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Bayonetta Reviews
jg4xchamp
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Apr 6, 2010 3:39 am GMT
I didn't know if I was allowed to make topics. But I have this massive Bayonetta review that I felt like posting. Mostly because I heart this game anyway. Post your reviews if you played it

*is putting money on him being the only one here that did a review on Bayonetta ;(*

Oh and I have to give you a fair warning, I practically wrote a novels worth of a love letter to this game
jg4xchamp
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Apr 6, 2010 3:49 am GMT

LINK

Bayonetta Review by jg4xchamp

"Bayonetta is an exceptional action game that belongs among the elite of its genre."


Bayonetta is a game that delivers a narrative that is more than likely going to turn people away. Its excessively cheesy and heavily sexualized main character Bayonetta (her suit is made entirely of her hair) character can enter offensive and shameless territory. The dialogue is cringe worthy, but for those that are willing to go in with an open mind and forgive the narrative will find an exceptional action game. Bayonetta is sty-lish, insane, over the top, and all around exciting from start to finish, and probably the best way to kick of the "monumental" year we all hope 2010 will be.

Bringing the focus back on the plot one can go in with two different approaches. You can rip into it for the abomination of a narrative that it is, or you can go in with a more open mind. One that is willing to forgive it as something that is cheesy on purpose, that essentially goes out of its way to not take itself seriously. It's a divisive part of the overall game and could be a major turnoff for many. The story is about witches, angels, magical stones, and a six foot witch who is shamelessly over sexualized throughout the entire experience. For the most part, the game pretty much knows what it is doing, and it probably goes without saying that the game was pretty much meant to be what it is.

So it's a good thing the game is able to make up for its audience dividing plot with an incredible combat scheme, and impressive game design overall. Bayonetta's combat scheme is the work of the Legendary Hideki Kamiya (Devil May Cry, Okami, Viewtiful Joe) and Platinum Games. It won't take very long for veterans of the genre to realize that the game borrows and builds upon the sty-lish combat of the Devil May Cry series. That doesn't mean Bayonetta is a rip-off though, as Bayonetta does many things to give its own unique feel and separate itself from its spiritual predecessor.

Bayonetta is capable of attaching weapons to both her legs and her arms. These weapons can range from guns to a sword, ice skates, a snake like whip, and of course Bazooka Tonfas. Yes, the Bazooka Tonfas are nothing short of majestic. You press the Y button to use the weapon attached to the arms, and the B button to use the weapon on your feet. The X button takes care of shooting Bayonetta's guns and then there is the right bumper taking duties as a short cut for specific types of attacks (when coupled with B or Y). The left trigger and right trigger take over the ability to switch weapon combinations and utilize your dodge. Bayonetta is fast, fluid, and accessible. It doesn't take many button inputs to dish out serious damage on the angels of Paradiso. What really helps it stick out is the myriad of combos that one can perform in Bayonetta. It's a combat scheme with an ocean of depth that when coupled with the fluidity and accessibility of the controls allows players to get extremely creative with their combos.

The weapons of the game all provide their own perk of some kind. The shotguns provide a lot of the same moves as your standard pistols if attached to one of Bayonetta's limbs, but they bring far more force and their ability to hit multiple enemies is greater. The sword becomes an old faithful with its speed, large move set, and the ability to dish out a strong amount of damage. Ice skates provide you the ability to freeze enemies, and also being able to traverse lava and bringing no harm to Bayonetta. This is a tactic that will come in handy for those that want platinum trophies on certain levels. The serpentine whip doesn't bring much in terms of speed or damage, but it does open up a whole new way to get in aerial combos and makes a good weapon for a combination where you can switch between your set of weapons. The bazooka tonfas speak for themselves, and for those that dare to try to beat the game on the games hardest difficulty. There is a nice surprise weapon that will easily put a smile on your face.

The more weapons and techniques you unlock the more the game play opens up. It may not be as brutally visceral as the Ninja Gaiden series, but it is arguably the most satisfying combat scheme in any action game to date. Abilities such as break dancing, to being able to do a clockwise shooting attack to target multiple enemies are only the beginning of the insanity one can produce on the screen. With properly timed dodges a player can force "Witch Time": the "slow mo" mode for the Bayonetta series essentially giving you a good chance to fire up some massive combos on your enemies. You also have finisher moves that Bayonetta can use when the magic gauge is full which can be a whole list of devilish traps and devices used to kill enemies from something like a guillotine to a sarcophagus filled with spikes ready to obliterate your foes. Then, when it comes to Climax Attacks, Bayonetta can use the hair on her body to create gigantic creatures that vanquish your enemies with ease. For veterans of the genre, you can cancel out of attacks even in the middle of animations, something that was long overdue for the genre.

Bayonetta's other abilities are also very useful such as turning into animals such as a panther or a crow. Her ability to turn into animals to traverse the area also provides bonuses in combat as ways to evade, mitigate damage, or even another way to attack the enemies on screen and adding unto your combo. The enemies also do a good job of not being punching bags, as they don't stop just because you are hitting them. The angels of Paradiso are capable of dishing out their own attacks while getting hit, and can even dish out attacks that not only knock you the player out of rhythm but can chain moves of their own to dish out some serious damage.

With multiple enemy types that require a different form of finesse, strategy, and timing to get in hits without taking too many shots of your own. Plus there are the extremely large bosses of the game that are more or less horrific designs of biblical lore (that just happened to be named after human emotions). The bosses are incredibly well designed and provide some of the most satisfying obstacles of the game. Especially the battles with Bayonetta's rival witch, which are nothing short of awesome. What these battles lack in overall challenge they make up for in spades in creativity and sty-le. They're so well crafted that you'll probably ignore the lack of difficulty and just enjoy the fights for the grand spectacle they are. Like the series Bayonetta is inspired from, a lot of the sub-bosses and bosses will come back further on in the game although a bit weaker and as sub-bosses, in the case of the latter. They won't necessarily all play out the same way as a new variable will be thrown your way, but the return fights won't be nearly as memorable as the initial fights.

Where the games core gameplay may fail to deliver for veterans of the genre is probably going to be the difficulty. The enemies just aren't aggressive enough on the default normal difficulty (you have to unlock the harder modes), and the impressive and large boss fights aren't very difficult for those that have been seasoned by other big names in the genre. The bosses for the most part can come off as major push-overs. The standard difficulty also lets you get away with button mashing in some segments as a reasonable way to eliminate enemies. This could be argued as a product of the combat scheme being so good and so varied that it can make it an easier experience by genre standards. However it is still a noteable issue.

To counteract this though, Bayonetta's rewards and prizes are all about scoring. Each section of action in a mission is called a verse. After each verse you will see where your current score for the mission is, and what kind of medal you got for the verse. Pure Platinum is the highest of honors and only rewarded if you can dish out a platinum-worthy combo without ever taking any damage. So if you want to pile on Halo Rings which is the currency of the game and points you need to be more creative than simply button mashing. Taking too much damage, and even dying during a mission will be a significant penalty to your overall score and thus leading to lower scores and even lower trophy rewards. If you're one that likes to get competitive with friends and other around the world on XBL/PSN leader boards, Bayonetta gives enough of an incentive to be on top of your game.

From a progression standpoint Bayonetta is strictly linear like the Devil May Cry series. You'll go from one area to another fighting waves and waves of enemies, always getting different types as you progress so not to come off repetitive. Sub-bosses are thrown in to keep you busy and challenged, and major bosses appear to ice off key points of the game. You won't do much puzzle work, but they way you traverse the areas in Bayonetta can change overtime. When the moon is out, Bayonetta is capable of walking on walls and going vertical in a completely different way. This way the game is capable of bringing you back to areas you've seen without feeling stale and making it look like pointless backtracking. The plat forming is pretty solid and is never in a position to ruin the pacing of the game. This is in large part due to level design that at times can both be remarkable and creative. If you're a person that also enjoys a game that can take his/her breath away with its scale, just wait until you see Bayonetta's final level.

What might hurt it is some of the homage's to clas-sic Sega games. The two that stick out the most as major down points in the overall experience include a segment where Bayonetta is riding a motorcycle, and another one where she is piloting a missile. When the initial appeal of nostalgia and the lovely reference wears off, it quickly becomes apparent that these portions are far too repetitive and drawn out. They come off as excessively unsatisfying, and easily stick out as the worst segments of the game. That's not to say the other references in the game aren't fun though. There are multiple lines in the game that make references to popular games like Halo and Resident Evil 4, to even Platinum Games' original game Madworld.

From a presentation standpoint the game is pretty good all around. The game usually runs at 60 frames per second on the 360, but there are some notable framerate dips and screen tearing. There are also some slowdowns here and there, but overall the game runs very well. Visually the graphics are pretty good, although nothing exceptional. Animations are top notch and some of the best you'll get. The audio work is pretty good for the most part as well. You have a nice mix of J-pop and some Jazz giving you some catchy tunes to enjoy the intense battles of the game. The voice acting is a mixed bag. It's hard to put the blame on just the voice acting considering the script is so incredibly bad (which again, is meant to be cheesy purpose). The cut scenes are all well choreographed, but some of them can drag on far too long and keep the player out of the action for too long. This annoyance also carries over to some rather annoying placement of quick time events. Other forms of the story are told through slide show, film strips. They aren't bad, but they come off as a lazy way to do things.

I cannot stress enough how exceptional Bayonetta's combat is. It's wild, over the top, and incredibly satisfying. It's fast, fluid, and filled to the brim with a superfluous amount of combo all the while maintaining an accessible control scheme that lets you unleash all the insanity without being overly complicated. The marvelously crafted boss fights provide some of the most satisfying moments in the overall game, and the final segments of the game (both gameplay and the ending cut scenes, including post credits) just find a way to get better and better. Bayonetta is at this point the definitive action game of the current generation, and a game that belongs among the elite games of the genre. Oh and it has Bazooka Tonfas. What more do you need?

c_rake Site moderator  
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Apr 19, 2010 11:17 am GMT

Here's that critique I was talking about:

"Bayonetta is a game that delivers a narrative that is more than likely going to turn people away."

And with an opening like that, this review is more than likely to turn people away as well. 

The purpose of the opening paragraph is to capture the readers attention, to get them to read your work from start to finish. But it can't do that if the first sentence basically says, "This game's narrative sucks, so stay away from this game," which obviously isn't what it's trying to convey.

"Its excessively cheesy and heavily sexualized main character Bayonetta (her suit is made entirely of her hair) character can enter offensive and shameless territory."

"Main character" should be "protagonist," and the second "character" should be deleted.

"Bayonetta is sty-lish, insane, over the top, and all around exciting from start to finish, and probably the best way to kick of the "monumental" year we all hope 2010 will be."

First, eliminate the hyphen in "styIish" and change the L into a capitalized i to get around the censor. Second, the third clause should be rewritten into: "an all around exciting experience from start to finish." Starting off that clause with "and" then proceeding to do the same with the one after that just makes the sentence sound awkward.

"Bringing the focus back on the plot one can go in with two different approaches."

There should be a comma after "plot," as it is an introductory clause (i.e. the part of the sentence that introduces the main subject of the sentence). You may also want to consider replacing that period at the end with a colon.

"One that is willing to forgive it as something that is cheesy on purpose, that essentially goes out of its way to not take itself seriously."

This sentence feels incomplete. I can't tell if it's because of the way it was written, or if it just ended too soon.

"It's a divisive part of the overall game and could be a major turnoff for many."

Delete "overall," and change "and" to "that."

"The story is about witches, angels, magical stones, and a six foot witch who is shamelessly over sexualized throughout the entire experience. For the most part, the game pretty much knows what it is doing, and it probably goes without saying that the game was pretty much meant to be what it is."

The part on the story needs to be expanded. Currently, it's nothing more than a oversimplified overview that tells the reader virtually nothing about the plot. Fix that.

Also, the sentence following the one on the narrative doesn't make any sense. I've read it multiple times and I still don't get what you're saying there. Perhaps you could elaborate?

"That doesn't mean Bayonetta is a rip-off though, as Bayonetta does many things to give its own unique feel and separate itself from its spiritual predecessor."

Replace "though" with "however," making sure to place a comma before and after it, add "it" before the bolded "its," change "and" to "that," add an s to "separate," and shorten "itself" to "it."

"These weapons can range from guns to a sword, ice skates, a snake like whip, and of course Bazooka Tonfas."

Delete the bolded "a" and add an s to "sword."

"You press the Y button to use the weapon attached to the arms, and the B button to use the weapon on your feet. The X button takes care of shooting Bayonetta's guns and then there is the right bumper taking duties as a short cut for specific types of attacks (when coupled with B or Y). The left trigger and right trigger take over the ability to switch weapon combinations and utilize your dodge."

Is there anything notable about the control scheme at all? Because I'm not seeing anything of importance here. Unless there's something about them that makes listing the button functions necessary, this should be deleted.

"Ice skates provide you the ability to freeze enemies, and also being able to traverse lava and bringing no harm to Bayonetta."

The bolded "and," along with the subsequent material, should be changed to something like: "[...] without bringing any harm to Bayonetta." Also, the bloded "ing" should be deleted.

"The bazooka tonfas speak for themselves, and for those that dare to try to beat the game on the games hardest difficulty. There is a nice surprise weapon that will easily put a smile on your face."

That period should not be there. It causes these sentences to be fragmented (i.e. a sentence whose subject is disconnected from the main clause. More info on this can be found here). Replace it with a comma and all should be fine again.

"The more weapons and techniques you unlock the more the game play opens up."

There needs to be comma after "unlock," and gameplay should be spelt as one word.

"Bayonetta's other abilities are also very useful such as turning into animals such as a panther or a crow."

The bolded material should be changed to something like: "[...] such as her ability to transform into various animals like a panther or crow."

"Her ability to turn into animals to traverse the area also provides bonuses in combat as ways to evade, mitigate damage, or even another way to attack the enemies on screen and adding unto your combo."

First, change the bolded material at the very start of the sentence to, "this ability." This makes for a better transition from the previous sentence.

Second, "as ways to evade" sounds incomplete. Try, "such as more evasive maneuvers," instead.

And third, delete the bolded "ing" and "un." They sound awkward when read aloud.

"With multiple enemy types that require a different form of finesse, strategy, and timing to get in hits without taking too many shots of your own."

This doesn't sound like it should be its own sentence. It sounds like a transition from one clause to another.

The bosses are incredibly well designed and provide some of the most satisfying obstacles of the game. Especially the battles with Bayonetta's rival witch, which are nothing short of awesome."

"Especially" is not the prime word to use at the start of that particular sentence. Especially sounds like its introducing the reader to a new clause of a sentence rather than a new, completely separate sentence. Try rewriting that sentence into something like: "The battles with Bayonetta's rival in particular are some of the best fights the game has to offer."

"What these battles lack in overall challenge they make up for in spades in creativity and sty-le."

Wait, they're easy? Why? What about them lacks challenge? Please elaborate.

"Like the series Bayonetta is inspired from, a lot of the sub-bosses and bosses will come back further on in the game although a bit weaker and as sub-bosses, in the case of the latter. They won't necessarily all play out the same way as a new variable will be thrown your way, but the return fights won't be nearly as memorable as the initial fights."

First, put a comma before "although." Second, change the comma after "sub-bosses" into a period, and the period after "latter" into a comma.

"Where the games core gameplay may fail to deliver for veterans of the genre is probably going to be the difficulty."

And that matters because...? Don't bother with mentioning others and their opinions in your review. Readers come to you for your take on the game, not someone elses take. Focus only on your opinion.

"The enemies just aren't aggressive enough on the default normal difficulty (you have to unlock the harder modes), and the impressive and large boss fights aren't very difficult for those that have been seasoned by other big names in the genre. The bosses for the most part can come off as major push-overs."

How are the enemies not aggressive? What is it about them that makes them such pushovers? Please elaborate.

Also, that second sentence seems off, somehow. Perhaps it's another instance of sentence fragmentation?

"This could be argued as a product of the combat scheme being so good and so varied that it can make it an easier experience by genre standards."

"Argued"? Well yeah, obviously, because everything can be argued.

Seriously, though, that should be removed. It sounds like another instance of bringing up others opinions when you should be focusing on yours.

"However it is still a noteable issue."

There needs to be a comma after "however," and the e in "notable" needs to be removed.

"Each section of action in a mission is called a verse. After each verse you will see where your current score for the mission is, and what kind of medal you got for the verse."

First, the period after verse should be a comma. Second, "where" should be "what." And third, "the verse" should be "that section."

"So if you want to pile on Halo Rings which is the currency of the game and points you need to be more creative than simply button mashing."

This sentence doesn't make sense. I've read it multiple times and I still don't understand the meaning behind it. I think some rewriting is in order.

"From a progression standpoint Bayonetta is strictly linear like the Devil May Cry series."

First, there needs to be a comma after "standpoint." And second, delete the bolded material.

"You'll go from one area to another fighting waves and waves of enemies, always getting different types as you progress so not to come off repetitive."

First, add a comma after the first "waves." Second, rewrite the bolded material. The way it's structured now doesn't sound right.

"You won't do much puzzle work, but they way you traverse the areas in Bayonetta can change overtime."

First, how are puzzles related to the way things change in the levels? I read ahead to see, but I didn't see anything that explains the connection. Perhaps you could explain?

Second, "they" needs to "the." Third, "areas" should be changed to either "levels" or "environments." And fourth, you should put a space in "overtime." The connotations that spelling carries aren't the ones necessary for this sentence.

"The plat forming is pretty solid and is never in a position to ruin the pacing of the game."

Platforming is always spelt as one word.

"This is in large part due to level design that at times can both be remarkable and creative. If you're a person that also enjoys a game that can take his/her breath away with its scale, just wait until you see Bayonetta's final level."

These sentences are weak. You say that the level design is "remarkable" and "creative," but you don't give any examples as to why they are. And with out it, your argument is weakened considerably.

"The two that stick out the most as major down points in the overall experience include a segment where Bayonetta is riding a motorcycle, and another one where she is piloting a missile. When the initial appeal of nostalgia and the lovely reference wears off, it quickly becomes apparent that these portions are far too repetitive and drawn out. They come off as excessively unsatisfying, and easily stick out as the worst segments of the game."

So... what exactly makes them so? Because I'm just not seeing it. Am I missing something? Or was there just a lack of elaboration on that part?

"That's not to say the other references in the game aren't fun though."

Real small one here. Just throw a comma in before "though."

"There are multiple lines in the game that make references to popular games like Halo and Resident Evil 4, to even Platinum Games' original game Madworld."

Change "original game" to "own."

"The game usually runs at 60 frames per second on the 360, but there are some notable framerate dips and screen tearing."

This review is only for the 360 version, right? Then there's no need to reference the console name. You only need to do that when reviewing multiple versions of the same game. Also, there should be a space in frame rate.

"There are also some slowdowns here and there, but overall the game runs very well. Visually the graphics are pretty good, although nothing exceptional. Animations are top notch and some of the best you'll get. The audio work is pretty good for the most part as well. You have a nice mix of J-pop and some Jazz giving you some catchy tunes to enjoy the intense battles of the game. The voice acting is a mixed bag. It's hard to put the blame on just the voice acting considering the script is so incredibly bad (which again, is meant to be cheesy purpose). The cut scenes are all well choreographed, but some of them can drag on far too long and keep the player out of the action for too long. This annoyance also carries over to some rather annoying placement of quick time events. Other forms of the story are told through slide show, film strips. They aren't bad, but they come off as a lazy way to do things."

Oh, man... where do I begin?

Okay, first of all, your statements on the visuals need to be expanded desperately. Just saying their good doesn't help the reader at all, we need descriptions, we need to be able picture what it looks like. Right now, the review fails to deliver on that point.

Second of all, there are about a dozen grammatical and structural errors. I'd point them out, but if you read it aloud, I'm sure you'll see what I mean.

And lastly, the whole paragraph just seems... disjointed. You keep jumping from one thing to another in rapid succession without any smooth transitions. It really hurts the flow of the writing as a result.

"It's wild, over the top, and incredibly satisfying. It's fast, fluid, and filled to the brim with a superfluous amount of como all the while maintaining an accessible control scheme that lets you unleash all the insanity without being overly complicated."

The first two lines sound too similar to each other. That's not to say they're redundant, but it's definitely close. Perhaps some better word variation will fix it?

Secondly, is "superfluous" really the word you wish to use in this instance? The word connotes an unneeded excess of something. To me, that sounds more like a criticism than praise. Is that what you were trying to convey here?

Also, "combo" needs an s at the end.

Not bad, overall. Your sentence structure could be better, and the review needs to be expanded in some spots, but those aside, it did its job well.
LarkAnderson GameSpot staff member  
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Apr 20, 2010 1:11 am GMT

Figured I'd reply to this thread since I think that Bayonetta is the bee's knees. I haven't read c_rake's critique, so there may be some overlap here. Anyway, these are just some general tips, so don't expect a sentence-by-sentence walkthrough or anything, but hopefully this is some help.

The point of the opening paragraph should be to intrigue people into wanting to finish reading your review, but also to serve as your opening arguments--you should be expressing an overall opinion about the game, which you go on to back up in the rest of your review. Here, you're not really saying anything about the game besides that you think the narrative sucks but it's nonetheless a great game. This is bad because it doesn't summarize your opinion about the game at all. It's good that you believe that the plot is ridiculous, or that Bayonetta is hyper-sexualized, but do these thoughts really affect your opinion?

When writing a review, a key point to remember is that less is more. Does some aspect of the game ultimately enhance or detract from that game, so much so that you believe it affects your score? If not, then you can safely cut it out, which makes your review more readable and less full of fluff.

Finally, you end the opening by saying that the game is" stylish, insane, and over the top". While I can certainly agree with these sentiments, this doesn't really say anything. What exactly do you mean by saying that it's "insane," and how exactly is that a good thing? It would be better to say that Bayonetta's stylish, over the top action makes for some incredibly fun and action-packed moments, or something along those lines.

Next up, you continue to rail on the plot and on Bayonetta's sexualized nature. Here I have to bring up another key point. You want your review text to match your score. You can't essentially say that the plot is awful and award the game a 9.0, because that's a score for a superb game, and your text doesn't support your score. It's perfectly fine to think that Bayonetta's got a silly plot (because really, it does), but it obviously doesn't affect your opinion of the game, so why say that outright? In this case, it's better to show than tell--write about the plot and give examples of some of the silliness. It's okay to be self-aware about it (it always makes for good jokes to write about something ridiculous and then acknowledge it), but in the end let the reader decide how preposterous or ridiculous the plot is. Finally, make sure you describe the basics of the story: who the main character is, what their motivation is, and who opposes them. Here, you don't really do any of that.

I'm of the opinion that name-dropping in a review is a bad thing. Sure, I've done it in the past, but I've come to realize that it doesn't really add anything. And it certainly doesn't mean anything to someone who doesn't know who you're talking about. Also, the Devil May Cry comparison has been done to death with Bayonetta, so I don't see how this really helps either. A game should stand on its own two feet, which Bayonetta clearly does, and so you shouldn't need to make any comparisons. And again, if the reader isn't familiar with your comparison, it doesn't mean anything to them.

Bazooka tonfas are not anything that any reasonable person would expect to find in a game, so it's odd to say that they're available, of course. I realize it's an attempt at humor, but the delivery could have been a bit better. My big issue with this paragraph though, is that you're basically trying to fill in for an instruction manual. Absolutely remove any mention of the button configuration, unless it's a huge deal. In the case of Bayonetta, the only button that warrants a call-out is the dodge button, and only because it's set to a trigger instead of the right analog stick (this is a huge deal because it makes dodging so much easier to access than in other similar games). It of course is important that Bayonetta has two types of attacks, etc., etc., but you don't need to mention how you trigger them.

Also, you really need to expand on your description of the combo system. You mention that it has "an ocean of depth" but you don't provide any examples or go into any real details. This is also a perfect opportunity to mention how fun battles are, and describe some of the ridiculous things you can do. Make sure you do this in simple, easy to understand language too--Bayonetta's combat mechanics are it's most important aspect, and you want to make sure that everyone gets why it's awesome, why it's fun, and why they should want to get it.

Next up, you make the mistake of mentioning platinum trophies without explaining what they are. You need to go into some detail as to how the game grades you, what scale it grades you against, and why you want platinum trophies. You should also mention why the grading system is awesome, and how the leaderboards really make this game stand out from some of its peers.

Your comparison to Ninja Gaiden is an example of how you use game comparisons--it's self-contained and contrasting, and even a layman can ready our sentence and understand that Ninja Gaiden is pretty brutal. Good job there. You go on to discuss Climax Attacks without really explaining what they are though, which is a pretty big problem.

In the end, my big problem with this review is its structure. You seem to approach things almost backwards--you casually mention something without really describing what it is, as though you assume the reader will understand, and then at some later point you go into detail on it. This is a big no-no. Do not discuss anything that is not completely obvious without first defining what it is. I can't stress how important this is, because readers won't understand what you're getting at.

You also need to toss out a few examples of the gameplay itself, to help support your points. You continually mention how crazy the combat is, but you don't really show why. Discussing your first witch-walk battle, or your fight with Fortitudo, or how the game features angels that are also cars could go a long way to proving your point. Also, be sure to spell-check and grammar-check your work, as there were issues with both throughout the text. I find it incredibly helpful to read my text out loud to myself as well, as it helps me catch things that otherwise would have slipped in.

Anyway, hope this is helpful. 

----------

Lark Anderson
larka [at] gamespot [dot] com
Associate Product Manager

jg4xchamp
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Apr 20, 2010 3:33 am GMT
It was and thank you Mr. Anderson and c_rake

Any helpful tips on what I should probably learn to alter to fit the scores better? I usually write the reviews with "a no score" mentalitiy in mind for my blogs. I hate using scores personally. It gets too confusing for my own self to give out scores, so I just wing it .

Personally I wanted to just get my biggest criticism out of the way. Which is the story. I love Bayonetta but I honestly thought the story was poop. But I get what you guys mean. Make the intro better, spell check, grammer check, stop running your mouth and actually expand on some points.

Edited on Apr 20, 2010 5:14 am GMT
LarkAnderson GameSpot staff member  
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Apr 20, 2010 6:50 pm GMT

The best advice I can give you regarding the score is to not really think about that until the very end. Sure, it's good to get a sense of what you think the score would be while you're playing, but definitely don't go into a review saying to yourself, "this is a 9.0 and I'm going to write a 9.0 review."

What you really should do is write your review, make sure you include everything you want to include, and then ask yourself what score it reads like. Don't be surprised if you end up writing a review that reads far more positively or negatively than you had originally envisioned--this is normal, and believe me that you'll get something that is much more accurate this way.

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Lark Anderson
larka [at] gamespot [dot] com
Associate Product Manager

gdw0908  
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Apr 21, 2010 4:44 am GMT

That's a great point, Lark... I guess I never really thought of it that way. I got a review to write, so I am going to take a lot of your pointers for the 3 critiques you provided. I predict epic failure or lots of the, how you say... GOOD, HAPPY SUCCESS!!!!

 

Thanks again for the pointers to all members


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Backlash24  
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Apr 21, 2010 5:13 am GMT

gdw0908 wrote:
Thanks again for the pointers to all members

Yeah they actually are quite helpful, so thanks

---
AzelKosMos
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Apr 21, 2010 5:44 am GMT
Backlash24 wrote:

gdw0908 wrote:
Thanks again for the pointers to all members

Yeah they actually are quite helpful, so thanks

I was thinking the same although i imagine i will find them rather hard to follow. I nearly always go into a review knowing the score i intend to give it from the overall experience i had playing. While my text may not always reflect that i like to think the number tells how fun it was despite positive / negative aspects.

.....

This is also why i would never be a professional reviewer XD


Backlash24  
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Apr 21, 2010 6:33 am GMT
AzelKosMos wrote:
Backlash24 wrote:

gdw0908 wrote:
Thanks again for the pointers to all members

Yeah they actually are quite helpful, so thanks

I was thinking the same although i imagine i will find them rather hard to follow. I nearly always go into a review knowing the score i intend to give it from the overall experience i had playing. While my text may not always reflect that i like to think the number tells how fun it was despite positive / negative aspects.

.....

This is also why i would never be a professional reviewer XD

I think the important thing is that you should shape your score to match your review, rather than write your review to shape a score.

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celtic1962  
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Apr 21, 2010 7:27 am GMT
Great review jg, recommended. Don't know if this is really my kind of game or not but it's obviously well made.
calvinsora Site Greeter  
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Apr 22, 2010 4:29 am GMT
Backlash24 wrote:
AzelKosMos wrote:
Backlash24 wrote:

gdw0908 wrote:
Thanks again for the pointers to all members

Yeah they actually are quite helpful, so thanks

I was thinking the same although i imagine i will find them rather hard to follow. I nearly always go into a review knowing the score i intend to give it from the overall experience i had playing. While my text may not always reflect that i like to think the number tells how fun it was despite positive / negative aspects.

.....

This is also why i would never be a professional reviewer XD

I think the important thing is that you should shape your score to match your review, rather than write your review to shape a score.

You pretty much hit the nail on the head there. I saw that when I was reviewing GoW, I went into it with 8.6 in mind, but when I read over my review and individual points, I added an 0.1. It's a little difference, but it's there for consistency.

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- C.S. Lewis

lightwarrior179
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Sep 20, 2010 12:10 pm GMT

 

LINK TO THE REVIEW 

 

BAYONETTA (XBOX 360)

 

Bayonetta, the latest from the creators of Viewtiful Joe and Devil May Cry is a sort of an anti-art videogame statement. Arriving in an age when there's a slow upsurge in the so-called "art" or "sensible and meaningful" videogames, Bayonetta is a graciously over-the-top action game that runs high on adrenaline-pumping action backed with solid combat mechanics and a fluid control scheme that makes the game play like a gamer's dream. It also brings back the concept of challenge and reward into action games at a time when games are criticized of being too short and lacking any sort of replay value. All that is immersed in some over-the-top convoluted story, with humour that will send you into splits and some gloriously beautiful action set-pieces that will thrill,awe and excite you mostly all at the same time. The result is one of the finest action games to come out this generation.

The first thing that strikes you about Bayonetta is it'svery well-designed game where equal and adequate thought has gone behind each of its gameplay mechanics. The Prologue which opens after an utterly hilarious opening credit sequence basically serves as a tutorial of sorts introducing the players to the combat of the game. Bayonetta, the tall sexy protagonist with adequate physical proportions and a British accent is equipped with two pairs of revolver, a pair in her hands and another at her heels. One button is designated to each of a melee attack, a ranged attack (hand pistol) and ranged attack (leg pistol). Mix and match and you get combos. The tutorial slowly reveals one move after another all filled in between by intermittent "practice screens" where you can practice the new moves on an enemy until you're satisfied. What this results is that you aren't put right in the middle of the actual combat with a new move that you try to master. Many games often do that which results in many gamers never even attempting to learn the harder combos. Platinum understands that and designs a clever little addition. Even load screens in between the Chapters serve as a "practice screen" where you can practice the combos you've already learnt. So instead of watching a static "Now Loading" image that you do in most games, Platinum smartly allows you to practice moves in between loadtimes.

There's a LOT more about the combat than plain combo-mixing that is. Early in the tutorial you'll gain access to the"Witch Time" mechanic which is quite simply the core strength behind Bayonetta's remarkable combatPressing the right trigger allows you to counter attacks. However, if you happen to counter the enemy's attack at the very LAST instant, making it a risky prospect, you would trigger Witch Time where the time slows down to a near-standstill for you to take advantage. This is basically a la-Bullet Time from the Max Payne games albeit it allows you to create more frenzy and havoc upon your enemies as you lay waste upon them. Another interesting mechanic that is introduced into the combat pretty early on is the Wicked Weave mechanic. Bayonetta's demonic hair can take the shape of a variety of gigantic creatures which often creates some really hilarious sequences (albeit over-the-top ones). Upon execution of certain combos, the Wicked Weave automatically initiates an attack with Bayonetta's hair taking form of a gigantic punch or a heel and destroying the enemy in front of you. This often ended up reminding me as a tribute to Battletoads and their exaggerated appendages attack more often than not. Where Wicked Weave really shines is in certain platforming/puzzle sections that are smart but also during certain "challenge rooms" called Alfheim Portals.

Bayonetta also rewards those who build up combos to kill their enemies fluently. There's a "magic" meter below the health bar which allows Bayonetta to perform special finishing/execution moves when filled. These finishing moves are highly satisfying, utterly gory and ridiculously over-the-top moves that are unlike anything you've seen in a game before. Whether you're chopping the head of an enemy on a guillotine, or tearing them into shreds of flesh and skin with a torture wheel, they're all highly entertaining, satisfying in full gory glory. There's an extension of these execution moves for certain creatures/bosses where it basically is a gateway to perform an even MORE ridiculous over-the-top moves often involving Bayonetta's hair or Wicked Weave bringing a shameful death to the boss and a satisfying victory for you.
Since Platinum's director Hideki Kamiya played a key role in Devil May Cry's creation, it wouldn't be wrong to say some if not many of Bayonetta's general $tyle is inspired from DMC but thankfully Bayonetta hasn't carried DMC's shortcomings.Where DMC's shortcomings generally consisted of incessant backtracking and large focus on combo-building, Bayonetta essentially moves in one direction –forward. It also adds few more parameters other than combo building, including time taken to beat the enemies and damage taken to judge what "medal" you earn at the end of a verse. This not only makes Bayonetta's combat more flexible in terms of removing the necessity of grinding for combos, but it also adds emphasis on speed since beating enemies faster is essential. This adds both thrill and variation to Bayonetta when it comes to combat.

In Bayonetta, there are normal battles, there are normal exciting battles with mini-bosses and then there are boss battles. Boss battles in Bayonetta are nothing short of epic-sized set-pieces that stretch across whole levels that involve you participating in cleverly timed action sequences intermittent with some appropriately-placed QTEs backed by highly tense action that will keep you on the edge of the seats and can send your heart beating at an abnormally high rate. None of the boss battles are average in Bayonetta. They're all good. But some especially a boss battle near the end of the game is so epic that it's bound to become one of the most memorable boss battles you'll ever come across in games. These boss battles fully immerse you in the battle where your skills in dodging, counter, attack and defense are put to test. They also punish any sort of attention lapses since Bayonetta often has the habit of throwing odd QTEs once or twice in between that keep you on your toes. These QTEs aren't over-used thankfully and are used reasonably to their strengths.


Apart from these epic-sized boss battles that give a similar feel to that of God of War, there are some on-rails shooter (or shoot-em-up) sequences in Bayonetta that not only provide a fresh change from the general combat but also serve as some highly entertaining action set-pieces at times and a tribute to the Bullet Hell shmups of Sega from the past. There's a flashy one on a bike that often goes so fast that it is a thrill to watch it initially. Unfortunately, this sequence is a bit too long and overstays it's welcome and is unsurprisingly the ONLY weak part of the whole game. The other shmup sequence thankfully is a tribute to Space Harrier and is a thrill to both play and watch.
There is also a minigame that you automatically have to play in between every chapter which is called "Angel Attack" that is a tribute of sorts to Bullet Hell shmups of Sega.

Bayonetta also features an in-game shop known as "Gates of Hell" where you can buy various items, weapons, accessories, new techniques or odd treasures that add an edge to your attacks. The in-game currency is Halos which are obtained after killing every enemy or earning bonus at the end of each level. There is a long list of unlockables in Bayonetta which often require more than 2 or 3 playthroughs to access. Some of these unlockables and weapons completely change the texture of the game and add a lot more challenge on some of the higher difficulty levels. Bayonetta has got a very deep replay value that extends far beyond a couple of playthroughs. It's both challenging and rewarding,something many of the action games today seem to lack. There are also the afore-mentioned Alfheim Portals which act as "challenge rooms" where you're tasked to complete a set objective. They're fun, varied and they utilize different mechanics and player's skill well.

There is also a plot in Bayonetta and it is paid attention on courtesy of some lengthy cut-scenes. It follows the journey of the eponymous Bayonetta, the last of the Umbra Witches who lost their battle against the Lumen Sages years ago and became nearly extinct courtesy of the Witch Hunts. Bayonetta comes across her old adversary (?) revisits some of the places from her past to uncover the reason behind Umbra Witch's extinction (?). While individual scenes always make sense, the overall plot never really does. At times when you feel like you close to understand what Bayonetta's complex plot really means to say, the story throws an odd twist in between to throw you completely off-track. Regardless to say,the story isn't really one that is meant to be understood. The cutscenes are often entertaining providing source for most of the game's humour. Bayonetta is a hilarious game alright. In it's cutscenes, whether it is busy pulling punches at other games (Assassin's Creed?Halo anyone?) or paying homage to an old-school Sega title or throwing a hilarious pun that generally sends someone into splits, Bayonetta will tickle your funny bone, figuratively speaking. It also has much because of it's beautiful leading lady a lot of sexual puns or lewd references or sexually suggestive poses that will appeal to the male gaming audience a lot. The only possible flaw is that some of the story-related cutscenes are quite long and can overstay their welcome more often than not seeing how the story doesn't make sense that often. Fortunately, nearly all the cutscenes are completely skippable which is a boon indeed on repeat playthroughs.

Graphically, Bayonetta is a beautiful game. Be it the lush green gardens of Vigrid or the shimmering streams of Paradiso, or the dark, rainy corridors of Purgatario or the burning flames from Inferno. Bayonetta's graphics help let the player's imagination loose on it's rich setting. The greatest strength however lies in the seamless transition of game from combat to cutscene and then to CGI. It's done in a mere millisecond interval that's a tremendous technical feat at times. The game especially on Xbox 360, doesn't much from the choppy frame-rate even during some heavy boss fights that utilize complex animations from ever pixel on screen. Bayonetta with it's over-the-top nature can fill the screen with random oddities but never overdoes it and always seem to does it with considerable grace or atleast with hilarious results.
Bayonetta being a Japanese game is surprisingly voice-acted quite well. Bayonetta's British accent is well-done and the voices of the rest of the supporting cast especially that of Rodin are done very well. The music consists mainly of upbeat tunes with sleazy jazz tunes put in between. Some of the music is done exceptionally well and the title track with part-English, part-Japanese vocals titled, "Fly me to the Moon", sexually suggestive it might be is still catchy. The battle themes are catchy enough as well.

A game with Bayonetta's over-the-top action, excellent game mechanics, brilliant game design, satisfying combat, high replay value and challenge doesn't come around very often. And if it does all it's elements are rarely executed with the near-perfect finish Platinum Games has managed to do with it. It never takes itself too seriously, pulls punches at everything, borrows slight elements from top action series be it the $tyle from Devil May Cry, the combat speed and emphasis on counter from Ninja Gaiden, or the gory finishing moves and epic boss battle set-pieces from God of War, Bayonetta never even for a single moment appears derivative or inferior to any of those three acclaimed series it borrows some of it's elements from. In fact, Bayonetta stands so confidently on it's own footing, injects enough originality within itself and apart from few small bumps in between is a gloriously entertaining thrill-ride like nothing else you've seen in a long time.

 

 


 

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calvinsora Site Greeter  
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Sep 20, 2010 2:02 pm GMT
Good to see you posting As said before, it's a great review, really polished and has a good flow. I just wonder whether it's worth playing on the PS3...

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lightwarrior179
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Sep 21, 2010 10:44 am GMT

calvinsora wrote:
Good to see you posting As said before, it's a great review, really polished and has a good flow. I just wonder whether it's worth playing on the PS3...

There were frame-rate and slowdown issues but I believe all of them have been fixed with patches and updates. 

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jg4xchamp
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Sep 21, 2010 7:40 pm GMT
The framerate is still slower, but they ironed up the loading issues.

Visually it's all washed out, but the real annoyance if anything is the framerate. Bayonetta's entire gameplay is built around speed(and the screen tearing is even annoying on the 360 version) and the framerate dips really bog it down a bit. It's still the best hack n slash game on the current gen systems though. That combat is glorious.
calvinsora Site Greeter  
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Sep 22, 2010 12:40 am GMT
I think I'll be able to handle it as long as it doesn't dip down to single digits like in SotC. Doubt that'll happen

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- C.S. Lewis

jg4xchamp
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Sep 22, 2010 8:32 am GMT
calvinsora wrote:
I think I'll be able to handle it as long as it doesn't dip down to single digits like in SotC. Doubt that'll happen
To be fair even the 360 version doesn't run at a locked 60 frames.

It has its own dips, and there are moments of slowdown. Just the PS3 version is even worse at it.

To be honest I don't think a single hack n slash game this gen has been locked at 60 frames outside of Devil May Cry 4. Ninja Gaiden 2 was rushed, Bayonetta has some slowdown at times, and God of War 3 was locked at 30 if anything(nice visual tricks though). Hopefully if they make Bayonetta 2 they can get it locked in at 60.
lightwarrior179
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Sep 27, 2010 10:06 am GMT

jg4xchamp wrote:
calvinsora wrote:
I think I'll be able to handle it as long as it doesn't dip down to single digits like in SotC. Doubt that'll happen
To be fair even the 360 version doesn't run at a locked 60 frames.

It has its own dips, and there are moments of slowdown. Just the PS3 version is even worse at it.

To be honest I don't think a single hack n slash game this gen has been locked at 60 frames outside of Devil May Cry 4. Ninja Gaiden 2 was rushed, Bayonetta has some slowdown at times, and God of War 3 was locked at 30 if anything(nice visual tricks though). Hopefully if they make Bayonetta 2 they can get it locked in at 60.

Yes it has it's fair share of dips during the mega boss fights but that's expected with all those animations going. I am really impressed at how fast the CGI transitions into real-time graphics. So many of it's action sequences are built on the timing of transition and the near-seamlessness really maintains the flow onto the QTEs that generally follow it. 

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Setho10
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Sep 30, 2010 11:39 am GMT

calvinsora wrote:
I think I'll be able to handle it as long as it doesn't dip down to single digits like in SotC. Doubt that'll happen

 The PS3 version runs at half the frames as the 360 version. You can literally feel it if you play them side by side. The PS3 version just feels worse. I wouldn't play that version if you have any other option. The loading was fixed, but the graphics are much worse and the framerate really ruins the game imo. 

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