![]() You're doing the same thing from beginning to end - Witch Time, build MP, Umbran Climax, repeat. The answer is Bayonetta 2, a game that does away with nearly everything that can be considered a "gimmick" during the flow of normal gameplay and is so much less interesting because of it. I mean, it's not great, but why is it so offensive? If we're splitting hairs so that even cool stuff like walking on walls or going full Shadow of the Colossus on some angels is bad then like, what game are we making here when we remove all that stuff? The "protecting Cereza" segments are so incredibly brief and are so lenient that I struggle to imagine anyone taking much time with them or having much trouble, while the out-of-body stuff is just a combination of repositioning your body/Cereza while the fight progresses and using taunt/Gaze of Despair to draw aggro. The first is just an early segment that forces the player to find any way to hurt enemies aside from directly, out of witch time. Stuff like the burning enemies in Chapter 3, or the Cereza/out-of-body segments, or any kind of platforming (including bosses?). So what makes up for the rest of the complaints about the game being nonstop gimmicks? Segments that keep you in largely the same mode of combat, but while asking you to adapt to some kind of change. The third is an incredibly brief segment in the middle of one of the longest chapters in the game, which itself is largely back-to-back fights. among 17 chapters in total, not counting The Infinite One or Angel Slayer. The first 2 make up the majority of their respective chapters. The turret is alright at best - it's a test of how fast you can hammer the fire button that asks you to occasionally dodge. Same for the rocket, but with the added fun of making you vomit whenever you dodge. The motorcycle goes on way too long and the camera barely lets you see anything. The Space Harrier rocket in Isla Del SolĪnd I don't think many would argue about it.So like, the ones where it flashes a new control scheme on screen: ![]() When people talk about gimmicks in Bayonetta I think the strongest case you can make is for the segments that deviate entirely from the standard combat. ![]() ![]() I've heard that 2 has less gimmick levels, bullshit QTEs and weirdly structured chapters that you simply Do Not Want To Replay (oh boy, chapter 14!), so I'm pretty excited to check it out despite all this. I'm probably going to spend a good amount of time just replaying that part specific part of the game when I'm done with my first playthrough. Chapter 15 starts perfectly, with essentially just a corridor full of tough enemy encounters to tackle. One minute I want to smash my controller, the next I'm having the time of my life lol. Not to mention the QTEs, yeah, good grief. Particularly frustrated by the sheer amount of gimmicky levels and sequences and mini games and such, because the regular fighting feels so fucking good and it's really pretty annoying that I feel like I'm spending most of my time doing some dumb puzzles or shooting turrets at a huge angel or playing Space Harrier or going through a mindbending platforming sequence or driving a motorcycle, and occasionally even when I'm fighting I'll have some weird bullshit to worry about (mainly in the form of the girl).
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