Will always stand and say this game has the most cleverly designed Campaign in the series, given how interactable the environments or levels are. Their so much more complex than just 'verses'. Take the chase sequence from Phantom or Shadow in the hallways, the atmosphere links itself to the environment and gives you interesting interactions. Do you want to be rewarded, and kill the enemy there, or run away and not risk it? Or simple things, like ricocheting attacks from the dragon statue's beam. Alot of these gimmicks give this game an interesting legacy that is very much missing from the others.
I feel it has the perfect balance with its enemy/combat design by giving you freedom on how to play, but pushing you with the complex enemy behaviors too. The game's combat is more simplified compared to other later entries, yes, but each attack feels like it has more meaning, and weight to them. Take Roundtrip for example, in all the other entries you wouldn't really use it because its more for flashiness, here due to the more weight each and every attack has due to a more limited moveset, it feels more necessary. Alastor/Vortex itself as a technique gives you tons of mobility be it by air, or the ground and the guns have really interesting knockback quirks that it's enough to stand on its own. Other games in the series really aren't the same as it and I really appreciate it for that.

Fuck dmc fuck bayonetta fuck ninja Gaiden fuck all the rest of da bullshit this GOD HAND HERE!


You can
Kick/punch people out of the solar system
Kick people in the balls if they are male fighters
Chihuahua race
Suplex a gorilla
Fight two VERY gay men on the first level
Beat up the power rangers
And Fist Fight hordes of dominatrixes
Need I say more?

10/10

"You must always remember that the only thing necessary for evil to triumph, is for good men to do nothing."

I really appreciate how simple, yet in-depth the exploration is, comparing it to other metroidvania like games and its map it feels much more simple to navigate and never too tedious as well. The atmosphere, music and animations are smooth as hell too, I can see myself playing this again in the future honestly.

Damn good game definitely worthy of being a classic.

Aside from what everyone else has said about this game, just from a pure game design standpoint this games level of detail is astonishing, I'm shocked at the level of interactablity there is with the environments, levels, and enemies. Like most third-person shooter games, leon of course can point and shoot, but what he can do with the point-and-shoot with his guns are what sets them apart. Shooting the enemies in the leg will stun them, being able to melee them (even all at once depending upon the scenario) the arm will stagger, of course, headshots as well, shotgun can mow down hordes of enemies (and the rifle can if lined up in rows as well) if the enemy has dynamite you can shoot it out of their hand, an enemy has a throwable melee weapon you can shoot it down mid-air, it's crazy.

I think one of the best things about this game from a gameplay perspective is a lack of crosshair, the lack of crosshair gives it such a tactical feel and really puts you in Leon's shoes, having to use the red dot as a way to land the right shots, this makes it feel more in a sense, desperate in situations, the red dot is your main form of accuracy depending upon if the circle fully forms or not.

The level of detail doesn't stop with just gameplay, even with the cutscenes the number of cutscenes provided are fun too, there's quite alot that can easily be missed, many of them I didn't even know until I saw them online not too long ago as I write this, if you don't explore parts of an area, what action you take, I'm surprised. Probably a timeless game, I'm not sure at all how the remake is even going to try to top this. What else can you expect from the legendary Shinji Mikami

(this game is too damn expensive lol)
I beat this game first back in March, and came back to play it again on hard mode. I can say without a doubt this game is much, much Superior on the harder difficulty and I like it leagues more. I'm coming to realize how much detail and thought was put into this game even for just being a scrapped and edited script of RE4


Haunting Ground stands out to me because it incentives replays through the usage of different play styles you can experiment with, there's sooo much to unlock after beating the game. Fiona has many different accessories and costumes that give her new mechanics, take for example the Cowgirl outfit, equipping this gives Fiona a gun that can make you have a guns blazing approach, or wearing an accessory earring that allows Fiona to turn invisible to be more sneaky. I think this is really awesome and different from a survival horror game because it opens the game up tremendously and encourages new playstyles like in Resident Evil, there's even a ranking system at the end of each playthrough that tells you about your kind of playstyle.

On Standard, I was feeling underwhelmed due to how easy it is to get away from stalkers and survive them but on hard is a much different story, the enemy AI is much smarter now (or at least the first 3 stalkers), they take more effort to shake off your trail, you have to be much smarter when hiding, there were quite some times where stalkers like Riccardo, Debilitas, or Daniella would catch me off guard, and almost one-shot me

I ain't gonna dwell much on the story, since the gameplay really is where I'm most interested, all I know is that I liked Daniella's parts (she can have me btw.) Hewie best boy, and Fiona best girl.

For what it's worth I get the feminist readings and interpretations of what the game is trying to say through the eyes of Fiona, objectification against a woman's will is apparent in it however, I somewhat feel like the game contradicts itself in that category with the alt skimpy costumes you obtain lol. (Not to bash the funny boob physics harshly) Almost in a sense the game kinda wants you in on the sexualization at that point. I think the way to rectify this is Fiona only getting those outfits when she has a weapon of power, or dominance, but I still think it's a slight leap in thought considering parts of this game are an heavy analogy of SA or R*pe. I get where the readings are coming from though.



Most horror games nowadays don't really do much to bring you back but Haunting Ground is unique in this regard because of how many different ways you can run through this game. Wanna run past the sections and speed through the game as quickly as possible? Sure! Wanna get risky and go in guns blazing with all the unlockable costumes, or different items you can craft? Easy. Want to use all those items you've found/crafted to plant traps around the map, and ambush the stalkers with Hewie? Very doable. Want to sneak past your enemies, skip most of the encounters, and scout for all the items? Fun. Want to just max out the dog meter and pet Hewie all day? Go ahead! These are all really optimal playstyles and the game knows it. There are so many different outcomes and little details the game is filled with that sometimes on a new playthrough the game can feel really different and you'll encounter something new that you didn't last time.

If the game isn't gripping you after a first playthrough, I don't blame you! Haunting Ground is one of those games that gets better on a replay as you understand how things work, the game opens up much more after completion, it's a game im currently learning to luv. I think that's really neat.
My only real gripes with this game is some of the level design gets weaker in some sections in the last quarter of the game given how strong it is in the main 3 sections, or the inconsistency of Hewie's AI that sometimes lead to deaths.
The game does a poor job explaining some of the mechanics like Hewie for example but I think some of that is apart of the experience, like the lack of a UI hud for the game. The game would be infinitely easier if there was a HUD that showed health or stamina and even your bond with Hewie throughout the game. You have to rely more so on the animations, AI behaviors, and aesthetical cues to understand how things are operating to apply the proper judgment of the situation, I think that's a smart choice on the designers of this game, makes you pay attention more. This game is by no means a perfect cookie, but the kind of cookie that gets better as you take another bite.

If there is something else I would add though in the game would be a limited saves mode (ink ribbons like from RE) where you can only save through an item (like the chips) but that's just me dreaming lol.

Might make a video explaining its mechanics for it who knows lol

Smoking is only cool in fiction

BLOOD IS FUEL AND MY COCK IS FULL

This review contains spoilers

"Everyone rushes at me like crazed fans.They still haven't figured out that I don't give autographs!"

Bayonetta as a game is still one of my favorite games when looking back at it when I first played it for the first time almost three years ago. My game design sense has changed much from what it was in those years, but damn this game is lightning in a bottle in my eyes.

Gameplay: As of 3's release, letting the game sit with me I can safely say while I respect its creative liberties, and ambition with its combat system, 1 still has probably the most ironed out, tightest, and fresh combat system still in the whole series. For me, there is not a single thing this game does wrong with its combat system, the enemy design is so interesting and intricate, but fair. They can only attack on screen, they challenge you and test your knowledge of Bayonetta's moveset, but also, let you express yourself against them with so many ways to combo, or interact with them like being able to sweep them. Enemies can only parry if you hit them with their armor/stagger intact, things like shooting, or WW's can help break that in so many interesting ways. Wicked Weaves can launch, stomp, or send enemies flying across the arena.
I can not tell you how many days I have pulled all-nighters, labbing away at an enemy just to perfect and pull off a combo session perfectly. 3 gets onto that level with it's unique systems like Demon Slave, but 1 has such a good moveset with interesting interactions I just can't stop thinking about it when I think of action games. The fact that inertia exists in this game alone puts it above.
With how tightly integrated Dodge Offset is to the game,
you can offset through taunt animations, Umbran Spear, portals, and even FUCKING CUTSCENES. It's even hilarious to note that Kamiya himself was even shocked that you can offset combo strings through Umbran Spear.

Let us not forget how much more agile Bayonetta feels in the first game, considering how much faster she can string her combos, cancel them, and the availability of wicked weaves on her Scarborough Fair gun strings. This game does receive some criticism from the more surface-level players due to reusing a lot of the same animations from SF for a good amount of the different weapons, however, I find that to be positive. I find that as a positive because, when using different weapons throughout the game, having a visual cue gives you a sense of familiarity with the weapon, and its combo strings. What really sets the weapons apart in Bayonetta is the different properties they have, some weapons are insanely fast, some can freeze enemies, some can blow them up, or stagger them easier. Each end result is different, so why complain about how it looks so much?
The weapons like Sai Fung are satisfying and creamy as FUCK with that just being the tip of the iceberg.

I love, love that the higher difficulties actually go beyond changing enemy damage output in 1, instead of just doing that, encounters are completely changed, enemy placements are varied and tailored differently too, and on NSIC Witch Time is taken away! This makes you change up your play style in the best way, it pushes you to learn the game systems much more now that Witch Time is no longer a crutch, you can't bait enemies anymore into easy WT's. Hard mode is the best experience of the game though imo.


The only thing I would flaw this game for is alot of the bosses, I can forgive it however, with the existence of Jeanne, she is easily one of the most interesting bosses in terms of gameplay design, that bitch does not let up. The fights with her are always a delight and exciting, but fair.

Jeanne is identical to Bayonetta, fighting against her is almost like a 1v1 against another player, she can dodge, is just as mobile, wicked weave you from far away, shoot, but hit her in recovery and it will land every time. The battle goes so quickly so the back and forth is just too much fun.




On an aesthetic note, while this game has a more brownish and yellow filter (like most games during its time) I think it fits, this game, unlike the others, focuses on a much more gothic and dark appeal, like the European architecture, the angels and demons, so so cool.
Bayonetta and Jeanne still have the most unique designs in the whole series in this game, I love their designs in 2, but for some reason, I find both their first game's designs the most appealing because of how original it is. Bayonetta's design is supposed to be a witch hat, with the red ribbons on her text saying "BAYONETTA" over and over again in demonic text. So cool how subtle and intricate these designs are. Also, as a man I'll tell ya Bayonetta and Jeanne have the most beautiful faces and best asses in these designs, don't @'t me. (thank god for Bayonetta 3's photomode!) the sound design ooo man, each hit, and gunshot feels sooo satisfying to land, or even hear, they all feel impactful, and not like a peashooter.



Story:

This game is more focused on characters than story (something Kamiya notes in his developer playthrough) and that is its biggest strength for playing into that. Bayonetta in this game is probably the best she's been characterized the whole franchise. You get her origin story, campy showcases, most character development throughout the games, and her at her most caring. I like Bayonetta 2's characterization of her as well for some of the same reasons but I dislike the dialogue of the game too much for me to say she's better than her here.

Bayonetta don't got a Shakespeare-worthy plot, nor am I saying it's perfection but damn it if these characters don't have alot of charm or heart would be a lie. I love how much detail, and emotion is put into every cutscene of this game, I also love even more is Bayonetta's character, so much. Her arc in the first game is something I really love about it.

The biggest thing about Bayonetta in the first game is an extremely subtle detail much miss, even though she is so strong, confident, and powerful upfront, she is also a very lonely woman. Even though Rodin gave her an identity, and her name in the first place, she had no recollection of who she was and it frustrates her, in the lyrics of her battle theme even notes

"Bayonetta, you're mystery. (Who)
You come along with a destiny. (Are you?)
This is your life, a battlefield telling you who you are.
(A mystery, Bayonetta.)
Bayonetta, this is your time. (Hold tight)

Bayonetta, you bury your loneliness deep down in your eyes.
(Beautiful. Beautiful. So Powerful. So lonely.)
Sadness lies in your eyes. (Lonely heart)
But victory shines in your eyes. (You will find it)
You're still alive!
(Deep down in your heart. Deep down inside. Victory!)"

Her battle theme is about her and her alone, all from Jeanne's perspective. All she can focus on is trying to stay alive, her identity as Bayonetta is what keeps her going, but she wants to remember who she was.

Bayonetta has never, been and is not a heartless person at all, very much the opposite, even though she considers Luka an annoying nuisance, a young man she has to deal with, she does sympathize and cares about him still even if she kinda does emasculate and humiliates him throughout the first half of the game. Her and Cereza's relationship is really interesting to me on a thematic level considering in a technical sense, she is reciprocating motherly love to herself, something she never had as a child, being the Umbran Outcast. Cereza is a time-distorted version of herself from the past, at first she isn't head over heels for Cereza, she is stern at first, but she takes care of her, and then, later on, she grows to be more vulnerable around her, and attached. Her attachment to Cereza is completely reflected in the gameplay, when you meet Cereza, she is seen as distant, following Bayonetta, and then later on, Bayonetta is seen, and in a section controlled carrying Cereza in her arms.

Cereza also plays a massive role for Bayonetta and Luka to start respecting one another, she is quite honestly the bridge that helps them understand one another more and see each other differently, Luka thinks that Bayonetta is a murder and was the one who killed his father when he was only a child, Bayonetta thinking that he's just an annoying, shallow stalker/perverted fool. By the end of the game, they respect each other and are on good terms. Let's not forget Jeanne too, near the end of the game when Bayonetta regains her memories, they do a good job of showing how much Jeanne means to Bayonetta, they were always there for each other, Jeanne lifts her up when she needs it the most so many times throughout the game and they inspire each other.

Bayonetta returning Cereza to her time is such a great moment for her character because she is in a sense, giving herself from the past a better future. These experiences of Being around her future self with Amnesia gives Cereza the strength she needs to become strong in her own time. When she sees her mother die in this world, instead of losing all confidence and being destroyed by it, she gets up and continues to fight. Thus, giving her a better future than Bayonetta herself had. Making Cereza, become a different person in her own time.

So when I hear this game's story is just plain nonsense, I can't help but feel like they didn't really care enough to notice it in the first place, tbh.

These previously mentioned things are the most important for her arc in this game, she like I said before, was never a heartless person, she learns to open up, and not reject people being in her life. She learns to stop being so distant towards others, and open up more.

After looking at the clusterfuck of a story that Bayonetta 3 was (SPOILERS) I am a little glad that the protagonists in Bayonetta 1/2/3 are different people, from her first game incarnation being the first. It feels like night and day when looking at Cereza in 3 to Bayonetta in 1. Bayonetta herself is a lot more flashy, and campy, but overall is an extremely compassionate woman who cares about everyone around her. She has the most heart here and development. Cereza in 3, on the other hand, feels a lot less brave, and honestly, alot dumber and less intelligent than Bayonetta in 1 even though she is technically the strongest Cereza. She's a lot more bitchier, and she doesn't have any interesting characterization or developments that make sense like Bayonetta's, Bayonetta had signs of weakness as well, her fear, losing her mother, and so on, so it is pretty unfortunate Cereza doesn't really have any interesting character traits like Bayonetta, even her style and camp aren't on the same tier.

I miss when Bayonetta had actual continuity, even though the story wasn't its focal point, the characters were the heart. So to me, It's pretty deplorable seeing the direction 3 went for with its story, considering how few interesting developments happen in the cutscenes or are even explained and feel sensible to the characters. They just are missing the soul that made them great to me like this game did. It feels like with each passing sequel so far, the story just keeps taking a nosedive even though they put so much emphasis on it in 3. To the point were it affected the characters greatly.

I think what made Bayonetta such a fascinating character to me is her subtlety, it pops in and out but we get to see it in full through the actions she takes and her visuals, instead of it being out loud and about in your face all the time, it is more so hinted through her mannerisms at first. So when it is shown out and about, it feels very earned, and special. It's not overdone like in shounen anime, it feels a lot more human and believable, more earned to me.

She's a subtly emotional woman, and I can't help but love her for it.

I'm so sorry if some parts of this review is just a rant of me comparing 1 to 3, but I can't help it. LOL.


Closest thing to a character action berserk game. rest easy, Miura.

'Vanessa is Bayonetta before Bayonetta' ~ my friend Kelly
For a four month dev cycle, this game is a bit impressive in some levels, it has a very shump design philosophy to it. Bosses are ass tho and they definitely ran out of time at the end lol. OST a bop

Mikami definitely got to experiment with his ideas fully in VANQUISH (2010)

-> launches game
-> installs patches to play
-> "oh cool! For a game this old the AI sure is fairly smart (than most games nowadays) and the gunplay is good!"
-> make it to mid way point and game nearly gives up to throw anything new at you

-> "Horror sequence straight from a GMOD map
-> Encounter
-> "Horror Sequence again


The encounters were fun though, core combat is definitely ahead of its time. Too bad the horror got stale for me after a bit but I like in certain sections how it linked to the games encounters in darker areas. Cool

"Bayo 2 exists just for Bayo 1 to be better than it already is."

The combat relying on its witch time mechanic this time around to perform combos or damage/stagger at all even on medium weighted enemies sucks a lot of ass, the enemies are extremely horrendous in terms of gameplay design where they just dodge everything, have horrendous telegraphing cues on the animations, it just does not mesh well. This really upsets me considering how much Kamiya and Platinum valued these points of their games, and just become completely betrayed.

As flawed as the combat is compared to the first I do like it still (albeit less when I replayed it), I like seeing some of Bayo's subtle character development throughout I think it's pretty cute from the first, and I do adore the additions of Younger Balder and Loki, think they're great I love their interactions and the way they all bounce off one another is so dope.

The visuals are a step up too, but the first game is much better still all around.

The story isn't as compelling in it's second half and kinda is bleh with loptor at the end was underwhelming to me, I like that the first was more mysterious but ramped up at the end once Bayo started figuring out who she was is WAY more interesting compared to here, I think she was a much more complex character in 1 then here. Jeanne had a much more interesting role in my honest opinion in 1, this time around here they kinda wasted her not showing her interact with the other cast members besides Bayo. Some pretty wasted potential there but hey whatever. I enjoyed seeing that after the 1st game she seems more relaxed after knowing who she is and having Jeanne back as her homie and being able to get close to her again since the end of their teen years is nice. I like their relationship alot in the games, I think it's well developed and honestly? Real asf. You can tell Cereza, Luka and the gang have made her warm up to others more instead of distancing herself off from new people in her life.




I do love this game to a degree. But as I sit on it I notice the holes more throughout, wish Kamiya had more involvement here instead of being a supervisor.

Hope 3 expands more than what this one couldn't with Kamiya coming in as Executive Director this time around.

https://youtu.be/6jIQkohrSvQ

Yuzu goat
I love Bayonetta
Best waifu

7/10

The more I think about this game the more I like it, definitely will go for a 100% someday.

That mech fight was kinda mid but the rest of this game is great, hard as shit tho (Kamiya needs to be gunned down for that mech segment tho)