10 Reviews liked by WindWarrior75


Bayonetta? More like Mayonetta, ‘cause this shit spread me apart!” This joke was brought to you by the legendary @QuentTheSlayer.

The Bayonetta series! One of the most acclaimed franchises I’ve seen in general that nobody ever played. Yeah, can you believe that Bayonetta 2 barely cracked 1 million copies on Switch as of 2021? That's not terrible by any means, but you’d think it’d be a lot higher, since it was practically the Wii U’s only pride and joy, and 3/4ths of the series were heavily funded and promoted by Nintendo, plus almost every DMC game has sold like hotcakes, but no. Oh, sorry to any NES Remix 2 fans out there! Apparently, it wasn't a killer app for the failing Wii U console. Shocker. But, when Bayonetta 2 launched in 2014, they also ported Bayonetta 1 to Wii U, and a few years later, Xbox One, PS4, and the PC. The PC version is the definitive way to play the game, in my opinion. It can run up to 4K resolution, and usually maintains a stable 60fps, unlike a majority of the console versions, which don’t. A shame that Bayonetta 1 has only seen a PC release, because 2 and 3 will probably always be locked to Nintendo Switch and Wii U, as those 2 were Nintendo-funded, and also receive FPS issues, more so Bayonetta 3. But hey, emulation is always free, I suppose. And for the record, in these playthroughs, I will be emulating 2 and 3, just for the best experience possible. An almost locked 60FPS is crucial for almost any modern character action game nowadays, so I just bit the bullet. And for you rare few, I have my lawyers on speed dial if you want to contest this.

Okay, jokes aside, what the hell is a “Bayonetta”? Aside from her name being a clear nod to the weapon, the Bayonet, Bayonetta herself has become an icon within the hack n’ slash genre, and also the fighting game scene. Bayonetta was birthed from the absolute legend, Hideki Kamiya, who also directed the first Devil May Cry title. Rather than a male lead, Bayonetta was designed from the ground up, as a female witch who wielded four guns at a time. Although some shade was initially thrown at the beehive hairstyle, mimicking traditional witch hats, and lacked glasses initially, eventually, they came to a witch, with a heavy focus on the attractiveness of the character. Bayonetta, from the ground up, was designed to be attractive as all get-out, if you couldn’t tell from the box art. This girl just leaves it hanging out there like it’s nobody’s business! Hell, this even floods into gameplay a little bit. The infamous torture attacks have Bayonetta seductively execute her foes, the innuendos, “Climax”, yeah. Hideki Kamiya and crew knew what they were doing, and it shows. However, in spite of the less-than-modest presentation of Bayonetta herself, I’d actually go out on a limb to say that it empowers Bayonetta as a character. In the cutscenes, we see Bayonetta doing all of this wacky shit. She’s having fun! Flirting with her enemies, dancing around them, as she aims to secure the kill. It really makes Bayonetta out as an unstoppable badass, deliberately belittling her foes as she defeats them all promptly. I'm not a woman, so I don't really want to comment on if Bayonetta is necessarily sexist or not, but personally, I never really felt that way. The opening cutscene demonstrates this, with Bayonetta, ambushed by angels while working as a nun, decimating every single Angel in her way with style and grace. And when things get dire, as the angels barely miss her, slicing her nun attire in the products, she fully awakens to her power. And then, the ICONIC song HAAAAAAAA HAAAAAAA HAAAAAAAAAAAAAAA, HAAAAA, AAAAAA, AAAAAAA, AAA, x6 FLYYYYYYYYYYYYYYYYYYY ME TO THE MOON AND LET ME PLAYYYYYYYY AMONG THE STAAAAAAAAAAARS begins at full volume. I love this fucking track. Bayonetta has a good ass soundtrack and if you contest that fact, you're subhuman. But, back to the story and character design itself, giving Bayonetta this massive reach over her enemies demonstrates to the player how powerful Bayonetta is, and how powerful the player CAN be, with the game’s COMBAT.

GOD, Bayonetta's combat makes me SWOON. Never have I ever been so addicted to the controls of a game alone. Each time I listen to Fly Me to the Moon (Infinite Climax), I just want to start Bayonetta all over again. Bayonetta’s combat is EXCELLENT. No ifs, ands, or buts about it. Hell, I might even say I enjoy the gameplay loop a little more than Devil May Cry’s gameplay loop, although I’m not entirely sure. Bayonetta herself has a few simple attacks; a punch, kick, shooting, and dodging. You’ll primarily be fighting your foes face on, but that’s not to say your guns don’t get some decent use either. You have 4 guns; two on your hands, and two on your feet. By holding an attack button, you can shoot the guns to give a little extra damage out, corresponding to which attack you throw out. So, punch to shoot the hand guns, or kick to shoot the heel guns. Or, alternatively, you can shoot your hand guns on your own, if you don’t feel like punching enemies in the face. But believe me folks, it doesn’t end there. The combo system of Bayonetta goes far deeper than you may think. Bayonetta retains the delay-based systems of Devil May Cry, but given the choice of hands and guns, the combos become much, MUCH deeper than before. Your average Devil May Cry combo goes like this. Slash, slash, wait, slash, slash. Whereas an average Bayonetta combo goes like this; Punch, punch, kick, kick, wait, kick. It adds complexity, but still remains simple enough to master. Bayonetta’s other main stick is her Witch Time, and upon dodging a majority of attacks at the last second, Bayonetta will slow down time for every enemy, and yeah, it’s as satisfying as it sounds. Outside of looking and feeling really good to do, the obvious benefit of slowing down time also adds a score multiplier to each attack done in Witch Time. So there’s no real reason to not be in Witch Time as much as possible, even if you can’t land a few attacks in. It feels great to pull off each time, just getting to wail on your enemies each time feels immaculate to watch and play. Even more immaculate is the Climaxes and Executions, which have you executing enemies in just the cutest way possible, usually killing them in a single shot. So, all of this versatility sounds pretty overpowered, right? How does Bayon- Wait, I’ve already used this segway in my Repentance review. Shit.

Straight and to the point, Bayonetta is one of the most deviously difficult games that I’ve ever played. Goddamn, I wasn’t expecting to die THIS much when going in. I knew that it wouldn’t be an easy game, but FUCK the Witch Hunts, seriously. But if it isn’t one of the most consistently fair games that I’ve played, too. Every attack is cued to perfection. To avoid frustration, most attacks have a bright shine and sound cue to it. The attacks themselves hit incredibly hard, but if you can dodge them, you’ll be a master of Bayonetta. Guess which camp I fell in? I was planning on doing a no items run of Bayonetta, but at Chapter 9, I caved. The game was just too hard for me. But, that’s okay, because before that, I was only getting Stone ranks, and each use of an item counts as half of a death, so there really wasn’t much difference in my overall score. What DID have an effect on my score were the Quick Time Events, though.

God, these just need to go. Bayonetta is an amazing game and all that jazz, but MAN, these got on my nerves really quickly. My main problem is that a grand majority of them lead to an instant death for no good reason at all, and they quite literally show up out of nowhere. At the very least, at least make the failure state cause minor damage or make it repeatable, because an outright kill from something you couldn’t see coming is not fun game design. Imagine that you’re on the way to a Pure Platinum in Chapter 2. You haven’t got hit a single time, and when you finally kill the boss without damage, you set down the controller satisfyingly, only to forget the instant kill at the VERY end of the chapter. Come on, dude! Talk about cheap and frustrating design. This especially hurt as someone who has really good hand-eye coordination, and played the Steam release with a Switch Pro Controller, as the direction of buttons doesn’t line up with the prompts on screen, as inputting the wrong buttons very frequently leads to Bayonetta’s demise. And don’t input them TOO early, because that kills you, too! For some reason. Speaking of bosses, they were... somewhat of a mixed bag. None of them are outright terrible, but there’s definitely a fair share of hot air between them. Sometimes, there’s not a whole lot to do other than firing your guns at them. They also have QTEs, although most are optional, thankfully. And failing usually doesn’t kill you, thank the fucking lord. Also on the plus side, all of the Jeanne fights were AWESOME. She serves as a skill check; Witch Time and guns won’t work for a majority of attacks, and she’s among the most threatening bosses in the entire game, packing speed and some hella’ Wicked weaves. Each encounter is almost perfectly crafted, requiring the utmost mastery of skills. And that music, man. Every 10/10 game NEEDS a 10/10 soundtrack, too. It’s simply inseparable. Jeanne is essentially the Vergil of Bayonetta, and those DMC comparisons don’t stop there.

Like DMC, you can buy abilities in the shop, all of which are of great variety and utility. In fact, I’d go as far to say that Bayonetta has a greater variety of skills than a majority of Devil May Cry games (obviously disregarding DMC 2). Good GOD, the moves you can pull off are so distinctive from one another. The Beast Within moves are among the best in the entire game, the Breakdance is a great AOE attack, also useful for revealing those hidden halos and other items, man. It’s all so good! Sure, the heel stomp attack could be a little more useful, but for the most part, all of these abilities are awesome! Uhhhh. I’m out of good segways. Shit.

Okay, time to talk about the final few chapters, and WOW, these aren’t all that great, unfortunately. Chapter 14 is mostly Space Harrier that just lasts far too long. At the end, there’s a Jeanne fight, though, which is my personal favorite of the Jeanne fights, because she has the best, most difficult attacks of them all. I kind of wonder why they didn’t just split the two chapters, though. Imagine fucking up the Platinum and then having to do Space Harrier all over again. Ugh. Chapter 15 is a... boss rush. It’s not the worst thing in the world, but it’s just kind of... okay. Chapter 16, the final traditional misson, is just a boss fight, against Balder, and the fight would’ve been PERFECT, if it weren’t for the fucking camera. It’s like Jeanne; no Witch Time, no guns, just you and a fight to the death. The camera is just far too up close. But it's still a great send-off, into the EPILOUGE, of course. The FINAL final boss, Jubileus, is a solid little send off to the game, but I think it's just a bit too easy? First off though, Jubileus is fucking hot and you cannot say otherwise, but secondly, the boss herself hovers above you, slamming sword thingies down, and those shoot projectiles at you. Not too bad to dodge, you just Witch Time them, and bam. Beat their asses. She'll also end up changing the arena every now and then, one covered in lava, one in ice, and one in the middle of a tornado. You, once again, have to destroy the swords she plants down, and Witch Time is the key to success. Really, her fight is pretty straightforward. Most of her attacks are pretty slow and predictable, and the one that poses a threat is the Black Hole attack, which is a reset, but other than that… yeah. It's fun, but too easy in my opinion. But of course, this is capped off with the most awesome Climax. Bayonetta does an awesome 20 second long dance, summoning a massive hair demon with oddly feminine proportions (god this game is weird and I love it), and it beats the shit out Jubileus in one fell love tap, knocking Jubileus’s soul out of her body into the goddamn SUN. Yeah, talk about a fucking climax. Oh, you can control her soul as she falls? You know what? Fuck Jupiter, am I righ- I DIED??? …Okay, that makes sense. Anyways one dumb decision later, Jubileus’s body falls to the earth, brief lesbianism occurs, we destroy her body, Bayonetta dies, actually no, bisexualism occurs, Bayo winks, CREDIT ROLL!!!!

No hyperbole or anything, Bayonetta is one of my favorite games that I've played this year, and maybe one of my favorite games of all time. A must play for almost anybody. Sure, the game has it's low points (how the FUCK did i not mention Grace and Glory during this???), but overall, it's REALLY fucking fun, and serves as one of the best character action games ever made, andI'll for sure be returning for Hard Mode and afterwards, INFINITE CLIMAX (funny). Bayonetta is on Steam, PS4, and Xbox One for 10 bucks, and the game more than makes up for that price, I'd say. I'm not sure about Xbox 360 and PS3, but Bayonetta is also on Switch for $30, which is a bit of an eh deal, but hey, you get a $20 discount for Bayonetta 2 if you buy it. Speaking of Bayonetta 2, that's NOT up next, but rather Bayonetta: Bloody Fate. Yeah, for the first time in zeusdeegoose history, we have a cross-media review series (if you discount Isaac I guess). I'm still playing through Bayonetta 2, and it seems destined to be another banger, but hey, we'll see in the review. I don't know about Bayonetta 3 as I actually haven't even touched it, but from what I heard, there's some… opinions on it. But, once again we'll see. But, the moral of the story? Bayonetta is awesome and I like it. Go buy 15 copies of it right now, and I hope that you have an awesome day.

the fact that there are 9 5.0 ratings on this scares me

You know I'm still convinced that a bunch of martian molerats of some sort did the entire game design behind Dark Castle, it's the only thing I could think of to explain why the game has the horrifically clumsy control scheme that it has.

Like, gee we've got all of these enemies running around, and bats flying all over the place that can one-shot the player. How about aiming our arm very slowly like a clock to throw rocks at them to defend ourselves? Which also have ammo by the way. I had one instance where I made it to a screen with this broom that just splits into more brooms if you hit them with a rock, and I couldn't jump over them. I only had ten rocks for some reason, so I ran out. This ammo carried over to my other lives with me beginning at zero, and I had no idea how to progress since there didn't seem to be any other path. God tier, better than Super Mario World tbfh.

I could hate this game a lot more, but I just can't because it's absolutely hilarious. Having Great Value Shaggy running around falling over roadside curbs, and getting the shit kicked out of him by everything in sight never fails to lighten the mood. It probably helps that I never liked Scooby-Doo much. In the meantime Toccata and Fugue in D minor is spammed all throughout the game, while these adorable little dudes run around with their arms out going "NYEH NYEH NYEH NYEH NYEH". I seriously considered putting those guys in my favorite enemies stable, if I had a real attachment to this game I probably would.

It's interesting to note that the Toccata and Fugue in D minor track is 12:46 long when looped once, kinda impressive. It was also apparently made for the game by Johann Sebastian Bach himself according to the file I downloaded. I wonder how he felt about being reanimated just to convert his music to the Genesis for Dark Castle. Probably not feeling great about it, especially since he's dead like the Queen of England.

SNES gamers absolutely fuming that they don't have a true masterpiece like Dark Castle for their system, they are so angry!

Try not to die against the onslaught of the same 3 enemies so you can spam your police nukes on the bosses: the video game.

grandma got me the wrong game please help

This game hates you, it will punish you for looking at something incorrectly, for walking on the wrong pixel, probably even for no reason at all. Fighting an enemy is a war of attrition with no hope of ever mastering combat. Imagine Diablo but with a hundred pissed-off goblins stabbing you in the kidneys every time you ask "but what am I supposed to do?"

It's become something of a tradition in the Sonic community for industrious fans to pull apart Sega's games and make all sorts of little changes to improve the experience of playing them. Project 06 might as well be the poster child for this, but even games like Sonic Superstars are benefitting from alternate soundtrack mods that attempt to wash away the stain left by Jun Senoue's bootleg Genesis snare drums. While a lot of these efforts are driven by the passion of fans and amateur modders, Sonic 3D Blast: Director's Cut is a unique case where the game's original designer, Jon Burton of Traveller's Tales, has gone back to retool their work. Unfortunately, it's still Sonic 3D Blast. fart_noise.flacc

I was actually pretty excited to try this out, even grabbed a reproduction cart of it in lieu of a legitimate copy of Sonic 3D Blast (you can toggle the mods off and play the game like normal, which for me makes this the ideal copy to have), but all the quality-of-life improvements in the world can't cleanse this game of its stink. Director's Cut makes improvements to movement speed and momentum, tweaks how Flickies function so that they're easier to find and don't all drop at once, and even adds Super Sonic, but the core design of 3D Blast is still the same. Jump on enemies, collect bird, hop into ring. I don't find this loop to be very compelling and would prefer something closer to a traditional Sonic, but the isometric perspective really hinders navigation and stage readability even in the time trial levels, which do ditch Flicky collecting for something more straight-forward.

For every improvement Director's Cut makes, which there are many, it just highlights the parts of the game that don't work for me, and those parts are so fundamental that you'd enter Hedgehog of Theseus territory if you started to uproot and replace them. Jon Burton, to his credit, changed about as much as he could, and the Director's Cut is the most approachable version of 3D Blast for his efforts. Changes to hit detection and the way damage operates does smooth over some the base game's key problems even if I may still be hung up on the more immutable aspects. It is unreasonable to expect Burton to alter level layouts to be more conducive to traditional Sonic gameplay, but changing how far the camera pans when running does help me avoid jumping directly into pits of lava in Volcano Valley, so I guess this is my preferred way to play.

In true Traveller's Tales fashion, I'm left weighing how impressive the game is on a technical level against how much fun I actually had playing it, and while I do think Jon Burton smoothing over nearly 30-year-old rough edges if worthy of some praise, I still find Sonic 3D Blast a struggle to get into. Very excited to pull this off the shelf in another five or eight years and walk away with the exact same opinion, because unlike 3D Blast, I never change.

I will not die until I complete this game fuck you Fantasia you will not win

JUST KIDDING THIS IS THE BEST MMO EAT MY BOOGERS