable’, so gave up disillusioned at my skills.

Everything about Bayonetta screams style. Yet despite the skilled execution it failed to hold my attention beyond the initial wow. Set pieces and boss fights were the clear highlights, but simply didn’t offer enough of a draw for me.

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Tags: 360, Bayonetta, Platinum Games, PS3, Sega
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3 Comments

  1. Scott Bennett
    June 16th, 2010 at 6:29 pm

    I hate to say it big Al but you’ve just complained that the fighting style wasn’t worth learning and then proved yourself wrong on that by not being able to get to grips with hard.

    I have to wonder if you sought out the excellent, hidden, Alfheim locations which have the double benefit of providing a ramping challenge through out the game and training you to use the witch’s more outlandish moves correctly. The wicked weave Alfeim was the highlight of the game for me.

    I also worry that you may not have quite taken the game in the spirit it is meant. Above and beyond anything else Bayonetta is a score attack game. Striving for those gold and platinum statues is what it’s all about. Without trying to beat those challenges getting to the end of Bayonetta on normal would be as exciting an achievment as getting to the end of Ikaruga without attemping to chain any of the enemies together for high scores. If that is what you have done I can understand your opinion of it.

    As for the story I found it to be no more or less engaging than any other piece of lightly plotted gaming tosh.

    Like for example resident evil 4; the overblown and inconsistent plot of which never stood in the way of my thinking it an excellent game.

    As you’ll have guessed by now I loved Bayonetta. It was probably my favourite gaming experience since I first played Halo: CE ten years ago and considering the wealth of excellence I’ve played through since then that’s saying something.

  2. Scott Bennett
    June 16th, 2010 at 6:33 pm

    Having read you article again I remember that you introduced it by saying “It may be my own fault, a lack of commitment to learn the complex mechanics”.

    Therefore my comment was somewhat superfluous. You were right all along.

  3. Alex Beech
    June 16th, 2010 at 6:43 pm

    (Addressing the first comment while you make this one pointless with a second…)

    Actually I complained it did nothing to incentives learning the combat to me, I can appreciate how it could appeal to others. As you know by now most of the content here is very much my opinion, but maybe I don’t always frame that clearly enough in these short pieces.

    I look to Ninja Gaiden, a far inferior game in terms of graphical style, fluidity of combat and camera work, but I always felt I was being pushed to improve my game just a little more to progress. In Bayonetta (again for the way I played) all I had to master was the dodge mechanic to see me through.

    To cop to a slight exaggeration on my part ‘mashing’ is a phrase that rarely applies to me. Timing was present but regularly my inputs were met with results that I had not planned (as I was attempting other moves) but which saw me happily through the stages nonetheless. The Alfheim locations I never got to grips with, again due to my lack of skill, but I felt the game simply did not have a difficulty that fostered improvement for the level I was at.

    I loved Mirror’s Edge because I saw it like a time-trial, but see how people playing it like an FPS would be less happy about their purchase. Maybe I should dip back in and look at it more like a point based experience, but it tends to be rare I force myself to care about points unless without realising it I find myself invested.

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