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Bayonetta 2 |OT| The time has come, and so have Wii!

Zero²

Member
hoTmpf0.jpg

Finally got my copy, after looking for this game the entire week.

I've only played the prologue and the first chapter now but I'm already loving it.
Nice!
Eu ainda tenho que achar por aqui :(
 
I finished the story missions on 2nd Climax yesterday; haven't played around with Tag Climax yet or pushed very far into the postgame
Witch Trials
. For context, I played the original Bayonetta for the first time on Normal earlier this week and posted my impressions here. I will not be marking spoilers for the first Bayonetta below.

The new and improved Bayonetta

In every mechanical respect Bayonetta 2 is the more polished game. I can't think of a single clunker of a verse that I dread going through a second time when running for Platinum medals. Everything is just so crisp: the improved butterfly hover and camera in the double jump that makes the occasional platform jumping that much more tolerable; the length, pacing, and responsiveness of the vehicle sections; the tying of chapter clear-time medals to verses alone so as to encourage exploration in exquisite environments that, while linear, feel less like corridors; the binding of enemy weapons to the special-attack button such that they can be used in tandem with your other moves; the clarity of your arsenal's animations that make their diverse strengths, weaknesses, and combo timings intuitive within a minute of trying them out in the practice room; the presence of a practice room. It's Bayonetta sans frustration.

Maybe I am just well practiced from having played through B1, but 2nd Climax in B2 is significantly easier than B1 Normal, where QTEs, excessive item use, and fights like Gracious and Glorious knocked me down to Stone for practically every non-boss chapter in the second half of the game. Here I only died once in Chapter X
where Cerezita gets devoured
. A lot of factors contributed to this: Bat Within is purchasable from the start, hearts are easier to accumulate as Muspelheim portals are mostly right along the main path, and, as I only fully realized after completing the game and reading this thread, taking damage does not chip away at your magic power. That last change is a critical and welcome one, as one of the problems I had with the first game was the gulf between fighting well and fighting poorly: in the more difficult encounters, if you got off to a rocky start there wasn't much opportunity to recover. In retrospect I should have started with 3rd Climax, as 2nd was so breezy as to make the game feel short and by-the-numbers, and the sources of difficulty in B2 seem generally fair. I'm certainly more inclined to play through B2 multiple times on escalating difficulty levels than I am with B1.

The downside of this immaculate polish—the stripping down of the Bayonetta template to what it does best, throwing out the frills—is that the overall progression through the experience feels 'flat'. Again, I may have received this impression from the low difficulty of 2nd Climax and it's entirely possible I'll revise my view of this when playing through 3rd or Infinite. But once the game plays its hand in its most spectacular fights, the best of which are
the two encounters with the Masked Lumen
, it coasts the rest of the way with a certain sameness to all the set pieces: in some you run, in others you fly, but they are the same kind of attack-and-evade experience the whole way through. By no means do I miss B1's awful instant-kill QTEs or its more finicky boss fights that involve hopping over platforms or lava trails from one far-flung weak point to another, but the arenas had a lot of variety to them that I think could have been perfected rather than dropped—the gun-turret fight with Temperance on the upper levels of Ithavoll Building; the encounter with the two Inspired in Chapter X where you use the Lumen/Umbra statues on the island to skim along the water and approach your targets; escorting Cerezita in her protective bubble up the cabin of the burning aeroplane; how you can pick up and launch the automobiles in Vigrid. There's nothing like this in Bayonetta 2. It lacks the sort of environmental idiosyncrasy that distinguishes one combat space from the other.

What this means is that the game's sense of variety depends on the player—on switching up costumes and weapon loadouts to keep things interesting. Thankfully, there is more than enough versatility on offer to make this a success. But the encounters themselves stop throwing anything new at you past about the halfway mark; the last real complication the game introduces is how some enemies can make other enemies enraged, lending an element of urgency to your targeting order. Beyond that, I recall nothing special, no surprise that makes you watch the enemies' behaviour closely and devise a strategic response (not in 2nd Climax, at least).

The final boss: a study in escalation

Which leads me to the anticlimactic malaise surrounding the final boss, already hotly debated by others in this thread. It's certainly a tidier fight than Jubileus in the first game, if undoubtedly a less spectacular one (and let's not pretend it's anywhere close to the finale of The Wonderful 101). Well, let's consider the point of spectacle, as in a Platinum game it isn't something we can dismiss as a visceral exterior separate from the layer of interaction. Apart from the surface function of thrilling the player, in a game like Bayonetta, spectacle does two things: a) it escalates the action to give the player feedback about how far along the fight has come and how close the player is to the end, creating tension and providing a sense of pace; b) it intensifies the action to throw you off your game plan and make you mash buttons—make you rush—when the best course of action is to stay cool, stick to your tried and tested rhythm of attacks and dodges, and execute combos with the utmost precision.

These are the things that are lacking in your stereotypical big dumb AAA fireworks festival, and the second in particular is one of the core features that defines a Kamiya-style game. Bayonetta 2 excels at the second, but the last boss is an instructive example of how it falls short of the original Bayonetta with respect to the first. To return to Jubileus in B1, I didn't like the camera, the instant-death black holes, or all the hopping around to inflict pockets of damage on spread-out hotspots, but one thing that fight did absolutely right was the big finish: you hit a Climax with a good chunk still left on the enemy's health bar, and then you spiral your way up a weave as "Fly Me to the Moon" kicks in, knowing you are a hair's breadth from the end but not without the sense that there is a chance of failure before you land the finishing blow. This is what
the fight with Aesir
is missing:
you see him call in airstrikes, sure, just as Balder started firing on you with his satellites in the first game, but there isn't a sense of heightening progression the closer you get to finishing him off, just your standard evenly-spaced transition from one phase of the fight to the next
.

And what is disappointing about this is that we know very well from the earlier chapters that the boss fights in Bayonetta 2 are perfectly capable of pulling this off.
Look at the climax of the first Masked Lumen duel when you control Madama Butterfly, or Alarune's second phase where the marker of your proximity to the end of the fight is your progress in ripping the abdomen apart to rescue Jeanne.
So the sense that B2 is the less spectacular game is understandable: it hits its highest notes early on and doesn't retain B1's arc of late-game escalation from Jeanne to Balder to Jubileus. It also doesn't help that the game's narrative structure doesn't do a whole lot to flag the last chapter as the last chapter. After
the Star Fox sequence
there is little indication of just how much is left for you to do
on Fimbulvetr, and it is a bit deflating to find that it's the minimum: a single-boss chapter without much else along the way
. Contrast this with how the first game makes you know with absolute certainty, after defeating Balder, that the next chapter is the grand finale.

The storytelling

... is less of a mess, but still a mess. Yes, it's extraneous in a game like this, where we all know the story is just a flimsy excuse to shuttle you from one preconceived location or set piece to another. But the problems are especially stark when you consider how the world and premise of the Bayonetta games—which are really quite interesting and a cut above the usual tacky video-game syncretism of Christian and mythological iconography—are largely wasted in bad plotting.

To be fair, B2 is a dramatic improvement: there is a clear and motivated arc that
drives Bayonetta to the depths of Inferno to recover Jeanne, and in parallel, sets young Balder on the hunt for Loki
. One of the biggest problems with the first game's excuses for getting from A to B was that the amnesiac Bayonetta had next to no agency in directing where she went: you bumble from one chapter to the next because there is nowhere to go but forwards, until some minimal narrative interest is invoked near the end of the game when Cerezita is stolen away to serve as a convenient MacGuffin. (This is also a subtle reason why the linearity of the first game feels comparatively claustrophobic: the character is as constricted to narrow corridors as the player.) In Bayonetta 2, this is much improved: you have a destination, but it's your destination.
(We'll give a pass to how Bayonetta conveniently descends to Inferno because the collapse of the passage to Fimbulvetr foiled Loki's insistence on ascending the mountain first.)
That is, up the point where you inexplicably wind up in
Old Vigrid
because it was obviously decided far in advance that it would be cool to send the player there for a spell
to kick around the enemies from the first game
.

More than anything else, however, what muddies the plots of the Bayonetta games and makes them come off as convoluted is the total lack of clarity about the causality involved in time travel. Time-travel stories, as we all know, adhere to one of two basic premises: the parallel universe or the single timeline (and in the latter case, either the past is malleable and revises the present, or the past is unchangeable in a history that already accounts for the time-traveller's involvement). And the trouble with Bayonetta's chronology is that it has no clear commitment to any of these. Bayonetta 2 ends with
young Balder returning to the past and becoming B1 Balder over the course of 500 years, suggesting an inflexible time-loop of predestination
, but have fun squaring that with the first game's muddle over Cerezita. And if the plot in B1's present involving the search for the Eyes of the World was initiated by Balder as part of his grand plan,
if we think of B1 Balder as Loptr/Aesir trapped in Balder's body, his timing for the revival of Jubileus makes no sense whatsoever if he knows he is in a time-loop or has any awareness of the events of the Bayonetta games, be it Bayonetta's defeat of Balder and Jubileus or the manifestation of Loptr's better half as Loki
.

It's a pity, as the setting itself is rich and the games make the most of it outside of the cutscenes and disjointed information dumps. The best illustration of this in the first game was in Chapter VI, where you help little Cereza escape from a pursuing Beloved by chucking dumpsters at it as you can't interact with it directly, and then you swap realms, trace your way back, and kill it. It's concise scene-setting that demonstrates how this world works with total clarity, which is more than I can say for any of its contrivances involving the manipulation of time. Bayonetta 2 capitalizes on this strength right from the start when you put down the rebellious Gomorrah, and it develops this further
when your summons crash against the Masked Lumen's in Chapter IV, or when Madama Butterfly is herself developed as a character on fist-bumping terms with her contractual partner and who, in her existence in Inferno, has a long-standing animosity with Alarune
. Note how these are all cases of story in the service of fleshing out game mechanics and giving them depth. Can we say the same of anything in the cutscenes or the time-travel plots?

TL;DR

None of my criticisms above detract from Bayonetta 2's incredible accomplishment as the slickest, most dynamic third-person 3D action game I've ever had the pleasure to play. In my estimation as an intermediate player, not a genre specialist, it is the new mechanical standard. Sentimentally I still prefer The Wonderful 101 and expect it to remain the more unique and memorable game, but of the three Platinum games on the Wii U I can easily see B2 becoming the one that I spend the most time completing repeatedly, as the substance of the action is so thoroughly satisfying. I can think of all kinds of excuses to put off returning to B1 to improve in the ranks; I have no such excuses for B2. In many ways it reminds me of both Donkey Kong Country: Tropical Freeze and Viewtiful Joe 2, two other iterative sequels with gentler difficulty curves, a layer of polish, and added versatility for the player, if also a lack of conspicuous novelty compared to the shocking freshness of their predecessors. And too few players.
 

DukeBobby

Member
The Chapter IV boss kicked my arse on 3rd Climax. The fight was so good though, so I don't give a shit. I'll take that stone medal like a champ.
 

Revven

Member
Playing on Third Climax and I'm actually doing really well, getting some Pure Platinums in some combat sections unlike Bayo 1. Stopped at Chapter 6 for the time being.

Aerial boss battles are sick and that first Masked Lumen fight is amazing.
 
Personally I loved the final boss.
I think it was great for them to make it a rival style fight, instead of a giant setpiece one. Jublieus was cool but it is not exactly something I am eager to fight again on replays. Jeanne, Balder, and similar fights are what I want to replay in Bayo 1, and 2 is full of fights like that. Finishing with a good fight like that not only is surprising but to me plays better. I also think it is good for Platinum in general, otherwise their endings become too expected, as already evidenced by people expecting some planetary scale stuff after Bayo 1 and W101. This frees them up to surprise people and kind of 'reset', and lets face it there is nothing that can top W101 when going for scale anyway. I think it was a smart move to do it as they did it.
 
Great impressions

Really enjoyed reading your thoughts. I think you're right on the money about
Platinum coming up with some of these set pieces before the scenario/story got written. "Wouldn't it be cool if we could go back to the War and have Bayo fight with her mom? We can reuse all those Bayo 1 assets we made, it'd be sweet!" And it pretty much all works: the opening courtyard battle, the Golem that chases you through the level, revisiting past enemies, climaxing together(shutup), the Bayomecha sections, the Bayo1 prologue, the BIG battle in the field, its all good. But it does feel like a distraction from any of Bayo2's plot stuff, like "oh and suddenly Loki will cast a spell??? that will send her back in time??? for whatever reason???". Compared to Bayo 1, which had a real momentum to its events leading up to the finish. Flying into the island, Jeanne 3, climbing the tower fighting all the enemies and bosses again, the Balder reveal and fight, then riding a fuckin' motorcyle on the side of a rocket to fight God and then punch her into the sun. There was a clear succession of stakes here. Bayo2's finish almost feels like an afterthought, an obligation. "Oh yeah, the mountain! That was kinda important like half a game ago, right? Well, lets do a better version of the airplane section and then do another version of the Loptr/prophet fight we already did twice as the finale, meh".
 

Vazra

irresponsible vagina leak
Personally I loved the final boss.
I think it was great for them to make it a rival style fight, instead of a giant setpiece one. Jublieus was cool but it is not exactly something I am eager to fight again on replays. Jeanne, Balder, and similar fights are what I want to replay in Bayo 1, and 2 is full of fights like that. Finishing with a good fight like that not only is surprising but to me plays better. I also think it is good for Platinum in general, otherwise their endings become too expected, as already evidenced by people expecting some planetary scale stuff after Bayo 1 and W101. This frees them up to surprise people and kind of 'reset', and lets face it there is nothing that can top W101 when going for scale anyway. I think it was a smart move to do it as they did it.


IMO the story gave a good reason to dislike the Final Boss and worked the way it was. Also the final boss being completely gimmick free is probably the best thing to do. I like Jubi for the spectacle but not the actual fight so 2's FB kinda makes up for the lack of spectacle with the actual fight.
 

QisTopTier

XisBannedTier
Just beat the game

I don't like how they kind of throw the end of the game at you almost out of no where. But I love how they tied the two games together. Was pretty great in that respect
 

ShinAmano

Member
OK...wtf...

Why is there not a booklet?

F you Nintendo I thought for sure there would be a nice color booklet.

Worst Bayonetta packaging ever...
 

Seik

Banned
So I just finished the game for a second time on Third Climax, that was great.

Though I need a break now, I played 24 hours since last friday and that's a lot more than what I usually play. Will finish my B1 game eventually, I already finished it on 360 anyway. :p

Oh, and I tried Infinite Climax... holy shit. D:
 

Gartooth

Member
Got the game today and finished all the way through I believe Chapter 5.

Holy shit this game is incredible! I was going to wait for a deal around Black Friday, but man was this game worth it at full price. (plus I got the last copy at my local store)

I remember really enjoying the first Bayonetta, but I seem to be having so much more fun with this one. I thought I knew what to expect going in and I'm still blown away by how the game can pack so many incredible moments in just a few hours of playing. The Masked Lumen fight was a highlight so far for me. There was one moment where I somehow knocked him in the air and was able to juggle him with my guns for a pretty damn long time. I haven't gotten that pumped up in the middle of playing a game in what seems like forever. (well since Dark Souls 2 and DKC: TF anyway. :p)
 
I dont know if I like or despise the hammer.
If this is the change we have for kilgore, im seriously dissapointed. I loved the kilgore finisher with the feet after a barrage of hand attacks (even when not doing the glitch), this is... just slow as hell and I dont see way to pull combos, easy way to have stone on combos every time you use it.
Seems to do a great amount of damage, but I dont know if that is good enough becuase of the speed.
 

Vazra

irresponsible vagina leak
I dont know if I like or despise the hammer.
If this is the change we have for kilgore, im seriously disappointing. I loved the kilgore finisher with the feet after a barrage of hand attacks (even when not doing the glitch), this is... just slow as hell and I dont see way to pull combos, easy way to have stone on combos every time you use it.
Seems to do a great amount of damage, but I dont know if that is good enough because of the speed.

Combine the hammer with the whip on feet. Charging the Hammer is a neat thing when you want to pack a punch. I prefer the chainsaws but the hammer aint so bad.
 

Coda

Member
Now that I've beaten the game once I'm too tired to play when I get home after work. But I'm working on 3rd Climax with Jeanne right now. Definitely missing the generosity of witch time when playing as Bayonetta, but it's definitely making me a stronger player overall.
 

Miker

Member
Okay, so I *think* I have every witch heart, and my second (upper) health bar isn't as long as my first. Is that what it's supposed to be, or are both bars supposed to be equal length and I'm still missing some witch hearts?

EDIT: Nope, more witch hearts. Damn it.
 

Squishy3

Member
Okay, so I *think* I have every witch heart, and my second (upper) health bar isn't as long as my first. Is that what it's supposed to be, or are both bars supposed to be equal length and I'm still missing some witch hearts?
Both bars are equal. You're probably missing 1 or 2 witch hearts like I am, and you can't tell what chapters you're missing them in like Umbran Crows or Muspelheims. :p
 

enigmatic_alex44

Whenever a game uses "middleware," I expect mediocrity. Just see how poor TLOU looks.
Lord this game is incredible. I think it may just top the first Bayonetta which was my favorite action game of all time up until the sequel. Bayonetta herself is one of my fave characters in gaming too; gorgeous, powerful, witty, cool, confident. Just amazing <3

I just made it to the start of chapter 10. Without spoiling anything, can someone tell me how many chapters there are in the story mode in total? I want to finish this by tomorrow morning
 
D

Deleted member 30609

Unconfirmed Member
I played the first two chapters of Bayonetta 1 again. I was too harsh on Bayonetta 2. The little improvements to the combat and movement really do work wonders. Bayonetta 2 felt like I remember Bayonetta 1, but in reality it's noticeably better.
 

MagiusNecros

Gilgamesh Fan Annoyance
Lord this game is incredible. I think it may just top the first Bayonetta which was my favorite action game of all time up until the sequel. Bayonetta herself is one of my fave characters in gaming too; gorgeous, powerful, witty, cool, confident. Just amazing <3

I just made it to the start of chapter 10. Without spoiling anything, can someone tell me how many chapters there are in the story mode in total? I want to finish this by tomorrow morning

16. And then you have Witch Trials.
 

Hypron

Member
Personally I loved the final boss.
I think it was great for them to make it a rival style fight, instead of a giant setpiece one. Jublieus was cool but it is not exactly something I am eager to fight again on replays. Jeanne, Balder, and similar fights are what I want to replay in Bayo 1, and 2 is full of fights like that. Finishing with a good fight like that not only is surprising but to me plays better. I also think it is good for Platinum in general, otherwise their endings become too expected, as already evidenced by people expecting some planetary scale stuff after Bayo 1 and W101. This frees them up to surprise people and kind of 'reset', and lets face it there is nothing that can top W101 when going for scale anyway. I think it was a smart move to do it as they did it.

I do prefer Aesir as far as the actual gameplay goes when compared to Jubileus, but it was still quite an anticlimatic final bossfight - not because of the size of the boss (Armstrong is the same size and way more memorable) but because of the build up before it.
 

Miker

Member
Both bars are equal. You're probably missing 1 or 2 witch hearts like I am, and you can't tell what chapters you're missing them in like Umbran Crows or Muspelheims. :p

Yup, got both bars of health and all three bars of magic now. Nice and neat.

Also, how they hell can I have finished the game and not gotten the bewitchment for defeating 30 angels with Umbran Climaxes? That seems unlikely.
 

Papercuts

fired zero bullets in the orphanage.
Spamming the 360 attacks is for noids.

Always keep it stylish, even if it means the other person wins the round.

I would've loved a straight up endless survival gauntlet that is purely cooperative instead of the competitive twist.

done to a looping Moon River, of course.
 
Can I skip the cutscenes and not miss much context for the bosses/etc? These cutscenes are fucking awful and I have no idea how I survived Bayo 1's.
 

Hypron

Member
Can I skip the cutscenes and not miss much context for the bosses/etc? These cutscenes are fucking awful and I have no idea how I survived Bayo 1's.

You probably won't have a clue what's happening most of the time. There are quite a few bosses that are introduced exclusively in cutscenes... So you're just going to be randomly running around, trigger a cutscene, skip it and then you're suddenly facing a boss you've never seen before.
 
You probably won't have a clue what's happening most of the time. There are quite a few bosses that are introduced exclusively in cutscenes... So you're just going to be randomly running around, trigger a cutscene, skip it and then you're suddenly facing a boss you've never seen before.

Sigh.. I suppose I might as well suffer through them then.
 
D

Deleted member 30609

Unconfirmed Member
Can I skip the cutscenes and not miss much context for the bosses/etc? These cutscenes are fucking awful and I have no idea how I survived Bayo 1's.

I skipped everything. Highly recommended.
 

jorgejjvr

Member
The ending was sweet.
That time loop, in essence Bayo 1 is the sequel to Bayo 2 haha, at least in Balder's respect. I loved that connection. I was like ohhhhhhh mind blown everything makes sense now xD that's why he's bad in the first
 

Monocle

Member
Does the combination of weapons matter in terms of doing combos? If so, what weapons should I use?
It's a good idea to have a fast ranged weapon in one of your weapon sets. The pistols (Love is Blue) are actually great all throughout the game. I like to dual wield them, or at least keep them on my feet when there's a heavier weapon in my hands slot. Later on, the whips are a good option for your feet.

Can I skip the cutscenes and not miss much context for the bosses/etc? These cutscenes are fucking awful and I have no idea how I survived Bayo 1's.
Watch them once. They're much better this time. Lots of great moments and the story improves the plot (and some characters, one in particular) from the first game in a pretty major way.
 
Sorry if this is the wrong thread to ask this but I'm trying to redeem the points I've gathered through the Nintendo digital Deluxe promotion for this game but for whatever reason like half the buttons on this website don't work. Is this the norm or is something just wrong at the moment?
 

Northeastmonk

Gold Member
Sorry if this is the wrong thread to ask this but I'm trying to redeem the points I've gathered through the Nintendo digital Deluxe promotion for this game but for whatever reason like half the buttons on this website don't work. Is this the norm or is something just wrong at the moment?

Is this site legit? I've never seen a Nintendo site use .net before. I also can't link myself to Nintendo's official website at all, which should be normal seeing there's all these Nintendo icons and so forth.

https://club.nintendo.com/ < That's legit.

https://club.nintendo.com/link-shop-account.do < That's how you link the Deluxe to your account. I got my coins today by logging back into Club Nintendo.
 
Any tips on how to use Kafka properly?

I think you just kind of throw out an arrow or two every few seconds to keep the poison effect going. I don't know if there's much to them beyond that. There's that one attack where it fires out dragonflies with PPPP.P, but I haven't been able to work out if that hits hard at all.
 

Papercuts

fired zero bullets in the orphanage.
You can't really do much that interesting with the bow, as far as I can tell every single combo chain is the same. The delay, back dash shot is always the ender regardless of how many shots proceed it.

So I would mostly just switch to it do put the effect on them, then switch back. It can be really effective to safely pester enemies, but it feels too time consuming to just solely rely on.
 
Is this site legit? I've never seen a Nintendo site use .net before. I also can't link myself to Nintendo's official website at all, which should be normal seeing there's all these Nintendo icons and so forth.

https://club.nintendo.com/ < That's legit.

https://club.nintendo.com/link-shop-account.do < That's how you link the Deluxe to your account. I got my coins today by logging back into Club Nintendo.

Its the website linked here http://en-americas-support.nintendo...o-access-the-deluxe-digital-promotion-website
 
Any tips on how to use Kafka properly?

Make use of charge shots and try to end strings in dragonflys as much as possible (I think PKP and PPPPP end in them). The 360+P with it is pretty good too. If you really need to get close you can do lock-on+forward+P to start a melee chain.

I think the bow is really fun, but I do wish the ranged moveset had more variety. It's fun to use as support in co-op.
 
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