Excellent post but its no real use trying to explain it to people who don't "get" the combat. Some people didn't "get" DMC's combat, they didn't "get" NG's combat and they will most likely not "get" Bayonetta's either.Monocle said: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.
In fact recognizing what makes Bayonetta so superb requires knowledge of previous action games, what worked and didn't work in those and how Bayonetta adds on it. Only then you can see the evolution in Bayonetta. People see regular QTEs, some dial a combos in the loading screen, a lock-on system plus a dodge button and immediately start making comparisons or calling it a "copy cat". Bayonetta manages to improve upon pretty much every facet of the action genre, as you have described in your post.
Some additions to your comments:
1) Bayonetta handling of weapons is truly unique and is a genuine evolution of what DMC3 brought to the table (2 guns equippable, 2 devil arms equippable all on the fly from a set of 10). What Bayonetta "evolves" from this is the whole Punch/Kick thing and that weapons are interchangeable between them. Plus you don't have 2 buttons to weapon switching (like DMC3 or DMC4) you have only one, which shows the genius of Kamiya as he is essentially giving you MORE with LESS. The amount of customization you can do with the weapon set up is absurd and practically surpasses that seen in DMC3.
2) Chargeable attacks give great variety to the combat and unique properties to weapons like described already. It also adds a layer of depth along with the pause combo strings and the Dodge Offset so that players who learn how to properly use this system are more efficient in battle as compared to those who just memorized a bunch of combo strings and use them repeatedly.
3) Bayonetta's canceling is godly, it is truly the next step in free form combat because of it's flexibility in its canceling system. It is more "cancelable" than DMC3 which was before it the most "cancelable" game yet. Although in DMC3 you could essentially cancel every attack with jump, shoot, another attack, weapon swap, enemy rebound, parry, trickster evasion the speed and fluidity at which Bayonetta does it is superior.
4) Dodge Offset is THE single greatest innovation that Bayonetta brings to the table. While something like DMC isn't reliant on combo string and thus wouldn't benefit from something like this (it may benefit, I certainly would like to see it), I can't imagine playing my next NG game without this. It is sometimes so frustrating in action games when you are about to get the last (usually the most powerful hit) in a combo string only to have an enemy attack and you either take the hit or dodge out of the way.... essentially reseting your combo string back to your first hit. Not anymore with Bayonetta, it is something that I have wanted to see in an action game for a long time. Your examples highlight this fact.
5) Witch Time is OK, I personally think it is more of crutch than anything else. Timing the dodges isn't that hard at all, especially for people who have experience with other action games. And when you initiate Witch Time the enemies become literal sand bags. It is the equivalent of Quicktime in DMC3 (or Slow down time in VJ) only in DMC3 it was limited to your DT gauge. Bayonetta doesn't need Witch Time to match DMC3's combos, even in real time it can match it combo to combo or even surpass it. Only thing that makes Witch Time unique is that you need to time a dodge to activate it. I guess you could say it's like a training wheel of some sort so that people can learn when it is best to avoid an attack.
6) Bayonetta re-defines over the top action and it's aerial combat is second to none. The options available when in the air is staggering and the ease by which one can perform such aerial combos is also impressive.