Surely, these gigantic, lumbering beasts would slow down fights, right? They do, but in a way that still manages to compliment Bayonetta's flips, slides, and button-hold gun blasts surprisingly well. You'd be forgiven for thinking that the Demon Slaves, a new technique that has featured prominently in pre-release material, would fall into the groan-worthy category. We're living in a post- Devil May Cry 5 world now, where almost every level there is a blast to whirl up and battle through, and doing so here often left me groaning about having to actually reach the fun bits. While there are checkpoints when replaying missions, this feels like an imperfect solution for a genre where part of the appeal has always been hopping back in to blast through sequences of fights again. It's also rare for a mission to not have a section that's annoying to replay, whether that's a platforming challenge or slower-paced puzzle. But it's an odd-pace killer that doesn't feel particularly fun. Traversal isn't that much of an issue, thanks to the Demon Masquerade that allows Bayonetta to fuse with whichever demon is powering her equipped weapon, granting some zippy movement powers (though they don't make the odd platforming challenges any better to deal with). Some levels have quite large open areas that act almost like hubs for little collectible puzzles. The actual runtime might not be all that different to earlier games, but it's in how they're paced that problems arise. Missions, for example, feel longer than ever. But despite this heady brew, not everything in the cauldron compliments it. It can feel wonderfully expressive, and Bayonetta 3 knows to keep this intact. The huge combo menu is just as empowering, with almost any combination of moves ending in a different finishing 'wicked weave' move. "Bayonetta 3 feels like a series celebration that works in much the same way as something like Into the Spiderverse"ĭodge just before an enemy attack and she'll activate Witch Time to temporarily slow enemies, meaning you feel like you're running circles around them. Like a spell with a bad rune, it's a flaw that comes up multiple times to just slightly knock Bayonetta's otherwise impeccable vibes off-kilter. For a side-activity they're fun enough, but having to play them gets in the way of Bayonetta 3's best bits – the combat. Still, these contain more than a few annoying sequences, some of which remind me of the first game's worse moments as they set you back a good few minutes. An odd choice for sure, though they're nevertheless arcadey enough to be inoffensive. Recurring characters also return, including Jeanne who now has her own mandatory side-scrolling stealth missions. Despite this only being the third game, it manages to feel like a long-time series celebration that works in much the same way as something like Into the Spiderverse. Just as there are multiple worlds, there are multiple Bayonettas too. These range from a Tokyo in the midst of an attack from giant Homunculi monsters, to sandy Egyptian ruins, and even an Ancient China-themed one chock full of lava. Bayonetta 3's narrative framing is a great way to solve this particular problem, with multiple worlds beyond her own available to explore (in linear, mission-based fashion as usual). One complaint I'd always had about the Bayonetta games was that the environments you fought through could feel samey.
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