JWeinCom said:
Those could have been your issues, but I didn't see those cited very often in reviews. If your blows felt impotent, then that was a problem on your end. There are obvious physical cues, and compared to Bayonetta 2, you probably do more damage per attack. The impact also depends on how big you make your weapon. I can't see anyone feeling the attacks were impotent once you got a good combo going. Especially if we're comparing this to Bayonetta, where against any reasonably strong enemy you need witch time or climax to really dent any moderately strong bosses. If you liked Bayonetta 1 (where the default weapons do virtually no hitstun and even the shotguns won't really impact anything about a basic enemy), the issue was even more pronounced there. I agree with the camera. There are certain parts where it was a pain. Not often enough to really ruin my experience, but it did happen. The rest of what you're talking about falls into the category of controls, and is pretty similar to what people are saying about star fox with how you have to pay attention to multiple things at once. It's definitely more complex than traditional light/heavy system that Bayonetta uses, and it's definitely more confusing at first. It also undoubtedly gives you more options in combat. You have access to all of your weapons at any given time, and can switch between all of them in mid combo. You can also send off chunks of your team to do support attacks for you, and of course there are things like recovering fallen squadmates, picking up and throwing enemies, stunning them with Pikminish attacks, etc. |
When I say my hits felt impotent I mean more than the animation and sound/visual effects didn't give much oomph, and didn't make me feel like I was delivering powerful blows, even when I had a full sized fist or blade.
Demanding controls are definitely a major factor in the criticism of both Zero and W101, and one I share. It's not so much the learning curve that bothered me, as I've enjoyed many games with such a curve, like Skyward Sword and Red Steel 2, but rather the fact that there were scenes where I felt like I was fighting the controls as much as the enemies, like the controls were getting in between me and what I wanted to do rather than facilitating and empowering me.