NinjaFusion said:
I'm not getting this game at all.... graphics are so so.... gameplay is fun but nothing to write home about... plot makes no sense.
Does it get better once you've got some of the items from later on in the game?
The most ridiculous Edge 10 ever.
I think you'll find that if you compare Bayonetta to any of the Devil May Cry or Ninja Gaiden games, its combat system really
is something to write home about. Here's a truncated list of essential features:
- Real-time weapon switching between two sets of weapons. With 12 weapons available, many of which can be equipped to hands or feet, there is a vast array of unique combinations. Laser guns in your hands, rocket launchers on your feet? Go for it. Lightsaber in your hands, pistols on your feet? Why not? Rocket launcher tonfas in your hands, energy claws on your feet? Okay. Shotguns on all four limbs? By all means. And so on.
- Nearly every attack is chargeable. This is one of Bayonetta's most significant innovations. Charged attacks have several important functions, which include increasing hit range, dealing extra damage and delaying the next attack in the string until enemies enter its area of effect. Charging produces a wide variety of effects. Magical mines, laser beams that suspend opponents in the air, and a wide slash that can hit all close- to mid-range objects within your field of view are just a few examples. Many charged aerial attacks let Bayonetta float, so she can stay right in an airborne opponent's face or avoid attacks from enemies on the ground.
- Almost every animation can be canceled by a) dodging, b) jumping and c) standard gunfire. If this doesn't seem significant to you, think about how other action games handle the windup, delivery and recovery of attacks. Most of them lock you into the first two stages once you've pressed a button, so you have to wait until the recovery frames to cancel the animation with a new action. Aside from a few minor exceptions, Bayonetta lets you interrupt every attack animation during all three stages with the useful actions listed above. For this reason, its controls are more responsive than those of any other game in the action genre.
- The powerful technique known as dodge offset lets you perform a partial string, interrupt it with up to four dodges, then resume it where you left off. And you can do this once for every attack in a string except the first (so if you have a six-hit string, that's five potential dodge offsets). The panther transformation and taunting also bear this offset effect, the former being especially useful because you can remain in panther form indefinitely. As if delaying attacks weren't useful enough, you can also use dodges or the panther to skip moves in strings. So if you want to do the powerful Wicked Weave finisher of PKP without the first two hits, you input P then immediately dodge, K then immediately dodge, P. This will produce two evasive flips that smoothly transition into a Wicked Weave.
- The Witch Time mechanic, unique to Bayonetta, enhances its combat's natural ebb and flow of offense and evasion. Bayonetta's opponents aren't just fodder; they can and will attack in groups and parry your attacks. With Witch Time, you can turn a bad situation to your advantage with a single well timed dodge. It's to Kamiya's credit that he found a way to let players build combos as complex as DMC3's against enemies that are anything but passive.
- Bayonetta's aerial combat is second to none because, barring a scant handful of strings and special attacks, the title character's full move set is available after she jumps. Couple that with the teleport maneuver you can buy in the shop, include Kulshedra's ability to bring an enemy to Bayonetta or Bayonetta to an enemy, toss in animal transformations for good measure, and you have a truly immense spread of attack optionswell beyond what most, if any, other action games can offer.