Game Description: Bayonetta is a stylish and cinematic action game, directed by Devil May Cry creator Hideki Kamiya, set for release in 2009 on the Xbox 360 video game and entertainment system from Microsoft. A member of an ancient witch clan and possessing powers beyond the comprehension of mere mortals, Bayonetta faces-off against countless angelic enemies, many reaching epic proportions, in a game of 100% pure, unadulterated all-out action. Outlandish finishing moves are performed with balletic grace as Bayonetta flows from one fight to another. With magnificent over-the-top action taking place in stages that are a veritable theme park of exciting attractions, Bayonetta pushes the limits of the action genre, bringing to life its fast-paced, dynamic climax combat.
As Gus Mastrapa writes in GameLife, Platinum Games's upcoming brawler Bayonetta will feature a mode which allows gamers to play through the entire game using a single button. The title, which will be released for the Xbox 360 and the PS3, is, essentially, a mainstream one-switch game.
While some gamers respond to this news with eye-rolling and masturbation jokes I think integrating single-switch gameplay into a mainstream title is a wonderful idea. Very Easy Automatic Mode is just that—a mode. Players don't have to use this option if the don't want to. But this mode opens the game up to players with motor and intellectual disabilities. While I doubt that Bayonetta will be a system-seller for players with disabilities, I do hope that what Hideki Kamiya and company are doing here encourages other developers to plan for disabled gamers when designing their projects.
Perhaps you've seen Sega's recent commercial for the game Bayonetta?
It's an oddly subdued (well, considering the subject) and classy commercial for such a bombastic game, and what helps it to achieve this effect is the music playing in the background: Skream's "Let's Get Ravey" Mix of La Roux's "In for the Kill."
I love game commercials. They usually represent everything BUT the game that is being sold, and this eerie accompaniment is no exception. The real Bayonetta includes an earful of bizarre J-pop.
But it's great music and played to great effect, setting an intriguing noir tone for a game that is... well, not really noir, and not really anything easily definable. It makes the viewer take notice. I've certainly taken notice, as I've become somewhat obsessed with the track over the past day or so. I've even edited Skream's mix to become even longer and more downbeat, emphasizing the portion played in the commercial and eschewing the abrupt drum-and-bass section towards the end. The end result is something about 1:50 longer than their commercially available song. Interested?Download La Roux - In for the Kill (My Extended Skream Remix) (mp3)
And just for fun, here's DJ Tiesto's neat edit of the Dean Coleman and Nima Nas remix, ripped and edited from Tiesto's podcast.
Disclaimer: All rights (and praise) to La Roux, DJ Tiesto, Sega, and whoever the heck "Skream" is.
Started Bayonetta the other night as part of my gargantuan "catch-up" process, and in retrospect, I think it was a good choice. I couldn't stand playing it, so I got to kick it off my list after only three hours or so. Done!
Seriously though, this is one of the most ridiculously over-rated games of 2010. The number of perfect scores it received is absurd, and I would call into question the thought process and value system of anyone who gave it a ten.
On the good side, the graphics are pretty eye-popping, the combat system has a lot of interesting bits to it, and the whole guns-on-feet thing was gold.
On the other hand, it has some of the most wretched storytelling I've ever seen in a title. The bizarre dichotomy between super-serious cutscenes and insanely-over-the-top-goofy during play doesn't work at all, with each side canceling out the energy of the other. I'm usually one who gets a great deal out of story and cutscenes, but they were verging on painful here—awkward, long, senseless, and adding nothing to the experience.
As for the rest, there was entirely too much going on during play to be able to see what was happening clearly—the definition of visual chaos. The mission structure was pure Devil May Cry, and the rest was God Hand, except not nearly as cohesive or as well-done as either. The whole thing felt like some kind of arch in-joke the developers were having at my expense, and the combat system wasn't so entertaining that I was about to sit through who knows how many hours of it before the end.
Unpleasantly atavistic, intentionally obtuse, and displaying poor sensibility in nearly every aspect, Bayonetta has been ejected from my 360 in unceremonious fashion, and it won't be back.
Spent a few hours with the good fellows at Uber Entertainment today. They were gracious enough to invite me over for a good look at their upcoming XBLA title, Monday Night Combat, and show it to me they did.
I'll be talking about it on the podcast this weekend and I'll have a proper interview up shortly, but for right now I can say that Monday Night Combat is looking like a very impressive title, and one that was certainly deserving of its spot in this year's Summer of Arcade lineup.
Although many people have dismissed it as a Team Fortress 2 wannabe, the similarities are only vaguely cosmetic. After actually having a hands-on, the gameplay was much deeper and entirely different than I was expecting it to be.
In a nutshell, each team of players is trying to destroy the "money ball" of the opposition. This is done by guarding a stream of robots that emerges from each end of the playing field. When enough robots hit the money ball, it's destroyed and the game is over. Teamwork is key, and the mix of character types means that players have several different strategies to choose from. For example, I started as the Assault player and waded into things as if I was playing a standard shooter, but that didn't last long. At all. Switching over to a Tank character, I found that his particular build suited my tendencies better, and I began to see the ebb and flow of the action. It's a much more structured and complex style of game than most people are going to expect.
(Also, in the interest of full disclosure, I do think it needs to be said that the Uber team pretty much wiped the floor with me from start to finish. They took it easy on me for about the first 30 seconds of the first match, and then after that I spent a lot of time as chunks on the ground. Still, it was quite fun.)
More to come.