Thursday, June 11, 2009

E3 09: My Moment of Glory With Bayonetta

Beauty comes in many forms. Ico is beautiful in its subtlety, like a fairy tale. Bayonetta, however, is beautiful in its excessiveness. Like Las Vegas or Monte Carlo, the game is garish, over-the-top, and borderline sleazy, yet it dazzles and delights like no other.

Bayonetta is also a game about killing things. Instead of being a tried-and-true demon slayer, Bayonetta is an ass-kicking, witch-slaughtering renegade angel. Not much is known about the plot at this point, but we do know that Bayonetta has been asleep for over 200 years and has now been awakened with no memory. While further details of the storyline remain a mystery, the real draw of the game lies in its unique blend of upbeat slaughterhouse fantasy fun.

The core mechanics of Bayonetta are a bit like Hideki Kamiya’s previous outing, Devil May Cry, on crack. Dante had his sword and guns, while Bayonetta has guns and--in a wonderfully sadomasochistic bent--her high heels, which are comprised of revolvers. Dead sexy. The triangle and circle buttons are used for her punches and kicks respectively, while the square button swings her weapon. Enemies leave weapons behind as you fight them, such as a musket, a spear, and a giant mace. You can only hold one at a time, and they all come with their own unique strengths and weaknesses, such as speed, damage, and range. As you destroy things, you collect gold rings which--as far as I can tell--are on loan from the Sonic division of Sega. Rings are the game’s currency, and can be used to buy new moves and items for more ass-kicking greatness. Adding to the insanity of it all, Bayonetta can also run up walls in certain areas, making for some wonderfully dizzifying combat scenarios.

Check out the rest here, at TGR.
blog comments powered by Disqus