This thread is not meant to ask for dummy accounts, if you want to ask for the account details go to:
http://www.neogaf.com/forum/showthread.php?t=375740
Now, I'm doing this thread so we can post our opinions about the demo and leave the other just for people asking for the 360 dummy accounts, since english is not my first language I'm posting the best analysis I read on the other thread as the opening post.
Discuss!
Edit: Move List so far posted by Monocle:
http://www.neogaf.com/forum/showthread.php?t=375740
Now, I'm doing this thread so we can post our opinions about the demo and leave the other just for people asking for the 360 dummy accounts, since english is not my first language I'm posting the best analysis I read on the other thread as the opening post.
Monocle said:Okay, I just spent half an hour playing through the tutorial and the Vestibule (falling clock tower stage). Now I'm in the first room of the city. I've been playing around with the combat system up to this moment, and I have to tell you, I'm completely floored. The variety and responsiveness is like nothing I've experienced in an action game. I can say right now that with this game Kamiya has taken a massive leap toward perfecting the genre he created with the original Devil May Cry. Some miscellaneous observations:
- Nearly every move can be jump canceled as in DMC, but Bayonetta does one better: in many cases, the jump comes out without canceling the attack. Serious advanced applications here, but to state it simply, the ability to evade and attack simultaneously means that your offensive momentum doesn't have to stop for anything. Bayonetta's combat system is unparalleled in its fluidity.
- Bayonetta has a wall jump that can be performed before or after her butterfly wing jump. This means that if you're near a wall you can squeeze in two jump cancels without touching the ground or seeing even a second of recovery animation.
- All the text I've come across is in English. Nice. (I'm playing the 360 version.) And speaking of text, there are tons of places in the background that can be checked for text descriptions like those in the original Devil May Cry. I love details like this.
- Bayonetta can perform her dodge in the air, which everyone already knows from various gameplay videos. What I hadn't heard reported is that she can do more than oneas many as you want, in fact, until she touches the ground.
- Speaking of the dodge, the only move I've found that it won't immediately cancel is the falling aerial kick. Everything else, even the huge motherfucking chargeable sword slash of doom, can be halted immediately at the touch of the dodge button.
- The aforementioned aerial sword slash can be charged indefinitely, allowing Bayonetta to remain suspended in the air until a hapless enemy wanders underneath her blade. Naturally, while suspended you can freely change the direction you're facing.
- The 360 degree rapid fire mode is freely cancelable into nearly anything else, just as I was led to believe from a clip I saw last month. You can even go from hands 360 mode to feet 360 mode (not vice versa, though).
- Almost every move can be charged. Besides conferring the obvious advantage of extra damage, this offers the secondary benefit of letting you tweak the timing of most any combo. This has some important applications, one being you don't have to worry about missing the strongest hits of your attack strings; just delay the first one or two hits prior until your targeted enemy comes into range, then pummel it with the big hit.
- Touching the ground in the middle of many air combos will not halt them. Bayonetta will finish them without skipping a beat, unless you want her to start a different combo, in which case all you need to do is hold the gun button for half a second.
- The closest comparison to Bayonetta's combat is that of the original Devil May Cry. The inputs function in much the same way, involving rhythmic taps as much as momentary delays between inputs to initiate different combo branches. Gameplay is also similar in the way you can cancel out of most attack animations with a jump. The main difference is the responsiveness: Bayonetta moves lighting fast. With very few exceptions, you have complete control over her even during the times you'd expect a recovery delay.
The is the action game of the generation, folks. If you're a fan of the genre, pick up Bayonetta on day one, no excuses. If you don't understand what's so great about the combat, play a few different action games then return to the demo. PlatinumGames deserves all the support it can get for this brilliant title.
Discuss!
Edit: Move List so far posted by Monocle:
Monocle said:Move List (From the loading screen lists and my own experimentation.)
Key
P = punch
K = kick
. =delay
< = press direction away from opponent
> = press direction toward opponent
(lock) = while locked on
(air) = while in the air
(ground) = while standing on the ground
360 = rotate the left analog stick in a full circle
[ ] = hold the buttons or directions that appear in these brackets
+ = press the buttons or directions on both sides of this sign at the same time
... = tap the preceding button rapidly
Scarborough Fair
PKP
P.P
P.K
PPKP
PPKKK
PPKK.P
PPKK.K
PPK.K
PP.P
PP.K
PPPKKK
PPPKP
PPPKK.P
PPP.P
PPP.K
PPPPK
PPPPP
PPPPPK
PPPP.P
KKK
KK.P
K.P
360P
360K
(lock) <P
(lock) <K
(air) PPKP
(air) PPPKP
(air) PPPKKK
(air) PPP.K
(air) PPPPK
(air) PPPPP
(air) PPPPPK
(air) K
(air) 360P
(air) 360K
(air) (lock) <+P
(air) (lock) <+K
>>+P
(air) >>+P -or- (air) (lock)>+P
>>+K -or- (lock) >+K
Scarborough Fair Unlisted Moves
(lock)+any direction (Alternate dodge input.)
(after PPPKK, on grounded enemy) PPP... (Repeatedly slap grounded enemy.)
(on grounded enemy] KKK... (Repeatedly stomp grounded enemy.)
(after (lock) <+P) PPP... (Hold enemy by foots and repeatedly slam it on the ground.)
Katana + Shotguns
PKP
P.P
P.K
PPKP
PPKKK
PPKK.P
PPKK.K
PPK.K
PP.PPP
PP.PP.P
PP.P.P
PP.K
PPPKKK
PPPKP
PPPKK.P
PPP.P
PPP.K
PPPPK
PPPPP
PPPPPK
PPPP.P
KKK
KK.P
K.P
360P
360K
(lock) <+P
(lock) <+K
(air) PPKP
(air) PP.PPP
(air) PPPKP
(air) PPPKKK
(air) PPP.P
(air) PPP.K
(air) PPPPK
(air) PPPPP
(air) PPPPPK
(air) K
(air) 360P
(air) 360K
(air) (lock) <+P
(air) (lock) <+K
>>+P
(air) >>+P -or- (air) (lock) >+P
>>+K -or- (lock)>+K
Katana + Shotguns Unlisted Moves
(lock)+any direction (Alternate dodge input.)
stand still, hold (lock) until first or second spark, P (This is impossibly cool, everyone try it now!)
(air) PPK(ground)KK
(air) PPK(ground)K.K
(air) [P] (This is the infinitely chargeable aerial sword slash.)
Torture Attacks
(in front of enemy) Y+B (Iron maiden.)
(behind enemy) Y+B (Guillotine.)
(above enemy) Y+B (Chain.)
(on downed enemy) Y+B (Gravestone.)
Text (360 version)
Selecting Difficulty
Very Easy Automatic: This option is not available in this demo.
Easy Automatic: A mode aimed at beginners, where simply pressing Y will allow you to jump into the heat of battle and execute a variety of techniques.
Normal: Execute complete control over Bayonetta's techniques in a mode for those ready to enter truly climactic battles!
Tutorial Screen
Regular Controls
Left Stick = Move
Right Stick = Move CameraPress RS to reset camera.
D-Pad = Use ItemsHold a directional pad (sic) to use.
X = Action
Y = Punch
B = Kick
A = Jump
Left Bumper = Taunt
Left Trigger = Change Weapon
Right Bumper = Lock-On
Right Trigger = Evade
Start = Pause Menu
Back = Help
Torture Attacks
Attack enemies to fill your Magic Gauge! If you take damage your Magic Gauge will decrease! Close in on enemies and finish them off with deadly Torture Attacks!
Tutorial
Punch: For a quick punch press Y.
Kick: For a powerful kick press B.
Combo: Combine Y and B to unleash countless combos!
Evade: Evade any situation by using the RT to dodge!
Witch Time: Dodge at the last possible instant to activate Witch Time! (Enemies will appear to move in slow-motion for a set period of time.)
Shoot: Shoot your way out of a combo by holding Y or B!
Bullet Climax: Rotate the LS and press Y or B to fire all around! (Step 1: Activate Bullet Climax! Step 2: Once activated, aim and fire at will!)
More Observations and Things (Some of this info has already been mentioned. I'm including it because the purpose of this post is to collate a bunch of good stuff for easy reference.)
- Tap a direction on the d-pad to see which items you have. Hold a direction to use the corresponding item. (I listed this in the controls section, but lots of people seem to miss this feature so I want to point it out here)
- On the mission complete screen, you may notice a missing medal. To find the hidden verse that awards it,return to the area where you start the city level after you've cleared the courtyard battle. A pack of enemies will spawn in the first room.
- One thing that's guaranteed to annoy me in a game is a laggy menu. Ninja Gaiden is a notable offender here. In contrast, Bayonetta's menus, much like its in-game controls, respond crisply to any input. Kamiya's games have all had great menus, and Bayonetta is no exception.
- All breakable objects and items respawn if you leave an area. This includes the treasure chest on the right side of the courtyard in the city. You can exploit this to collect extra halos and magic-restoring items.
- Magic-restoring items drop much more frequently when Bayonetta is damaged. I destroyed a group of pots with about 1/10 of a health bar and got 5 purple butterflies.
- Bayonetta can target multiple enemies with her guns during combo extensions (just hold an attack button mid-combo). This is ridiculously effective with the second weapon set when she's standing in the middle of an enemy group. Her shotguns will slaughter everything.
- Enemy-dropped weapons won't weaken if used on breakable objects. (Exceptions: the trumpet, the halberd's spinning pole move.)
- Enemy jump is in, and it works just like in Devil May Cry, except the timing is far easier. (For those who don't know how to perform it: while airborne and next to or above an enemy, press jump.)
More later.
Try jump canceling a stinger ((lock) >+Y). If you time the jump right, its momentum will carry Bayonetta upward as she attacks.