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akuseru said:
bbsin said:
akuseru said:
twesterm said:

Just so you have a different opinion since everyone else will say buy it, I would say buy Bayonetta.

I'm playing God of War right now and it's a good game but I've been thinking the entire time I'd rather be playing Bayonetta.

Granted this is only God of War I'm playing but from everything I've heard God of War 3 is God of War 2 is God of War and I'm expecting to think the same at least all the way through God of War 2.

So my opinion-- if you're looking for a God of War type game, get Bayonetta.

-edit-

And why must a game be outstanding to even consider playing it?

First off, there is no God of War type of game besides God of War. That game is in it's league of it's own when it comes to everything (almost =p). However, Bayonetta's enemy-targeting system is much much better. GOW can be really frustrating at times and sometimes target different enemies than what you do. For instance, I try to target an enemy to my left, I push the left stick in that direction, and Kratos attacks an enemy to his right. This was especially annoying in the Shield Breaker challenge. I just wanted to hit the guy with the shield, but Kratos kept attacking other enemies in total opposite directions. Oh, and the dodge in GOW games are really crappy, sometimes it's fast and sometimes really slow. And since it doesn't work in the middle of all attacks/combos, you are sometime forced to do the classic 'hit, hit, dodge/block' routine which I've always hated. Bayonetta gives you an amazingly versatile and creative combo list and all mechanics melt together easily. You can dodge anytime and finish the combos you started before dodging. GOW has much to learn in this aspect. The controls, movement and 'animations' tend to feel a bit to stiff, and when playing I often get the 'there's only one way to overcome this battle' feeling. In GOW people (my friends) tend to use the same combo (Square + Square + ... + Triangle, or the O grab) over and over, because they're the ones that works. If you try experimenting a little, something might not work or be slower (i.e. the dodge when doing certain combos, not talking about L1 + button but regular combos like Square + Square + Triangle) and then you get punished for trying to be a little bit creative and experimental. This is my major complaint about GOW. It's not versatile and fluid enough in the gameplay mechanics.

The dodge only won't work if you use a very heavy attack. Once you grasp that limitation, it's a cake walk to cancel combos. Where's the challenge in being able to cancel EVERY single combo or move when you see the enemies start their attack animation? It only makes sense to me that the game punishes the player for trying to pull off a move that he/she doesn't have time to complete. Also, there are plenty of ways to experiment with combos once you get used to L1+X and L1+O as well as the dodge + Triangle moves. The only time I had problem I had with the combat is during the times I used the arrows and there were lots of targets on screen.

I know what you're talking about, I have no problems with playing the game, I am used to all the moves, there aren't really many to remember. I use L1 + X and L1 + O a lot, L1 + O is even my favourite move. But as I said, I feel this can make the fighting really repetitive/restrictive, especially on the harder difficulties. Because you will be forced to dodge/block a lot since you can't take any damage. The game is awesome, but the combat still has some minor flaws in my opinion. To me, sometimes it feels forced and stiff.

I respect your opinion and I know where you're coming from, I also know that every game will have it's flaws. I haven't played Bayonetta yet, but most action games involving melee combat can also be described as forced and stiff. Two of my favorites, DMC3 and NGblack, felt restrictive and repetitive at the end. Most hacknslash games end up that way. For example, in DMC3, if you don't know how to either dodge or parry, you won't make it past the first round on any difficulty. So the gameplay then boils down to the player doing 3-4 combos over and over (to get style points) and rolling around to avoid getting hit. Then, when you get to use virgil, you learn to jump cancel with the jumping heavy attack and do that all day long. In Ninja Gaiden, all the player does is jump up a wall and slash down, dodge, absorb some essence, do the ultimate, and repeat. I actually think it's good that GOW doesn't have an insane library of moves, this way, the player can just play the game from the getgo and worry about when to do the moves and not how.

Also, the game does a great job in making enemy types feel unique. Every combination of enemies feels different to another.