9 reviews liked by OzzieMystery


I didn’t enjoy the game to much and I finished the whole game under 1 hour

I do enjoy a find the object game once in a while.

This was one of the more easy 100 Cats games. But I felt like it was quick the good balance of difficulty. I had a good amount that that were easy to start out the game but there were some challenging cat to find being small or smartly place around the map.

If anyone like find the object or an achievement haul then this is a nice short game to play for a quick break.

Bayonetta? More like Mayonetta, ‘cause this shit spread me apart!” This joke was brought to you by the legendary @QuentTheSlayer.

The Bayonetta series! One of the most acclaimed franchises I’ve seen in general that nobody ever played. Yeah, can you believe that Bayonetta 2 barely cracked 1 million copies on Switch as of 2021? That's not terrible by any means, but you’d think it’d be a lot higher, since it was practically the Wii U’s only pride and joy, and 3/4ths of the series were heavily funded and promoted by Nintendo, plus almost every DMC game has sold like hotcakes, but no. Oh, sorry to any NES Remix 2 fans out there! Apparently, it wasn't a killer app for the failing Wii U console. Shocker. But, when Bayonetta 2 launched in 2014, they also ported Bayonetta 1 to Wii U, and a few years later, Xbox One, PS4, and the PC. The PC version is the definitive way to play the game, in my opinion. It can run up to 4K resolution, and usually maintains a stable 60fps, unlike a majority of the console versions, which don’t. A shame that Bayonetta 1 has only seen a PC release, because 2 and 3 will probably always be locked to Nintendo Switch and Wii U, as those 2 were Nintendo-funded, and also receive FPS issues, more so Bayonetta 3. But hey, emulation is always free, I suppose. And for the record, in these playthroughs, I will be emulating 2 and 3, just for the best experience possible. An almost locked 60FPS is crucial for almost any modern character action game nowadays, so I just bit the bullet. And for you rare few, I have my lawyers on speed dial if you want to contest this.

Okay, jokes aside, what the hell is a “Bayonetta”? Aside from her name being a clear nod to the weapon, the Bayonet, Bayonetta herself has become an icon within the hack n’ slash genre, and also the fighting game scene. Bayonetta was birthed from the absolute legend, Hideki Kamiya, who also directed the first Devil May Cry title. Rather than a male lead, Bayonetta was designed from the ground up, as a female witch who wielded four guns at a time. Although some shade was initially thrown at the beehive hairstyle, mimicking traditional witch hats, and lacked glasses initially, eventually, they came to a witch, with a heavy focus on the attractiveness of the character. Bayonetta, from the ground up, was designed to be attractive as all get-out, if you couldn’t tell from the box art. This girl just leaves it hanging out there like it’s nobody’s business! Hell, this even floods into gameplay a little bit. The infamous torture attacks have Bayonetta seductively execute her foes, the innuendos, “Climax”, yeah. Hideki Kamiya and crew knew what they were doing, and it shows. However, in spite of the less-than-modest presentation of Bayonetta herself, I’d actually go out on a limb to say that it empowers Bayonetta as a character. In the cutscenes, we see Bayonetta doing all of this wacky shit. She’s having fun! Flirting with her enemies, dancing around them, as she aims to secure the kill. It really makes Bayonetta out as an unstoppable badass, deliberately belittling her foes as she defeats them all promptly. I'm not a woman, so I don't really want to comment on if Bayonetta is necessarily sexist or not, but personally, I never really felt that way. The opening cutscene demonstrates this, with Bayonetta, ambushed by angels while working as a nun, decimating every single Angel in her way with style and grace. And when things get dire, as the angels barely miss her, slicing her nun attire in the products, she fully awakens to her power. And then, the ICONIC song HAAAAAAAA HAAAAAAA HAAAAAAAAAAAAAAA, HAAAAA, AAAAAA, AAAAAAA, AAA, x6 FLYYYYYYYYYYYYYYYYYYY ME TO THE MOON AND LET ME PLAYYYYYYYY AMONG THE STAAAAAAAAAAARS begins at full volume. I love this fucking track. Bayonetta has a good ass soundtrack and if you contest that fact, you're subhuman. But, back to the story and character design itself, giving Bayonetta this massive reach over her enemies demonstrates to the player how powerful Bayonetta is, and how powerful the player CAN be, with the game’s COMBAT.

GOD, Bayonetta's combat makes me SWOON. Never have I ever been so addicted to the controls of a game alone. Each time I listen to Fly Me to the Moon (Infinite Climax), I just want to start Bayonetta all over again. Bayonetta’s combat is EXCELLENT. No ifs, ands, or buts about it. Hell, I might even say I enjoy the gameplay loop a little more than Devil May Cry’s gameplay loop, although I’m not entirely sure. Bayonetta herself has a few simple attacks; a punch, kick, shooting, and dodging. You’ll primarily be fighting your foes face on, but that’s not to say your guns don’t get some decent use either. You have 4 guns; two on your hands, and two on your feet. By holding an attack button, you can shoot the guns to give a little extra damage out, corresponding to which attack you throw out. So, punch to shoot the hand guns, or kick to shoot the heel guns. Or, alternatively, you can shoot your hand guns on your own, if you don’t feel like punching enemies in the face. But believe me folks, it doesn’t end there. The combo system of Bayonetta goes far deeper than you may think. Bayonetta retains the delay-based systems of Devil May Cry, but given the choice of hands and guns, the combos become much, MUCH deeper than before. Your average Devil May Cry combo goes like this. Slash, slash, wait, slash, slash. Whereas an average Bayonetta combo goes like this; Punch, punch, kick, kick, wait, kick. It adds complexity, but still remains simple enough to master. Bayonetta’s other main stick is her Witch Time, and upon dodging a majority of attacks at the last second, Bayonetta will slow down time for every enemy, and yeah, it’s as satisfying as it sounds. Outside of looking and feeling really good to do, the obvious benefit of slowing down time also adds a score multiplier to each attack done in Witch Time. So there’s no real reason to not be in Witch Time as much as possible, even if you can’t land a few attacks in. It feels great to pull off each time, just getting to wail on your enemies each time feels immaculate to watch and play. Even more immaculate is the Climaxes and Executions, which have you executing enemies in just the cutest way possible, usually killing them in a single shot. So, all of this versatility sounds pretty overpowered, right? How does Bayon- Wait, I’ve already used this segway in my Repentance review. Shit.

Straight and to the point, Bayonetta is one of the most deviously difficult games that I’ve ever played. Goddamn, I wasn’t expecting to die THIS much when going in. I knew that it wouldn’t be an easy game, but FUCK the Witch Hunts, seriously. But if it isn’t one of the most consistently fair games that I’ve played, too. Every attack is cued to perfection. To avoid frustration, most attacks have a bright shine and sound cue to it. The attacks themselves hit incredibly hard, but if you can dodge them, you’ll be a master of Bayonetta. Guess which camp I fell in? I was planning on doing a no items run of Bayonetta, but at Chapter 9, I caved. The game was just too hard for me. But, that’s okay, because before that, I was only getting Stone ranks, and each use of an item counts as half of a death, so there really wasn’t much difference in my overall score. What DID have an effect on my score were the Quick Time Events, though.

God, these just need to go. Bayonetta is an amazing game and all that jazz, but MAN, these got on my nerves really quickly. My main problem is that a grand majority of them lead to an instant death for no good reason at all, and they quite literally show up out of nowhere. At the very least, at least make the failure state cause minor damage or make it repeatable, because an outright kill from something you couldn’t see coming is not fun game design. Imagine that you’re on the way to a Pure Platinum in Chapter 2. You haven’t got hit a single time, and when you finally kill the boss without damage, you set down the controller satisfyingly, only to forget the instant kill at the VERY end of the chapter. Come on, dude! Talk about cheap and frustrating design. This especially hurt as someone who has really good hand-eye coordination, and played the Steam release with a Switch Pro Controller, as the direction of buttons doesn’t line up with the prompts on screen, as inputting the wrong buttons very frequently leads to Bayonetta’s demise. And don’t input them TOO early, because that kills you, too! For some reason. Speaking of bosses, they were... somewhat of a mixed bag. None of them are outright terrible, but there’s definitely a fair share of hot air between them. Sometimes, there’s not a whole lot to do other than firing your guns at them. They also have QTEs, although most are optional, thankfully. And failing usually doesn’t kill you, thank the fucking lord. Also on the plus side, all of the Jeanne fights were AWESOME. She serves as a skill check; Witch Time and guns won’t work for a majority of attacks, and she’s among the most threatening bosses in the entire game, packing speed and some hella’ Wicked weaves. Each encounter is almost perfectly crafted, requiring the utmost mastery of skills. And that music, man. Every 10/10 game NEEDS a 10/10 soundtrack, too. It’s simply inseparable. Jeanne is essentially the Vergil of Bayonetta, and those DMC comparisons don’t stop there.

Like DMC, you can buy abilities in the shop, all of which are of great variety and utility. In fact, I’d go as far to say that Bayonetta has a greater variety of skills than a majority of Devil May Cry games (obviously disregarding DMC 2). Good GOD, the moves you can pull off are so distinctive from one another. The Beast Within moves are among the best in the entire game, the Breakdance is a great AOE attack, also useful for revealing those hidden halos and other items, man. It’s all so good! Sure, the heel stomp attack could be a little more useful, but for the most part, all of these abilities are awesome! Uhhhh. I’m out of good segways. Shit.

Okay, time to talk about the final few chapters, and WOW, these aren’t all that great, unfortunately. Chapter 14 is mostly Space Harrier that just lasts far too long. At the end, there’s a Jeanne fight, though, which is my personal favorite of the Jeanne fights, because she has the best, most difficult attacks of them all. I kind of wonder why they didn’t just split the two chapters, though. Imagine fucking up the Platinum and then having to do Space Harrier all over again. Ugh. Chapter 15 is a... boss rush. It’s not the worst thing in the world, but it’s just kind of... okay. Chapter 16, the final traditional misson, is just a boss fight, against Balder, and the fight would’ve been PERFECT, if it weren’t for the fucking camera. It’s like Jeanne; no Witch Time, no guns, just you and a fight to the death. The camera is just far too up close. But it's still a great send-off, into the EPILOUGE, of course. The FINAL final boss, Jubileus, is a solid little send off to the game, but I think it's just a bit too easy? First off though, Jubileus is fucking hot and you cannot say otherwise, but secondly, the boss herself hovers above you, slamming sword thingies down, and those shoot projectiles at you. Not too bad to dodge, you just Witch Time them, and bam. Beat their asses. She'll also end up changing the arena every now and then, one covered in lava, one in ice, and one in the middle of a tornado. You, once again, have to destroy the swords she plants down, and Witch Time is the key to success. Really, her fight is pretty straightforward. Most of her attacks are pretty slow and predictable, and the one that poses a threat is the Black Hole attack, which is a reset, but other than that… yeah. It's fun, but too easy in my opinion. But of course, this is capped off with the most awesome Climax. Bayonetta does an awesome 20 second long dance, summoning a massive hair demon with oddly feminine proportions (god this game is weird and I love it), and it beats the shit out Jubileus in one fell love tap, knocking Jubileus’s soul out of her body into the goddamn SUN. Yeah, talk about a fucking climax. Oh, you can control her soul as she falls? You know what? Fuck Jupiter, am I righ- I DIED??? …Okay, that makes sense. Anyways one dumb decision later, Jubileus’s body falls to the earth, brief lesbianism occurs, we destroy her body, Bayonetta dies, actually no, bisexualism occurs, Bayo winks, CREDIT ROLL!!!!

No hyperbole or anything, Bayonetta is one of my favorite games that I've played this year, and maybe one of my favorite games of all time. A must play for almost anybody. Sure, the game has it's low points (how the FUCK did i not mention Grace and Glory during this???), but overall, it's REALLY fucking fun, and serves as one of the best character action games ever made, andI'll for sure be returning for Hard Mode and afterwards, INFINITE CLIMAX (funny). Bayonetta is on Steam, PS4, and Xbox One for 10 bucks, and the game more than makes up for that price, I'd say. I'm not sure about Xbox 360 and PS3, but Bayonetta is also on Switch for $30, which is a bit of an eh deal, but hey, you get a $20 discount for Bayonetta 2 if you buy it. Speaking of Bayonetta 2, that's NOT up next, but rather Bayonetta: Bloody Fate. Yeah, for the first time in zeusdeegoose history, we have a cross-media review series (if you discount Isaac I guess). I'm still playing through Bayonetta 2, and it seems destined to be another banger, but hey, we'll see in the review. I don't know about Bayonetta 3 as I actually haven't even touched it, but from what I heard, there's some… opinions on it. But, once again we'll see. But, the moral of the story? Bayonetta is awesome and I like it. Go buy 15 copies of it right now, and I hope that you have an awesome day.

To preface this by saying I got this game for Free from when the devs had this game up for free for a day.

The game requires you to have friends. While you can play through a lobby, this game is one the excels at beginning player with friend as it saves trouble of trolling and general annoyance of not speaking the same language.

While this game is still being updated, I find the game lack luster in its presentation. The enemy of either to bunch up or too spread a part. I had a run where almost nothing was found for the entirety of that run, boring and frustrating. The funnest runs are when its a nice even amount.

I do have fun with this, but I fear its only because I'm playing with friends and not the game itself.

I have been playing sense Beta 1.7.3, and have continued up until currently release of 1.20.

I haven't found myself disagreeing with many of the newer versions and many have stressed online (and by newer I mean past version release 1.8 and under) I think they have all been lovely addition to the game be them mechanical additions or aesthetic updates (like added biomes or concrete.)

My only grip is how fast updates come up leaving very little time for mod devs to update their mods for the game. Having to juggle many different versions is annoying. I also see the game progressing lack luster which either makes it or breaks it for some types of gamers.

Overall a great game over the years. Was my childhood and now into the early twenties. If you somehow have yet to try it, if you like exploration and building, I recommend typing it out on Java Edition.

DISCLAIMER: This review is not a review, it's a bumbling, messy rant I wrote at 2 AM. I apologize in advance for any grammar and spelling errors, as well as the occasional nonsensical sentence.

It has truly been some time since a game has so fully captured me to the degree that Little Big Planet has. There is something truly special about this game that is only shared with some of the best I’ve ever played, in fact, the last time a game was able to make me feel anything like this would have been my first playthrough of Super Mario Galaxy. I don’t Think I can ever truly, properly put it into words, but I'll certainly give it a try.

Before the actual review I’ll start by saying that I don’t have any nostalgia for this game, In fact, my first time ever playing would’ve been the day before writing this review. All of my opinions stem from very freshly playing through the game and experiencing everything it had to offer for myself.


This may be a fairly generic statement, but I think everyone can agree that today’s world has more than its fair share of misery. These past few months for me it's felt like on a global level there have been historical levels of suffering and wrongdoing happening all at once, and there is nothing I can do about it. When combined with the smaller stresses of simply living your life, it can be easy to accidentally start to live with a dark cloud over your head. This is not to say that I’m a miserable person or anything, It's just that I feel we sometimes forget how important it is to smile. I am of the opinion that we need more ways to spread positivity and happiness in the world, and that is exactly what Little Big Planet is. Little Big Planet completely counteracts everything negative I just mentioned on a personal level in nearly every way. It feels so purely created with the sole intention of bringing childlike joy and wonder to the faces of all who play it. From the animation to the music to the gameplay, everything feels so lovingly, passionately created to be the absolute best it can be. One of my favourite things about all forms of media, be it traditional books, comics, movies, tv, or games, is that they can give you such intense emotions that you would normally be unable to experience in ordinary life. Through Seething anger or incredible sadness, I’ve been affected by many of the things that I have watched, read, and played, but there is one thing even the best of movies and games are often not capable of, something that makes them truly stand out above the rest if they can accomplish it, and that's them being capable of transmitting pure, unfiltered joy to the same degree that they can other emotions. Throughout my whole playthrough, Little Big Planet had me grinning ear to ear. It's the first time in so long that I’ve been so completely invested in a game, that I’ve spent so much time in a game all at once, that I’ve been willing to give up doing anything else to actually find time to play, and since I’ve had my love for video games so overwhelmingly re-ignited like this. For all that alone, I will likely forever remember Little Big Planet and consider it one of the all time greats that I’ve played, But there is still so much more to discuss here.

Before even discussing the gameplay, there is so much to appreciate about Little Big Planet. Everything feels meticulously handcrafted, because it literally is. This game at its core is a level editor that all players have the ability to use, and the developers truly mastered everything about that level editor and managed to produce levels for the story mode that wouldn't feel out of place if they were found within a real, purely 2D triple A platformer. Within these levels there are representations of cultures from all over the world that are so obviously lovingly represented, and they have great humor to go along with them. This game genuinely made me laugh a few more times than I would have expected. The sackboy that you explore the Levels with is also an incredible addition to this game. Each sackboy exhibits so much personality and is so excellently animated. Something about their expressions just makes their emotions feel so real. The Developers really went above and beyond when it came to allowing players to fully express themselves without even speaking.

Speaking of player expression, the one part of this game that I’m really devastated I’ll never get to experience is the online. Exploring an infinite amount of community made levels with my friends and other people while being able to fully express myself and have fun at the same time seems like it would have been an absolute dream. I get hit by a little wave of sadness everytime see the crossed out online buttons on my screen, but even without them I had plenty to love about the game.

The campaign mode is spent helping numerous troubled characters throughout the earth in any way you can. Often just seeing how the developers had crafted characters and made them feel so alive through the crude level editor was enough to make me laugh, but it was also very charming. Every step of the way you are offered encouragement and witness so much creativity it's hard to not just constantly smile. Alongside just being fun to play through, these levels feel like they would be excellent inspiration for anyone who would have tried to truly dedicate themselves to the level creator as well.

In terms of actual gameplay, this is definitely the weakest part of the game, but still fun. It controls like a standard 2D platformer, with the sole issue being that sometimes sackboy feels a little bit slippery to control, putting you in the occasional situation that will feel a little unfair. Otherwise though the level design is so clever that the game never gets old. There are so many gameplay concepts and ideas featured within them I almost wish there were more levels so I could have seen them more fully explored. The game does get more difficult towards the end, but even with the slightly awkward controls I never felt it was too unfair, despite having to redo some levels a fair few times. What it really shows is that this game's potential for level design is more or less unlimited, something that would have made it all the more amazing when the servers were still up and running.

The music (partially composed by the guy who did spiderverse btw) was also a key factor to my enjoyment of this game. Almost every track is so uplifting and happy it felt like it was directly planting energy into my soul. Somehow these songs make me feel nostalgic despite having literally never heard them before yesterday. There are just so many different instruments and styles of music that all collide together in this game, making it one of my favourite gaming soundtracks of all time. Maybe I’m just weird but there were even 1 or 2 very oddly nice tracks that even made me tear up a bit.

In conclusion, Little Big Planet is just kind of a perfect video game to me. The combination of its endless creativity, interactive community, fun gameplay, and amazing music gives me the impression that it was lovingly created with the sole purpose of spreading Joy throughout the world, something we can always use more of. It's very rare that something is able to make me feel the childlike wonder I experienced while playing this game, and I'm so grateful I just randomly happened to check it out. Everything about it feels so human; you can clearly see the overwhelming passion behind the game poured into every nook and cranny within it, something I’ve only really been able to notice in a very small few of the best games I’ve played. In my opinion, more games should strive to be as joyous and as pleasant an experience as Little Big Planet. I definitely feel like this is a game everyone should try playing at least once in their lives, because if for some reason it strikes the same chord with you as it did with me, you’ll never regret it.

Infinite Wealth is another wonderful JRPG following from Yakuza 7's/LAD's success. While the stakes are higher than ever in the series, the game delivers very well in some areas, while stumbling in others.

The gameplay, yet again, outshines everything else to offer in the series. The various class affinities, and even the small attention to detail that was paid to adding things like movement, back attacks, and in general, Kiryu's kit -- all deserve massive applause. The game is more interactive than ever, yet remains a turn-based game. Each character has their own unique job, but can branch out into plenty of jobs with abilities being able to be transferred, allowing you to create the ultimate party for dungeons and story missions. Some classes like Sujimancer also deserve massive props - the fact that this game just has a Persona-eque subclass built in is wild, on top of all the other effort they had to put into the other classes. I sometimes wish the gameplay evolved more over the game, as there will be times where fights get a bit drab and boring, but mostly, the gameplay is good enough to see that most people will finish this game.

What will get in the way of finishing the game? The plethora of substories and side content the game has to offer. Most notably are the Sujimon minigame/substory and Dondoko Island. I have pretty positive things to say about Sujimon...not so much about Dondoko. Sujimon is an awesome monster-catcher minigame where you'll be living out your Pokemon dreams in real life. It comes with a good chunk of sidequests, and it's a great way to earn money early in the game before dungeons open up a bit more. Dondoko Island...eesh. I'm very split on that one. The other Nintendo franchise they were all to happy to take inspiration from was Animal Crossing, the zen island-building game that captivated so many especially in 2020. While the charm of greeting guests and effort was put in into Dondoko, it gets stale very, very fast. The island currency is worth jack, questioning why it's even really in the game when it gives you nothing outside of the island. It's less zen, and more micro-management of lackluster action combat when enemies appear. Definietly not star material, especially compared to the business minigame and hilarity of that back in Like A Dragon.

The story, which is always so important for Yakuza fans, is mostly rough. It hurts me so much to say it, especially when the end is impactful as it is -- but the story is rough. There are some high points - meeting the party and going through Ichiban's roughshod introduction to Hawaii is a high point. Unfortunately, the writers from there decided to hem and haw until a very forcastable plot twist, then hem and haw until the conclusion. I've played the game since launch and I'm working on remembering what happened even halfway through this game. There's just a lot of enemy beatdowns with little cutscenes, or a lot of cutscenes of just talking, moreso than other entries in the Yakuza franchise. I really don't know where to put this game, or what to say about its overall theme considering I feel like I only watched 5 or so impactful cutscenes, mostly near the end of the game that really shed light on the theme instead of the game weaving it throughout. For what was marketed as such an epic adventure that could be Kiryu's last stand, there were definetly some things that could have been left on the cutting room floor.

Everything else about it though, is wonderful. Hawaii is a nice, new open location to explore. The OST is great, with a bunch of cool quality of life things like being able to listen to music while strolling around. They cut down on a lot of lackluster content like the Hero missions, instead having them work towards upgrades for Kiryu along with the Drink Links, which will have longtime fans of the series invested for meeting members of Kiryu's past.

Infinite Wealth is infinite with ambition - a noble attempt to make the best RGG game ever. While it's a wonderful game, cutting and polishing the story and content a bit instead of going big could have been advantageous to the developers. I anticipate Ichiban's next adventure more than ever, but in the meantime...a hui hou.

give the game to some other developers. please.

A game that heaves and quakes under the stress of being played normally.

3 lists liked by OzzieMystery