It is bizarre how Platinum manages to create new mechanics in the character action genre and most of then are usually pretty good. Such a talented group of people and Im glad that they keeps pushing the boundaries of the genre (unfortunately they seem to be the only ones doing it).

At first the Demon Slave summoning seem to go against to what the series is known for, but when I realized that there is a buffer on the slaves inputs allowing to Control Bayonetta between the inputs the combat really clicked.

I still think there is a lot of room for improvements with the goal of creating a better synergy between Bayonetta and the Demon, but the foundation is very solid. Some encounters are just very focused on using only the Demon and you are not penalized if you only rely on it.

Dont think they will keep pushing these new mechanics in Bayonetta sequels, but maybe some variant of this in Project GG? Also the game seems to take a bunch of mechanics that were planned for Scalebound (which is good because at least we have a glimpse of what it was suposed to be).

Some complaints:

-Still not feeling Viola. My best scores happen when I let Chechire do all the work. Dont like that he attacks automatically.

-The acessory that makes demons Slaves attack automatically should have some penalty... Why it even exists? It removes any complexity of the Demon Slaves.

-Even in encounters with small enemies, summoning the Demon Slaves seems to be the safer bet to pure platinums.

-Due to the focus on Demon Slaves and the scale of encounters, enemies seem to attack more often from offscreen compared to 1 and 2, and the warnings did not seem as clear to me.

-The genre shift levels, as usual, are hit and miss (mostly misses though).

Reviewed on Dec 08, 2022


1 Comment


1 year ago

I played the first and the second game and to me both of them are ok. Do you think that I should give the third one a chance?