If people are going to be comparing Bayonetta to GOW3, they'd best avoid irresponsible arguments like, "GOW3's graphics are way better than Bayonetta's, and Bayonetta's art style is ugly. Therefore, GOW3 is going to be a better game." Bayonetta is an action title by Hideki Kamiya of Devil May Cry fame. This is a man who knows his games, who understands the expectations of high level players, especially fans of the action genre. Nearly every aspect of Bayonetta's design is so made to optimize its combat. PlatinumGames has set a modest bar for Bayonetta's graphics in order to keep gameplay the main object of their attention, and to make sure the game runs at a rock solid 60 frames per second, even with the screen packed to the corners with a whirlwind of enemies swarming the title character, or a skyscraper sized boss in an effects-heavy environment. To any informed action gamer this decision is clearly a sound one; slowdown is unacceptable in a game that relies on split second input. Kamiya has stated on
Bayonetta's official blog that the project is meant to be the ultimate in stylish action games, the type of title you'll replay countless times for exactly the same reasons you'd play hundreds of Street Fighter matches if your goal is to become an expert player.
In contrast to Bayonetta, GOW is and always has been about spectacle. One of the biggest draws of the series is its ability to make the player feel completely immersed in a vicious struggle with the larger-than-life beings of the ancient Greek pantheon. The visual component of GOW is central to keeping the audience duly engaged. Accordingly, its developers have made graphics top priorityto impressive effect. I have had two online conversations with David Jaffe in which he directly informed me that his series is not intended to be an answer to Devil May Cry and its ilk (i.e. the type of sophisticated action game whose combat is closely linked to fighting games in terms of variety and complexity), but an accessible action adventure title for mature audiences that share his tastes. The combat, he pointed out, is but one element of a larger picture.
When you play a GOW game you embark on an adventure whose power lies in its capacity impress and surprise with successively more dramatic scenarios. The puzzles, platforming sequences and combat all drive the player further down the path (or up the mountain, as it were) toward the grand finale. When it's over, you bask in the satisfaction of concluding a marvelous quest, the exhilaration fades slowly, pleasantly, and then you move on to other things and fondly remember the experience from time to time. When you play a game like Bayonetta, the first few times through are your how-do-you-do's, your foreplay. The end of the superficial novelty is the beginning of the real party. If there's pleasure to be had in discovering all the weapons, enemies, bosses and environments one by one, it's a momentary throe compared to the rich, lasting satisfaction of challenging your mind and reflexes with an exquisitely intricate combat system, one that becomes more rewarding with time as dedicated players make new breakthroughs. Strategies are refined, whole new branches of technique are discovered, and several years down the line you find yourself having more fun with a game you know inside out and still play regularly than with any of the hottest new titles. To call GOW3 a better game than Bayonetta based on graphics alone is to make a logical blunder almost as spectacular as GOW's renowned set pieces. GOW3 is the video game equivalent of a big-budget Hollywood blockbuster. Bayonetta is that independent film you watch each month for half a decade and find something new to like about it every time.