Bayonetta's High-Flying, Pistol-Stiletto Burlesque

Lights Down, Curtain’s Up

Bayonetta's prologue starts conservatively, with a nun clad in white quietly praying over a grave. It primes the world’s Victorian aesthetics with a puritanical morality up front that wouldn’t fool anyone who had seen even the box art. That a flock of angels descend from heaven and attack, cutting the clean fabric and revealing the scantily-clad Umbran Witch underneath who responds by flying through the air, using the two guns in her fists and the two on her feet to shoot most of them in the head and scissoring her legs around another’s, is perhaps the proper way to open the show.

‘Theatrical’ is an apt way to describe the spectacle that follows, but there’s a more accurate term. The contrast of historical traditions with modern sensibilities, the exaggerated parodies of its subject matter, and the cheeky application of violence, all elevate it to the level of absurdist comedy. Add in the hip-hop, break- dancing that forms the combat and the risqué exhibitionism that expresses it and it’s clear that Bayonetta exists in the realm of the burlesque. It’s theater employing comical, larger than life performers, chief among them the titular protagonist, but she radiates charisma and a commanding stage presence. She captures the audience but doesn’t play to it.

Bayonetta is director Hideki Kamiya’s response to the macho persona he created with Devil May Cry’s cool poster child Dante, applying many of those same concepts but giving his leading lady and her mechanics a grace and beauty those games have no interest in. His experiences on Viewtiful Joe and Okami accentuated the Witch’s characterization in ways significant and vivid, from her melee buttons and the slow-mo mechanic of her dodge to the flowers that spring up beneath her feet when she runs in panther form. With Bayonetta, Kamiya re-evaluated DMC’s core concepts, doing more than just slapping guns to Dante’s feet.

Her basic moves are simple enough. Punches and kicks. But the combination of those attacks with stick motions is the dance at the heart of the game’s design. It has rhythm and circularity; rhythm in the beats and rests of attacks, and the circularity of motion used to move between enemies, direct attacks or manually aim your firearms. The game is about fluidity and finding the right time to break and take the fight to the ground or the air. It’s absolutely a joy to play.

At first glance, the choice of wardrobe could seem cheap and exploitative titillation, but there’s something frank and honest about it; a black, skin-tight cat suit that’s actually Bayo’s hair that recedes and weaves into large appendages, it reinforces her open sexuality and has interesting implications for the gameplay. First and foremost, the Wicked Weaves increase the scope and range of her actions, closing the relative gap between the player and her enemies but also altering the very dynamic of the games flow. The disrobing further refutes the chaste symbolism we started with. Bayonetta dances, but not to anyone else’s drums.

Dance, Dance, Dance

A scene where Bayonetta and her rival Jeanne, standing on their hands and engaged in a choreographed melee gun battle that has them swatting away the pistols strapped to their feet as bullets whiz by their faces, perfectly represents the spirit of the games combat. The player is then tested on their understanding of the gameplay that got them there as the mechanics they’d come to rely on are mercilessly thrown their way atop a chunk of earth hurtling through the air. The clash climaxes with an epic power struggle of gigantic fists filling the screen.

The dance-like combat works in small time frames of actions that build dance phrases of chained combos down the line. Since Bayonetta’s moves have negligible startup and recovery phases and everything backed up by the dodge offset that delays your combo to accommodate another input, her performance can be reactive, supporting frantic mashing but rewarding measured patience. At a higher level, the design truly represents its musical ambitions with placement of rests between hits to create rhythmic combat with different moves transitioning based on her position in the animation.

It doesn’t matter if Bayonetta’s gun heels started as a stylistic choice or a gameplay one, their ultimate advantage is to extend an attack’s function. It’s simple in theory and practice: hold a move after its attack animation and you’ll shoot. Sure, you can gun enemies down separately, but by adding them to the combat flow, you are given the tools to never let up your offensive and can change up the dynamics on a microscopic scale without breaking your long term plan. Want to get that large fist onscreen to knock away the three enemies you’re nimbly prancing around? You can, even if you end up needing to get some shooting in before continuing your dance.

Bayo’s weapons truly open up the combat. With an arsenal bigger than Devil May Cry’s, there’s a wide range of abilities that can be exploited and combined. Though weapons like the Sharuba katana might be standard and the Onyx Roses shotguns have a great kickback, the ice skates Odette and the fire/lightning Durga claws not only provide interesting elemental affinities, but strategically change up the pacing, freezing enemies to be thrown into others in the former, and remixing the held moves to charge an AOE attack in the latter. Considering that each weapon was provided with unique move string for every equip combination possible, your options are truly staggering, to say nothing of the configurable weapon toggle that further extends the combo possibilities to infinity, turning every one of her numbers into a face-breaking break-dance of destruction.

The performance is an offensive one, but even its primary defensive maneuver portrays a nimble agility. Timing her evasive backflip to the moment of an enemy’s attack activates Witch Time to slow the battle and open a chance to pummel your foes. Placing the mechanic on evade is execution friendly, reducing its risk of error. The worst mistake you can make is timing it late- an early input will at least still dodge. More advanced is the Moon of Mahaa-Kalaa, an accessory reminiscent of Street Fighter 3’s awesome parry mechanic. The source of the most blunt impact in the game, pushing towards an enemy will repel an attack and stagger with a concussive clop in-game and a knock on the controller, countering and activating a reduced Witch Time if hit in its last frames.

It can’t be over-stressed how highly adjustable the moveset allows the combat to be, and how fun and satisfying it is to execute in the heat of the moment. Advanced players can easily change up their tactics on the fly based on the ebb and flow of the battlefield. Put it all together and the combat has a terrific tempo. With the kicks and punches as the lowest divisible unit, what starts as miniature beats builds to wicked weaves that punctuate the rhythm into the button barrages of the torture QTE’s. You get punch into punch into kick then rest into kick and kick into juggle, switch, punch, charge, dodge, punch, kick, kick weave knock knock switch punch punch punchpunchpunchpunchpunchpunchpunchweave. CLIMAX!

All The World’s A Stage

The combat pacing is well suited to the conventional structures of classical performance art. Bayonetta’s individual scenes, appropriately referred to as verses, subdivide chapters, each of which culminate in over the top climaxes that resolve with Bayo summoning a massive hair demon to devour the giant forces of Heaven with marked pizzazz. And though many have you jamming feverishly on a button, the climaxes are always fulfilling and usually involve tearing the holy hell out of the environment. Boss battles are inspired for how well their events follow fight-QTE-fight to limit fatigue.

Bayonetta makes the case that Devil May Cry needed to shrug off its Resident Evil legacy. Bayonetta’s made of consecutive maps rather than a single cohesive area gated by unfortunate lock-and-key puzzles and the resulting filler backtracking that diverted too much away from the deep combat systems. (Ya know, to be fair, Bayonetta does have puzzle-lite miscellaneous activities including taking a giant key to a door and using Witch Time to do ‘awesome’ things like cross a temporary bridge and run across solid water- these segments suck for how obviously they are meant to vary up lame downtime in the runnin’ around portions of the game.) What remains is a little thing called plot, from which insane things can happen on the regular.

Battles come to life through technically impressive environmental art and programming. Huge architecture ripped from the ground and gravity-defying changes in perspective are par for the course, the best of which has you running up the walls and ceiling in pursuit of your prey. That its creativity is boundless without being gimmicky or self-congratulatory is testament to the confidence of its construction. Most importantly, the camera excels, maintaining a clean focus on the action and rarely being obscured by it.

Bayonetta’s characterization translates between story and gameplay in a way rare to videogames. Even if you’re not a fan of her personality, it’s hard to argue that her behaviors and actions in the cinematics aren’t consistent with her abilities as a vehicle for combat. Scenes where she’s strutting on enemies, heels shooting them with every step complement the act of slapping one into the air and double-jump-kicking it into oblivion. For as well-defined as she is, members of her supporting cast are unfortunately less so, including a wooden husk with dialogue for a merchant and a grating gangster wannabe whose screen time is thankfully brief. Much of the enemy design is rote too, Christian aesthetics composed of gilded techno angels.

But the game’s deficiencies are more than made up for by its self-aware satire. Most of it comes from Bayonetta’s winking mockery of the genre, including her boredom with the monologues spewed by some of her adversaries. Asura’s Wrath would carry Bayonetta’s cheesy flag a few years later, arguably doing it better by the priorities of its design, but the respect both show is palpable. PlatinumGames' partnership with Sega was lovingly exploited in dozens of homages to not only their staple of classic games but in the legacy of the creators of this one. But they’re miniscule compared to the Afterburner-esque motorcycle carnage on Route 666 or the missile-riding shooting mission that’s so Space Harrier that it’s greeted with a warm ‘Welcome to my fantasy zone.’ The line may originate from another game, but it came from our heroine’s lips. That’s what should stick; the frisky and flirtatious femme fatale center stage, grooving to her own beat. It’s unahamed, unrelenting fun.

So the curtain falls and the lights come up and you sit in your seat begging for a repeat performance. There was so much energy radiating from the stage that you know that Hideki Kamiya and crew were having a blast with every minute of its production. And under the spotlight, casting a butterfly shadow, Bayonetta gave us an encore.

30 Comments
30 Comments
Posted by csl316

Bayonetta's what made me realize I must play every PlatinumGames game. So much so that I may go through the entire Avatar/Korra series just to play their downloadable game. Oh boy.

And Bayonetta 2 had a profound influence on my decision to get a Wii U.

And this blog just makes me want to play Vanquish again.

Posted by Daneian

@csl316 said:

Bayonetta's what made me realize I must play every PlatinumGames game. So much so that I may go through the entire Avatar/Korra series just to play their downloadable game. Oh boy.

And Bayonetta 2 had a profound influence on my decision to get a Wii U.

And this blog just makes me want to play Vanquish again.

Bayonetta 2 and Wonderful 101 are giving me the itch for a WiiU but i just can't bring myself to pick one up yet.

All right, I've got to know- and not just becuase i've been eyeing Vanquish recently myself- what did i say to make you want to go back to it?

Posted by ViciousBearMauling

Did you happen to see the documentary on Bayonetta?

It was packed in with an art book. I believe it was called The Eyes Of Bayonetta. I bring it up because of a specific part featuring the craziness of Hideki Kamiya. When Bayonetta was given glasses, SEGA promptly told the team to remove them, because "Glasses don't sell.". Kamiya's response was to not only keep the glasses on Bayonetta, but to put eyewear on almost every single character in the game.

Posted by Daneian

@viciousbearmauling said:

Did you happen to see the documentary on Bayonetta?

It was packed in with an art book. I believe it was called The Eyes Of Bayonetta. I bring it up because of a specific part featuring the craziness of Hideki Kamiya. When Bayonetta was given glasses, SEGA promptly told the team to remove them, because "Glasses don't sell.". Kamiya's response was to not only keep the glasses on Bayonetta, but to put eyewear on almost every single character in the game.

I'm aware of the art book and DVD but I've never seen them. I like the glasses factoid. Kamiya has always seemed like an all right, if blunt, guy. I thought the rivalry (hostility?) between he and Itagaki was weird.

I really respect the way Kamiya seems to come up with an interesting core concept and is able to fully flesh it out into gameplay and characters that are appropriate for it. A game like Wonderful 101 appears to capitalize on its idea of group action and uniting members in its gameplay and is able to wrap an interesting team around that. Okami seemed similarly complete. I can get behind the way he puts effort into developing new IP's and lets other people handle the sequels.

Posted by StarvingGamer

When Bayonetta was given glasses, SEGA promptly told the team to remove them, because "Glasses don't sell".

Unfortunately, they were right :'(

Posted by ViciousBearMauling

@viciousbearmauling said:

When Bayonetta was given glasses, SEGA promptly told the team to remove them, because "Glasses don't sell".

Unfortunately, they were right :'(

Shhhh!! Don't admit that Sega was right, never say such a thing!

Posted by Killroycantkill

So umm, I love Bayonetta and all but what is it with people putting reviews (or "revues" in this case) on the forum and not in the review section of the game page where they're supposed to go?

Edited by Daneian

@killroycantkill said:

So umm, I love Bayonetta and all but what is it with people putting reviews (or "revues" in this case) on the forum and not in the review section of the game page where they're supposed to go?

I was using 'revue' in the theatrical sense (though maybe its redundant with 'burlesque') rather than a critical one and was trying to take a different perspective than a standard review. I found the mechanics of the dance super interesting but as i thought about it more, i extrapolated those concepts out and wanted to share.

Out of curiosity, since your question seems to be more about distinction between a review and a blog, which do show on the forums, what defining qualities separate them?

Posted by Marino

@daneian: Nice write up. You're on the front page of the site now.

Staff
Posted by dudeglove

Does the WiiU version of Bayo 1 fix that broken combo whereby you quick switch the feet with the rocket launchers and launch a bazillion rockets all at once and totally annihilate most enemies?

Posted by rmanthorp

I'm so GOD DAMN excited for Bayonetta 2 it's not even funny.

FLY ME TO THE MOOOOONNNNN

Moderator
Posted by MooseyMcMan

I'm so GOD DAMN excited for Bayonetta 2 it's not even funny.

FLY ME TO THE MOOOOONNNNN

LET ME PLAY, AMONG THE STAAAAAAARS!

Posted by Yummylee

So umm, I love Bayonetta and all but what is it with people putting reviews (or "revues" in this case) on the forum and not in the review section of the game page where they're supposed to go?

Considering all the talk from Jeff about how written reviews are seemingly become more and more irrelevant, just imagine what that does to user-reviews...

As such, I don't think there's really any harm should a person write a blog that also somewhat functions as a review, if not a sort of retrospective, given how it would otherwise very likely be completely ignored.

Posted by MooseyMcMan

@yummylee said:

@killroycantkill said:

So umm, I love Bayonetta and all but what is it with people putting reviews (or "revues" in this case) on the forum and not in the review section of the game page where they're supposed to go?

Considering all the talk from Jeff about how written reviews are seemingly become more and more irrelevant, just imagine what that does to user-reviews...

As such, I don't think there's really any harm should a person write a blog that also somewhat functions as a review, if not a sort of retrospective, given how it would otherwise very likely be completely ignored.

In my case, I never write user reviews, but my blogs cover pretty much everything I would write in a review, I just don't attach a score at the end. I don't think this was explicitly tagged as a blog or anything, but this sort of stuff is not only fine, it's encouraged! Just scroll up and see the Seal of Approval.

Posted by Yummylee

@yummylee said:

@killroycantkill said:

So umm, I love Bayonetta and all but what is it with people putting reviews (or "revues" in this case) on the forum and not in the review section of the game page where they're supposed to go?

Considering all the talk from Jeff about how written reviews are seemingly become more and more irrelevant, just imagine what that does to user-reviews...

As such, I don't think there's really any harm should a person write a blog that also somewhat functions as a review, if not a sort of retrospective, given how it would otherwise very likely be completely ignored.

In my case, I never write user reviews, but my blogs cover pretty much everything I would write in a review, I just don't attach a score at the end. I don't think this was explicitly tagged as a blog or anything, but this sort of stuff is not only fine, it's encouraged! Just scroll up and see the Seal of Approval.

Indeedly.

Edited by altairre

Absolutely fantastic write up, really enjoyed reading it. I'm playing through Revengeance at the moment, trying to get all the S-Ranks and it's amazing how it still feels like a Platinum game but requires a completely different approach to combat. The same goes for Wonderful 101. I got a WiiU just for W101 and Bayo 2 and it's a bummer that their next game will be on another platform I don't own.

These guys just know how to make character action games that are in leagues above the rest (except for Ninja Gaiden maybe). It's been a while since I played Bayonetta and this blog makes me want to play it again but I'll wait for Bayo 2 and the remastered version since I only own the inferior version on PS3. I'll have to unlock everything again but oh well.

Also for people who don't know what dodge offset is (will be in Bayo 2 as well) and what to do with it, here is an excellent video that demonstrates how it works as well as advanced dodge offset strategies.

Edited by Ezekiel

Metal Gear Rising might be the last Platinum game I'll ever buy. I've barely made any progress since I beat Monsoon three weeks ago. I enjoyed the combat for a while, but like a lot of other hack and slash games, it's repetitive and has an uninteresting story, with poorly written characters, and boring level designs. It doesn't even sound good.

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Posted by Brodehouse

Bayo cut her hair and now she looks like MC Itsuka from Charisma.com and now she's somehow even cooler.

Edited by Daneian

@marino: Thanks Marino! Spent some time on this, so I'm stoked that someone appreciated it!

@yummylee:@mooseymcman: Thanks for the support, I agree with both of you. As with many other people, I'm less and less interested in reviews as a source of information on videogames. What I am looking for and trying to write (even if my style reads like a review, considering how many of them i've read in my day) is more thoughtful analysis on games themselves, whether its the larger presentation as a means to convey information or the construction of the mechanics. Articles from places like Actionbuttondotnet and Tevis Thompson have really expanded my appreciation for what games do and how to honestly think critically about the elements of the medium (if only i had their clarity and insight!)

@altairre: To be honest, though i beat Bayonetta soon after it was first released, it wasn't until recently that i decided to roll up my sleeves and see what it and other entries in the genre were really, truly about. I've been playing games my entire life, but it was only through a new interest in fighting games and their systems and learning about the basic concepts behind animation phases and cancellable moves that I've had reason to come back. It's been some of the most rewarding gaming I've had in years. To your point on Platinums games, i want to now go back and see what other games offer and how they differ. I want to go back to Ninja Gaiden and better understand it, I want to really get my head around Devil May Cry 3 and even finally play Viewtiful Joe. And Vanquish! I recommend reading Platinums blog if you haven't. To a relative layman, their Saurian Dash interview on his Wonderful 101 breakdown was eye opening.

@ezekiel: I feel you on that. I beat Rising at release and was left pretty cold The story, characters and presentation really put me off. For the reasons I wrote to altairre above, I would like to go back and see if i feel differently, but its about sixth in line (i've got a lot of these games to catch up on). Thanks for reading.

@brodehouse: All right, there's something i've been wondering (and it's not 'who is MC Itsuka?' as i just googled the reference ha!) but haven't wanted to be that guy: does the shorter hair mean Bayonetta doesn't lose clothes when she does her wicked weaves? As far as i can tell by the videos they've released, the answer seems to be 'no.'

Posted by altairre
@daneian said:
@altairre: To be honest, though i beat Bayonetta soon after it was first released, it wasn't until recently that i decided to roll up my sleeves and see what it and other entries in the genre were really, truly about. I've been playing games my entire life, but it was only through a new interest in fighting games and their systems and learning about the basic concepts behind animation phases and cancellable moves that I've had reason to come back. It's been some of the most rewarding gaming I've had in years. To your point on Platinums games, i want to now go back and see what other games offer and how they differ. I want to go back to Ninja Gaiden and better understand it, I want to really get my head around Devil May Cry 3 and even finally play Viewtiful Joe. And Vanquish! I recommend reading Platinums blog if you haven't. To a relative layman, their Saurian Dash interview on his Wonderful 101 breakdown was eye opening.

I'm really into fighting games as well and it seems like that's a common connection. Character action is (in the best case scenario) basically a spin off of fighting games, you're just fighting multiple opponents at the same time and move mostly in a 3D space. If you want to get good you have to know about animation cancelling, about systems like dodge offset, about start-up and combos. It's about knowing when to use what move and about reconizing patterns.

It's why Platinum's games or great character action games in general are never repetetive to me like @ezekiel said. Because it's not about the characters or the story, not really. The craziness and the setpieces in games like Bayonetta or Wonderful 101 are the icing on the cake and make for a special first or second playthrough but only if and because the mechanics behind them work as well as they do. As you get deeper into the systems and as you replay sections over and over again you'll skip the cutscenes anyway.

You'll have to spend time training but as you do you can see your progress and the feeling when you finally beat a boss while taking no damage and looking hella stylish at the same time is incredibly rewarding. It's more rewarding to me than beating a difficult boss in Dark Souls for example. Getting the S-Ranks in Revengeance requires you to take no damage at all and it's really tough but you always know that it was your fault that you got hit (except when the camera freaks out). Platinum throws you in seemingly overwhelming situations but they always give you the tools and options to deal with it, not only in one but in a multitude of ways.

Another criticism that is often hurled at character action games is that they're too short and yet I have put more hours in most of the good entries in that genre than in most RPGs. A lot of the reviewers didn't understand why there was so much negativity towards the new DMC and while some of it was vile and over the top like you often see on the Internet, a lot of it was deserved too. The new DMC just isn't as good as the older ones because its mechanics are too shallow and mediocre and as a result I wasn't as invested as I was in DMC4 which I completed 12 times.

I can only encourage you to look into the other Platinum games and the DMC series (well mostly 3 and 4 which are probably my genre favorites). If you're done with that you might want to give NG a shot as well. Lastly here is a great summary on why DMC 3 and 4 are so good (despite the backtracking in DMC4):

Edited by Daneian

@altairre: I enjoyed that video so much that i've watched pretty much everything on the gaming brits channel since you posted it. I respect many of his thoughts on game design. Thanks for that.

I must admit that I've have observed my change in videogames tastes with some amusement. I used to put a premium on a games story but i just can't bring myself to be interested anymore for a variety of reasons. There's some purity in the idea of dedicating yourself to a games systems and pushing yourself to poke at its every part, to be able to learn to do things you never thought possible within a game world. It'll be interesting to see how much of that education can transition to another title and then examine what it is trying to do.

I just beat Bayonetta's Non-Stop Infinite Climax difficulty last night and immediately restarted. I was amazed to see how much easier the prologue area is now than it was when i first started, as i was able to apply new concepts because i put in the effort to execute the lower level ones without thinking about it. I beat Ninja Gaiden at the time and its inscribed on my list of videogame accomplishments but I'm hoping to see what i can get out of something like that now.

Posted by Ezekiel

@altairre said:
It's why Platinum's games or great character action games in general are never repetetive to me like @ezekiel said. Because it's not about the characters or the story, not really. The craziness and the setpieces in games like Bayonetta or Wonderful 101 are the icing on the cake and make for a special first or second playthrough but only if and because the mechanics behind them work as well as they do. As you get deeper into the systems and as you replay sections over and over again you'll skip the cutscenes anyway.

I understand all that. I've played DMC3 and 4 for over a hundred hours each. But I want more in my games now. Good exploration to break up the repetition and an interesting setting. It's like a bad action movie, where there is nothing to make the viewer care about the extravagant scenes.

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Posted by ilikeost

I'll never be able to take games like Bayonetta seriously with that kind of character design. I bet the game is good but I just think it's extremely immature.

Edited by Nentisys

Man, the PG hate in here is sad. Bayonetta is the best character action game ever made. Buying a WiiU for the sequel and W101.

@ilikeost said:

I'll never be able to take games like Bayonetta seriously with that kind of character design. I bet the game is good but I just think it's extremely immature.

I bet you are the kind of duder who loves Tomb Raider 2013 for its characters.

Edited by altairre

@ilikeost said:

I'll never be able to take games like Bayonetta seriously with that kind of character design. I bet the game is good but I just think it's extremely immature.

I'm sorry but I can't hear you over the sound of FUCK YEAH VIDEOGAMES!

Posted by Aegon

@starvinggamer said:
@viciousbearmauling said:

When Bayonetta was given glasses, SEGA promptly told the team to remove them, because "Glasses don't sell".

Unfortunately, they were right :'(

Shhhh!! Don't admit that Sega was right, never say such a thing!

I don't think that was the fault of the glasses. Though Sega hurt my feelings with that statement (*adjusts glasses*).

Posted by axlvandamme

Unfortunately, Bayonetta won't sell very well being only on the Wii U. This means it will be seen as a failure, Sega will say "see we told you so", and we will never get another Bayonetta that the majority of the people can play.

Posted by altairre

Unfortunately, Bayonetta won't sell very well being only on the Wii U. This means it will be seen as a failure, Sega will say "see we told you so", and we will never get another Bayonetta that the majority of the people can play.

Bayonetta 1 didn't sell well. Nintendo made this game happen and if it weren't for its exclusivity we wouldn't have a Bayonetta 2 at all. Unfortunately this is a game that won't sell well no matter on how many platforms it comes out.

Edited by Daneian

@altairre said:

@axlvandamme said:

Unfortunately, Bayonetta won't sell very well being only on the Wii U. This means it will be seen as a failure, Sega will say "see we told you so", and we will never get another Bayonetta that the majority of the people can play.

Bayonetta 1 didn't sell well. Nintendo made this game happen and if it weren't for its exclusivity we wouldn't have a Bayonetta 2 at all. Unfortunately this is a game that won't sell well no matter on how many platforms it comes out.

Yeah, i wasn't expecting to ever get a sequel in the first place so I'll take whatever i can get. Bayo 2 seems to be upping the presentation and adding interesting new weapons but with how fully constructed the combat was in the first game, i wonder how much it can be safely expanded without it breaking, to say nothing of a possible third game.

Posted by altairre

@daneian said:

@altairre said:

@axlvandamme said:

Unfortunately, Bayonetta won't sell very well being only on the Wii U. This means it will be seen as a failure, Sega will say "see we told you so", and we will never get another Bayonetta that the majority of the people can play.

Bayonetta 1 didn't sell well. Nintendo made this game happen and if it weren't for its exclusivity we wouldn't have a Bayonetta 2 at all. Unfortunately this is a game that won't sell well no matter on how many platforms it comes out.

Yeah, i wasn't expecting to ever get a sequel in the first place so I'll take whatever i can get. Bayo 2 seems to be upping the presentation and adding interesting new weapons but with how fully constructed the combat was in the first game, i wonder how much it can be safely expanded without it breaking, to say nothing of a possible third game.

It won't break, not when it's made by Platinum. They're the best in the business and considering they don't fuck up even when they have to make a completely new system like it was for Revengeance and especially W101, one can only be excited for a game where they are able to take a already existing system and make it better.