Holy crap does it have a stringent combo requirement!
Also repeated weaves do not raise your combo multiplier anymore. Which means pure pkp will not raise your combo very high. You need to mix up your weaves.
Eh, I dunno, @Morninglord
That combo requirement wasn't that high.
(After this photo was taken due to me not knowing how to take a Wii U screenshot or having capture equipment I proceeded to take 2000 damage from Belief and drop my combo like 5 times against Gomorrah so I've still got room for improvement.)
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited October 2014
You actually only need around 25k.
My problem is I am way too good at accidentally killing all of them more or less instantly if I don't slam the brakes on and bring everything screeching to a halt while I carefully suck points out of them.
Too much angel slayering where I didn't care about scores, just surviving.
That's a really nice score though.
I'm kind of thinking I'll just put this on hold until I get the actual game because I don't want to put unnecessary stress on the gamepad. I'm going to get a pro controller along with the game.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
I mean, how hard are you beating the GamePad? My two year old has dropped it on the carpet and pounded on it many times and not broken it.
But then again there's also freak accidents that people have had like it falling on exactly the corner that puts pressure on the LCD, and then someone else I know had their dog eat off the sticks and bite up the sides... and another guy's son... well... let's just say he was mad and thought hitting the screen with his little fist would be a good idea.
Played the demo. This is one of the few console games that actually give me eye strains from all the crazy fluid action happening on the screen. By the time I made to the big monster boss my eyes were watering up.
Played the demo. This is one of the few console games that actually give me eye strains from all the crazy fluid action happening on the screen. By the time I made to the big monster boss my eyes were watering up.
I played the demo last night. It was amazing. I had figured I'd get it for Christmas or my birthday but now I'm thinking I really need to find a way to get it sooner. It was just so much fun. The blend of easy controls combo moves as complex as you want to make them is just absolutely perfect.
I mean, how hard are you beating the GamePad? My two year old has dropped it on the carpet and pounded on it many times and not broken it.
But then again there's also freak accidents that people have had like it falling on exactly the corner that puts pressure on the LCD, and then someone else I know had their dog eat off the sticks and bite up the sides... and another guy's son... well... let's just say he was mad and thought hitting the screen with his little fist would be a good idea.
i break controllers
nuff said
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
+1
MongerI got the ham stink.Dallas, TXRegistered Userregular
I mean, how hard are you beating the GamePad? My two year old has dropped it on the carpet and pounded on it many times and not broken it.
But then again there's also freak accidents that people have had like it falling on exactly the corner that puts pressure on the LCD, and then someone else I know had their dog eat off the sticks and bite up the sides... and another guy's son... well... let's just say he was mad and thought hitting the screen with his little fist would be a good idea.
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited October 2014
I grip them as if by crushing them my score will increase and I hit those buttons as if mere brute force will produce, via transmission of the pad's terror of impending death, greater speed and precision.
I can't say if it works.
But boy do I break controllers.
This usually only happens when I'm playing something like Godhand on Hard or prototype in the later levels or Angel Slayer or Dante in Bloody Palace. You know, when I'm so hyped up I'm not able to think about things like "Don't hold the controller so tightly that bits of it creak alarmingly."
The gamepad will not survive me PP'ing Bayo 1 and 2. It will die an inglorious and torturous death.
So I will buy an expendable to take its place.
And probably another one in a year.
My last one would actually trip the dpad when I gripped it too hard at the end. So I'd be playing Dante in DMC4 and he'd style switch on me for no reason. If I shook it, little bits of broken plastic would rattle in it. I think they were from the bits of plastic that used to be in both triggers that kept it feeling springy, cos once they broke the triggers had a lot less resistance.
Eventually the L1 button kept triggering randomly on me, and since I played nero and liked to keep that held down to keep his blue rose charging, I had to just chuck it and buy a new one.
Also forward on the left stick would constantly trigger.
One of my ps2 pads, I played Godhand so much the right stick lost its cover. The little pad that gives your thumb something to grip. It ended up coming right off. I wore it down through friction and there was just the plastic bit left. Why the right stick? It's the dodge command in godhand. But you don't just use it to dodge. It's also how you cancel moves.
Eventually the left stick on that one started constantly triggering forward too.
Oddly, neither vanquish or rising caused me to do much damage to my controllers. Both of them were a little more laid back in terms of controller inputs. At least if you knew what you were doing. They were both strategy first action second. Shit was still flying all over the screen, but if you were the man with the plan there was a lot less stuff flying all over the place really quickly. Saved wear and tear.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
I can't believe how totally sold I've become on getting this game after playing the demo 5 or 6 times. For all the talk of how arcade-like the game is, it's actually really forgiving and very flexible.
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited October 2014
Arcade-like isn't how I'd describe either Bayonetta.
Platinum is well loved by fans because they give you options.
Btw guys, something I worked out the other day when I was playing, the air 360 circle and kick that sucks them in now and combos them. It works on taunted enemies and keeps them airborne. Just like all flurry moves.
Gets you a bunch of points due to the number of hits it inflicts.
You can actually taunt a basic enemy, then do the circular heel kick launcher that causes her to spin mid air, then immediately do 360 kick for even more air time. If you cancel the spin early you can do something else, else she ends with a knockaway kick that does a ton of damage.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Nintendo has a kiddy image more because of how accessibility is at the central dogma of Nintendo's design philosophy than any aesthetic reason. Bayonetta makes demands of the player that go beyond simply sinking time into the game.
0
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
Nintendo has a kiddy image more because of how accessibility is at the central dogma of Nintendo's design philosophy than any aesthetic reason. Bayonetta makes demands of the player that go beyond simply sinking time into the game.
Nintendo has a kiddy image more because of how accessibility is at the central dogma of Nintendo's design philosophy than any aesthetic reason. Bayonetta makes demands of the player that go beyond simply sinking time into the game.
I mean, every Nintendo game is easy to play and difficult to master. That seems to be their central philosophy. When most "mature" games are "press x to win!", it uh, makes me wonder what people think kids games are like.
Nintendo has a kiddy image more because of how accessibility is at the central dogma of Nintendo's design philosophy than any aesthetic reason. Bayonetta makes demands of the player that go beyond simply sinking time into the game.
I mean, every Nintendo game is easy to play and difficult to master. That seems to be their central philosophy. When most "mature" games are "press x to win!", it uh, makes me wonder what people think kids games are like.
Allow me to demonstrate what kids games are like nowadays:
That's it. That's where it starts and stops. The big, blocky alpha and omega. Fuckin Minecraft.
I guess Angry Birds was also there for a little while.
OK. I now know exactly why there is Witch Time in Non-Stop Climax mode now.
Platinum have built a whole new game into the Taunt mechanic, it's sort of like the variable difficulty of God Hand (sort of).
In the original Bayonetta you had tonnes of systems and lots of different ways to play the game. Bayonetta 2 presents one grand system which is consistent across all modes, but this system bends according to the player's skill.
The grade requirements in this game are really high! Due to the high grade requirements you HAVE TO Taunt to enrage your targets as often as possible to maximise points. This is the reason you can't Taunt Offset any more, it didn't actually serve a purpose in the original, but in this game you HAVE TO take the risk and Taunt between your attack sequences in order to keep the enemies enraged.
The Taunt effect has been beefed up, a lot. Taunting increases the speed and power of all enemy types and actually changes their attack signposts so they are harder to read. On top of this, dodging the attacks of an enraged enemy now awards a very tiny amount of Witch Time. It's a variable difficulty mechanic flawlessly worked into the core system of Bayonetta we all recognise.
Every single thing people were bitching about are actually positive changes. The problem is that gamers today only seem capable of looking at each change in isolation, you need to judge the changes based on the entire system. It ALL fits!
The two games (Bayo 1 and 2) compliment rather than replace each other and every single thing people bitched about is wrong. Bayo 1 is a completely free system with many different parts and modes vs the game's hazards, Bayo 2 is a single structured and unified system vs the game's hazards. Bayo 2 is far more focussed, they really force you to use EVERYTHING in order to get the grades. Like for example, in Bayo 1 Scarborough Fair is so bloody amazing you don't actually NEED to use any other weapon, and for months I didn't. But in Bayo 2 each weapon is like half a book, you NEED to pair them up and learn how to maximise the potential of each pairing.
In Bayo 1 you can do just about anything, anytime, anywhere. In Bayo 2 you HAVE TO do certain things. For this reason I feel that Bayo 2 has a clearly defined structure to combat and you can identify and follow that structure as the path you must take in order to improve. Bayo 1 does not have this structure so it's harder to gauge exactly where you need to improve.
They are both such wildly different games, I cannot stress this enough!
They MAKE you do things in Bayo 2, like for example I never once deactivated special attacks in Bayo 1, but in Bayo 2 you'll find that by having a certain special attack activated, it will override something else. You actually have to adjust the character settings based on your play style, whereas in Bayo 1 you never actually had to do this.
An example of an attack which overrides something I cannot be without is the new rising Punch attack (same command as After Burner Kick but with Punch). This attack overrides the trick I love to do with the Tetsuzanko (triple Wicked Weaves):
As the Jump cancel part of the input now activates this new punch special, I disable the new punch as I prefer to have rapid Wicked Weaves at my disposal.
They've also overhauled the Lock-On system. I was really struggling to make my hands accept the Wii U controller and I couldn't understand why they switched the buttons round (you can switch them back to the original layout). In the original game, the Lock-On directly affected the range of Wicked Weaves, basically it was:
No Lock-on: weaves can be directed in any direction, but only at close range.
With Lock-on: weaves track the target so you can attack at long range.
In Bayo 2 you don't need to manage the lock-on at all apart from when you want to lock into a direction to perform directional commands. I don't know the exact logic of it, but Wicked Weaves will now track your target whether you are locked-on or not. So suppose you combo an enemy without lock-on then blast it away (out of melee attack range) with a Wicked Weave, if you follow up with a command weave like the Tetsuzanko or Heel Stomp, the weave will still track and connect. This simple change let's you string together all kinds of crazy stuff without having to manage the lock-on during your inputs.
All of the changes they have made are like this, they are trimming out loads of fat and only leaving what's required, there's NO mess!
Yeah, taunt all day erry day. Until you get Gaze of Despair, anyway.
New rising punch, though? Consider me very interested. I keep trying to do Afterburner Kick to gain altitude in the demo and it's driving me bonkers that I can't.
0
Andy JoeWe claim the land for the highlord!The AdirondacksRegistered Userregular
Nintendo has a kiddy image more because of how accessibility is at the central dogma of Nintendo's design philosophy than any aesthetic reason. Bayonetta makes demands of the player that go beyond simply sinking time into the game.
Ehh, speaking as a scrub who beat the original on Normal, it's perfectly possible to basically button-mash through the game. With full health it's never too difficult to at least get to the next checkpoint.
OK. I now know exactly why there is Witch Time in Non-Stop Climax mode now.
Platinum have built a whole new game into the Taunt mechanic, it's sort of like the variable difficulty of God Hand (sort of).
In the original Bayonetta you had tonnes of systems and lots of different ways to play the game. Bayonetta 2 presents one grand system which is consistent across all modes, but this system bends according to the player's skill.
The grade requirements in this game are really high! Due to the high grade requirements you HAVE TO Taunt to enrage your targets as often as possible to maximise points. This is the reason you can't Taunt Offset any more, it didn't actually serve a purpose in the original, but in this game you HAVE TO take the risk and Taunt between your attack sequences in order to keep the enemies enraged.
The Taunt effect has been beefed up, a lot. Taunting increases the speed and power of all enemy types and actually changes their attack signposts so they are harder to read. On top of this, dodging the attacks of an enraged enemy now awards a very tiny amount of Witch Time. It's a variable difficulty mechanic flawlessly worked into the core system of Bayonetta we all recognise.
Every single thing people were bitching about are actually positive changes. The problem is that gamers today only seem capable of looking at each change in isolation, you need to judge the changes based on the entire system. It ALL fits!
The two games (Bayo 1 and 2) compliment rather than replace each other and every single thing people bitched about is wrong. Bayo 1 is a completely free system with many different parts and modes vs the game's hazards, Bayo 2 is a single structured and unified system vs the game's hazards. Bayo 2 is far more focussed, they really force you to use EVERYTHING in order to get the grades. Like for example, in Bayo 1 Scarborough Fair is so bloody amazing you don't actually NEED to use any other weapon, and for months I didn't. But in Bayo 2 each weapon is like half a book, you NEED to pair them up and learn how to maximise the potential of each pairing.
In Bayo 1 you can do just about anything, anytime, anywhere. In Bayo 2 you HAVE TO do certain things. For this reason I feel that Bayo 2 has a clearly defined structure to combat and you can identify and follow that structure as the path you must take in order to improve. Bayo 1 does not have this structure so it's harder to gauge exactly where you need to improve.
They are both such wildly different games, I cannot stress this enough!
They MAKE you do things in Bayo 2, like for example I never once deactivated special attacks in Bayo 1, but in Bayo 2 you'll find that by having a certain special attack activated, it will override something else. You actually have to adjust the character settings based on your play style, whereas in Bayo 1 you never actually had to do this.
An example of an attack which overrides something I cannot be without is the new rising Punch attack (same command as After Burner Kick but with Punch). This attack overrides the trick I love to do with the Tetsuzanko (triple Wicked Weaves):
As the Jump cancel part of the input now activates this new punch special, I disable the new punch as I prefer to have rapid Wicked Weaves at my disposal.
They've also overhauled the Lock-On system. I was really struggling to make my hands accept the Wii U controller and I couldn't understand why they switched the buttons round (you can switch them back to the original layout). In the original game, the Lock-On directly affected the range of Wicked Weaves, basically it was:
No Lock-on: weaves can be directed in any direction, but only at close range.
With Lock-on: weaves track the target so you can attack at long range.
In Bayo 2 you don't need to manage the lock-on at all apart from when you want to lock into a direction to perform directional commands. I don't know the exact logic of it, but Wicked Weaves will now track your target whether you are locked-on or not. So suppose you combo an enemy without lock-on then blast it away (out of melee attack range) with a Wicked Weave, if you follow up with a command weave like the Tetsuzanko or Heel Stomp, the weave will still track and connect. This simple change let's you string together all kinds of crazy stuff without having to manage the lock-on during your inputs.
All of the changes they have made are like this, they are trimming out loads of fat and only leaving what's required, there's NO mess!
I liked all the different ways to play though.
This all sounds pretty good but also inherently restricting.
I'm not really a fan of restrictive systems, Platinum don't really make them, and I feel like he's missing something if he thinks it really is like this.
Also some of his good points are actually bad points. Taking away taunt offset when they've actually made a system that makes it useful isn't as clever as he's making it sound.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
+1
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited October 2014
So basically they Jetstream Sam'd Bayonetta.
Interesting, I know in the first Bayo I barely ever used taunting except for cool points.
Dragkonias on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited October 2014
Not quite.
Jetstream Sam's taunt made the enemies do more damage, attack faster and react differently, but be physically weaker.
Bayonetta's taunt makes the enemies do more damage, attack faster, react differently, be physically tougher, but get you more points.
That's quite a different approach. :P
Taunt in the first game made those flying enemies with the chainsaw torture attack sink to the ground helplessly for a while and you could beat them up on the ground.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
OK. I now know exactly why there is Witch Time in Non-Stop Climax mode now.
Platinum have built a whole new game into the Taunt mechanic, it's sort of like the variable difficulty of God Hand (sort of).
In the original Bayonetta you had tonnes of systems and lots of different ways to play the game. Bayonetta 2 presents one grand system which is consistent across all modes, but this system bends according to the player's skill.
The grade requirements in this game are really high! Due to the high grade requirements you HAVE TO Taunt to enrage your targets as often as possible to maximise points. This is the reason you can't Taunt Offset any more, it didn't actually serve a purpose in the original, but in this game you HAVE TO take the risk and Taunt between your attack sequences in order to keep the enemies enraged.
The Taunt effect has been beefed up, a lot. Taunting increases the speed and power of all enemy types and actually changes their attack signposts so they are harder to read. On top of this, dodging the attacks of an enraged enemy now awards a very tiny amount of Witch Time. It's a variable difficulty mechanic flawlessly worked into the core system of Bayonetta we all recognise.
Every single thing people were bitching about are actually positive changes. The problem is that gamers today only seem capable of looking at each change in isolation, you need to judge the changes based on the entire system. It ALL fits!
The two games (Bayo 1 and 2) compliment rather than replace each other and every single thing people bitched about is wrong. Bayo 1 is a completely free system with many different parts and modes vs the game's hazards, Bayo 2 is a single structured and unified system vs the game's hazards. Bayo 2 is far more focussed, they really force you to use EVERYTHING in order to get the grades. Like for example, in Bayo 1 Scarborough Fair is so bloody amazing you don't actually NEED to use any other weapon, and for months I didn't. But in Bayo 2 each weapon is like half a book, you NEED to pair them up and learn how to maximise the potential of each pairing.
In Bayo 1 you can do just about anything, anytime, anywhere. In Bayo 2 you HAVE TO do certain things. For this reason I feel that Bayo 2 has a clearly defined structure to combat and you can identify and follow that structure as the path you must take in order to improve. Bayo 1 does not have this structure so it's harder to gauge exactly where you need to improve.
They are both such wildly different games, I cannot stress this enough!
They MAKE you do things in Bayo 2, like for example I never once deactivated special attacks in Bayo 1, but in Bayo 2 you'll find that by having a certain special attack activated, it will override something else. You actually have to adjust the character settings based on your play style, whereas in Bayo 1 you never actually had to do this.
An example of an attack which overrides something I cannot be without is the new rising Punch attack (same command as After Burner Kick but with Punch). This attack overrides the trick I love to do with the Tetsuzanko (triple Wicked Weaves):
As the Jump cancel part of the input now activates this new punch special, I disable the new punch as I prefer to have rapid Wicked Weaves at my disposal.
They've also overhauled the Lock-On system. I was really struggling to make my hands accept the Wii U controller and I couldn't understand why they switched the buttons round (you can switch them back to the original layout). In the original game, the Lock-On directly affected the range of Wicked Weaves, basically it was:
No Lock-on: weaves can be directed in any direction, but only at close range.
With Lock-on: weaves track the target so you can attack at long range.
In Bayo 2 you don't need to manage the lock-on at all apart from when you want to lock into a direction to perform directional commands. I don't know the exact logic of it, but Wicked Weaves will now track your target whether you are locked-on or not. So suppose you combo an enemy without lock-on then blast it away (out of melee attack range) with a Wicked Weave, if you follow up with a command weave like the Tetsuzanko or Heel Stomp, the weave will still track and connect. This simple change let's you string together all kinds of crazy stuff without having to manage the lock-on during your inputs.
All of the changes they have made are like this, they are trimming out loads of fat and only leaving what's required, there's NO mess!
I liked all the different ways to play though.
This all sounds pretty good but also inherently restricting.
I'm not really a fan of restrictive systems, Platinum don't really make them, and I feel like he's missing something if he thinks it really is like this.
Also some of his good points are actually bad points. Taking away taunt offset when they've actually made a system that makes it useful isn't as clever as he's making it sound.
its restrictive in the way w101 or viewtiful joe are restrictive
its not closed, its just less open than bayo1 which was just mental
its still platinum
surrealitycheck on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
Hmm.
I wasn't actually a big fan of viewtiful joe to be honest.
And I haven't played w101.
I loved bayo 1 because it was mental. You aren't really reassuring me in any way here.
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Posts
Eh, I dunno, @Morninglord
That combo requirement wasn't that high.
(After this photo was taken due to me not knowing how to take a Wii U screenshot or having capture equipment I proceeded to take 2000 damage from Belief and drop my combo like 5 times against Gomorrah so I've still got room for improvement.)
ALSO YES
Whip Feet are the fucking BEST.
My problem is I am way too good at accidentally killing all of them more or less instantly if I don't slam the brakes on and bring everything screeching to a halt while I carefully suck points out of them.
Too much angel slayering where I didn't care about scores, just surviving.
That's a really nice score though.
I'm kind of thinking I'll just put this on hold until I get the actual game because I don't want to put unnecessary stress on the gamepad. I'm going to get a pro controller along with the game.
But then again there's also freak accidents that people have had like it falling on exactly the corner that puts pressure on the LCD, and then someone else I know had their dog eat off the sticks and bite up the sides... and another guy's son... well... let's just say he was mad and thought hitting the screen with his little fist would be a good idea.
i am claiming responsibility for this when i tweeted to kamiya 2 yeras ago that bayo2 needs sword feet and whip feet
this is clearly the only reason its in
are you sure you weren't crying with happiness
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
i break controllers
nuff said
He is abusive.
I have heard stories.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
I can't say if it works.
But boy do I break controllers.
This usually only happens when I'm playing something like Godhand on Hard or prototype in the later levels or Angel Slayer or Dante in Bloody Palace. You know, when I'm so hyped up I'm not able to think about things like "Don't hold the controller so tightly that bits of it creak alarmingly."
The gamepad will not survive me PP'ing Bayo 1 and 2. It will die an inglorious and torturous death.
So I will buy an expendable to take its place.
And probably another one in a year.
My last one would actually trip the dpad when I gripped it too hard at the end. So I'd be playing Dante in DMC4 and he'd style switch on me for no reason. If I shook it, little bits of broken plastic would rattle in it. I think they were from the bits of plastic that used to be in both triggers that kept it feeling springy, cos once they broke the triggers had a lot less resistance.
Eventually the L1 button kept triggering randomly on me, and since I played nero and liked to keep that held down to keep his blue rose charging, I had to just chuck it and buy a new one.
Also forward on the left stick would constantly trigger.
One of my ps2 pads, I played Godhand so much the right stick lost its cover. The little pad that gives your thumb something to grip. It ended up coming right off. I wore it down through friction and there was just the plastic bit left. Why the right stick? It's the dodge command in godhand. But you don't just use it to dodge. It's also how you cancel moves.
Eventually the left stick on that one started constantly triggering forward too.
Oddly, neither vanquish or rising caused me to do much damage to my controllers. Both of them were a little more laid back in terms of controller inputs. At least if you knew what you were doing. They were both strategy first action second. Shit was still flying all over the screen, but if you were the man with the plan there was a lot less stuff flying all over the place really quickly. Saved wear and tear.
Platinum is well loved by fans because they give you options.
Btw guys, something I worked out the other day when I was playing, the air 360 circle and kick that sucks them in now and combos them. It works on taunted enemies and keeps them airborne. Just like all flurry moves.
Gets you a bunch of points due to the number of hits it inflicts.
You can actually taunt a basic enemy, then do the circular heel kick launcher that causes her to spin mid air, then immediately do 360 kick for even more air time. If you cancel the spin early you can do something else, else she ends with a knockaway kick that does a ton of damage.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
yes
you must become one with the waifu
embrace it
mold yourself around it
I mean, every Nintendo game is easy to play and difficult to master. That seems to be their central philosophy. When most "mature" games are "press x to win!", it uh, makes me wonder what people think kids games are like.
That's it. That's where it starts and stops. The big, blocky alpha and omega. Fuckin Minecraft.
I guess Angry Birds was also there for a little while.
Mario? Not really there right now.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Seriously, consoles are for old people now. Teens and whatnot.
Nintendo's turf as the kid distraction has been (not "is being" has been) taken over by tablet games.
Why the hell do you think they thought up the gamepad. It's a tablet for your console.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
I don't know what happened but it was awesome and I am hyped.
New rising punch, though? Consider me very interested. I keep trying to do Afterburner Kick to gain altitude in the demo and it's driving me bonkers that I can't.
Ehh, speaking as a scrub who beat the original on Normal, it's perfectly possible to basically button-mash through the game. With full health it's never too difficult to at least get to the next checkpoint.
I liked all the different ways to play though.
This all sounds pretty good but also inherently restricting.
I'm not really a fan of restrictive systems, Platinum don't really make them, and I feel like he's missing something if he thinks it really is like this.
Also some of his good points are actually bad points. Taking away taunt offset when they've actually made a system that makes it useful isn't as clever as he's making it sound.
Interesting, I know in the first Bayo I barely ever used taunting except for cool points.
Jetstream Sam's taunt made the enemies do more damage, attack faster and react differently, but be physically weaker.
Bayonetta's taunt makes the enemies do more damage, attack faster, react differently, be physically tougher, but get you more points.
That's quite a different approach. :P
Taunt in the first game made those flying enemies with the chainsaw torture attack sink to the ground helplessly for a while and you could beat them up on the ground.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Cos the latter. I'd be interested (if it was possible to go). I like seeing voice actors I like. They always surprise me.
its restrictive in the way w101 or viewtiful joe are restrictive
its not closed, its just less open than bayo1 which was just mental
its still platinum
I wasn't actually a big fan of viewtiful joe to be honest.
And I haven't played w101.
I loved bayo 1 because it was mental. You aren't really reassuring me in any way here.
It's rare but it happens.
I don't know, I wish I was good enough to get Pure Platnums on normal in Bayo 1, but I'm also a scrub so maybe a bit more structure would help me.
PSN: BrightWing13 FFX|V:ARR Bright Asuna