@Gregorinho> rhythm
I can see that, especially with how much it promotes mobility and dodging (dodgeoffset is still unmatched here imo) there's a distinct flow. I never clicked with DodgeOffset in other titles, like MGR:R, where it was just a bonus. But here it always has an added layer, like shooting guns while doing it for extra visual confirmation etc. Just works nicely.
> B2
One day I will understand why people hate that title so much, I still enjoy it the most out of the series tbh.
> daemonslaves
My biggest gripe is that they did a half-measure, which I can understand but I wish they hadn't. After the initial gameplay reveal, I had hoped it would be a total departure of Bayonetta gameplay, instead focussing heavily on the summons. Instead we sort of got "Bayonetta 2, with some summons included". As a result they nerfed quite a few options that were given to the summons. It's like you play Ninja Gaiden, but in NG4 suddenly only summons can do OTs - sure it works, but it doesn't make it feel unique like you're doing something you couldn't before.
Like you note, the weapons and daemons all feel very same'y and I honestly think this game especially suffers from 'walking hitbox' syndrome. Enemies don't have enough states or status-changes available to make this absolute LAUNDRY list of weapons work in unique ways or give the summons enough time to shine. There's a summon the reveals invisible enemies, but there's only one fight where foes are invisible: so why the fuck is it there. And even then it's the ONLY way to see them, so it's not a core mechanic, it's literally "red weapon for red enemy" kinda design in that sense.
I'm surprised about this, even more after replaying B1 and B2 a bit, since those weapons had a lot of distinctive elements to them to compliment their otherwise similar moveset. Durga had mines to lay for example, which alone offers more creativity and depth, while shotguns did more damage up close than pistols, but Kilgore did way more damage, but was slower, and in B2 there's even MORE options like being able to freeze enemies for bonus damage, giving them literal debuffs (poison, fire) and more. None of that is present here.
> buff weapon
Yeah I tested it, the damage increase seems negligable, especially since it's exclusive to you and doesn't seem to affect summons. I guess you could combine it with the super-attack from Abracadabra, which is an OHKO against everything except a few bosses.
> the spoiler
One thing I really, really hate, and it's such a minor thing. It's that the guns of current Bayonetta are purple. The others were Red and Blue. Make these Yellow. They are the three primary colors. Making them Purple (combining red and blue) makes her feel like the ' fusion' of both, which in some way rubs me really badly hahaha. Designer issues.
> DMC5 similarities
That and DBZ's Trunks arc. Viola's story is legit a complete fusion of both Trunks storylines from Z and Super.
@JOHN> joined because this site rules and people know their shit
Always happy to hear! Again, welcome man : )
> never got into B1
It's weird for me, it was my gateway to the genre (played it, then jumped to Vanquish which set me up to Ninja Gaiden), but I am pretty emotionless to it.
> content
What I will say is that the game is incredibly filled with content, and also Legacy content. I also liked this about B2 where *every* costume of B2 was unlockable. Ninja Gaiden couldn't even do that despite it's billion re-releases.
I will say I'm a bit surprised by its limitations in some regards. Why is Jeanne not playable in Bayonetta's missions? Why are Viola and Bayonetta also locked in their respective chapters? DMC4 released nearly a decade ago, and people have been bitching ever since - why is this still an issue?
> the art
In terms of communication, it's fine. But aesthetically it's a bit too drab + toothpaste for me, especially in terms of variety. Just surprised that the game looks worse than B1 and B2, despite those being released on far inferior hardware. The summoning of course plays an issue, but they aren't AS big as I thought.
> weapons don't feel like weapons because they morph you into a demon
Very true, not something that immediately came to my mind but now that you mention it this did really irk me. Same with how the transformations all had diferent speeds and motions - really offputting.
> oversimplified
Yeah, definitely, but as you note, my point is kinda understandable. As noted to Greg (scroll up), I am more of a ' go all out' kinda guy and would've respected them more if they'd fully commited. This feels more like Bayonetta+Summons than a full on summon-game if you get me where they're intergral to the experience. You can easily play without them (PP will be an issue tho), or just ignore Bayo's moveset and just summon.
If I had to make it a mixed variety, I'd have maybe done less weapons (or just one in enterity) and focused way more on making each daemon unique in its application and giving enemies unique weaknesses to each, allowing for and rewarding more creativyt. Now i still kinda feel that "what they can do, I could do better" you know. It's because of that that I was also so drawn to the more unique attacks like the super-las0r and suicide-bomb.
> weapons
It amazes me how Ninja Gaiden II can have 7 weapons that are all so wholly unique, they might as well be an entirely new game in how they change your method of playing. But in the meantime there's this game with even more weapons and even more moves, yet it all plays the same.