After the release of Star Fox Command on the DS, a new Star Fox game was created for Nintendo’s then-current Wii U console in collaboration with PlatinumGames, titled Star Fox Zero (Zero). Rather than a continuation of that timeline, Zero is a full-on continuity reboot, aiming to introduce the Star Fox IP to a new generation. Unfortunately, due to a combination of factors such as its control scheme, it being a retread of Star Fox 64 (which had already gotten a 3DS remake five years prior) and releasing near the end of the Wii U’s life cycle nixed any plans there may have been for a sequel. Said control scheme, which requires use of the Game Pad, also notably makes this one of the few first-party Wii U exclusives that has not yet been ported to the Switch. After getting to play it, while I didn’t find it as bad as the negative reception at launch made it out to be, it’s clear to see how this game may remain chained to the Wii U for some time, as its dependence on the Game Pad would make a Switch port difficult.
Showing posts with label PlatinumGames. Show all posts
Showing posts with label PlatinumGames. Show all posts
Thursday, March 19, 2026
Star Fox Zero + Star Fox Guard
Labels:
2016,
Nintendo EPD,
PlatinumGames,
Rail Shooter,
Star Fox,
Star Fox Guard,
Star Fox Zero,
Tower Defense,
Wii U
Wednesday, July 1, 2020
Transformers: Devastation
While I haven’t played many games made by PlatinumGames, and I probably
won’t, one game I was instantly attracted to was their take on Transformers
in the form of Transformers: Devastation, thanks in part to the developers’
usual gameplay style and their attempts to capture the feeling of the 1984 The
Transformers cartoon as close as possible. While I did play this game when
it came out and liked it, I never gave the game a proper review since I was losing
my enthusiasm for writing reviews at the time. After deciding to go back and do
the game better justice, it’s still one of the better Transformers games
out there and it manages to create a world with some interesting potential that
will sadly never get properly fleshed out.
Labels:
2015,
Action,
Activision,
Hack and Slash,
PlatinumGames,
PS4,
Transformers,
Transformers: Devastation
Saturday, July 7, 2018
Bayonetta 2
Note: This review contains spoilers for
Bayonetta.
Following the success of the original
Bayonetta, a sequel was announced three years later in 2012, but this time exclusive
to Nintendo’s Wii U console. The reason was later revealed to be that Nintendo
was the only company willing to greenlight a sequel in the first place, hence the
exclusivity. Since I didn’t own a Wii U at the time and didn’t want to get what
I viewed as a DOA console solely to play one game, I didn’t end up playing it,
not even with the incentive of first run copies including a Wii U port for the
original Bayonetta. It wasn’t until the announcement of Bayonetta 3 as a
Nintendo Switch exclusive that I finally caved and picked up the physical Switch
port of Bayonetta 2, if only so I could actually keep up with the series. Now
that I’ve finally played it, it feels like PlatinumGames managed to improve on
the original in just about every way.
Only a few months after the events of
the original game, Bayonetta is out Christmas shopping when she and Jeanna are
attacked by a group of angels. All goes well until one of Bayonetta’s demons
breaks free of her command and begins to attack her as well. Although she overpowers
the demon, Jeanne’s soul is removed from her body and dragged down into
Inferno. While Rodin does what he can to delay Jeanne’s death, he informs
Bayonetta that she will need to travel to a sacred mountain named Fimbulventr,
where she can enter the real Gates of Hell and retrieve her friend’s spirit. When
she arrives in the town of Noatun to begin her journey to the mountain, she
runs into a boy named Loki, who seeks the mountain for reasons he can’t
remember and is being chased by a masked Lumen Sage.
![]() |
| Loki joins Bayonetta on her journey to Fimbulventr. |
The story of Bayonetta 2 is better
executed than in the first game, due largely in part to a more streamlined
story that easier to follow. It also manages to expand on many of the concepts
introduced in the previous game without betraying previously established lore
or sacrificing the charm and personality of the original. Returning characters remain
consistent to their characterizations and character growth from the original,
while returning character Luka is also able to display a somewhat more mature
side. At the same time, the plot threads which expanded on in later parts of
the game manage to slot in the events of the story to fit in with and help
explain the time travel elements from the first game.
While Bayonetta 2’s story is improved, I
noticed that some of the story beats seem to echo ones from the previous game.
In particular, Bayonetta once again travels with a child (in this case someone
she believes is a child), with Loki filling the role in place of Cereza. The
plot once again involves some sort of time travel aspect, as well as someone
looking for the Eyes of the World, and the final boss is ultimately defeated in
a similar fashion to Jubileus, though perhaps not as memorable in execution. I’m
not saying these beats are bad to echo, in fact they are handled differently
and very well in their own right, but it was noticeable after playing this game
immediately after completing the original.
The idea that Bayonetta 2 is similar to,
but greatly improves upon, the original also extends to the core gameplay. The
mechanics of the game are largely unchanged, though each one has received an
upgrade or some quality of life improvements. For one, Bayonetta begins with a
god number of skills earned from the previous games, including the beast transformations.
These transformations are expanded upon by including the addition of a Snake
Within that allows for better maneuverability during underwater sections,
itself a new feature to the game, and the transformations in general are incorporated
more into the larger, more open level designs.
![]() |
| Bayonetta's new Snake Within form. |
The magic system has received some
noticeable improvements as well. Taking damage no longer drains the magic gauge
and reaching a full gauge now gives the choice of either executing a Torture Attack
or activating an Umbran Climax, which heavily increases the damage output of
Bayonetta’s weapons. Each weapon is affected differently during an Umbran
Climax, though it otherwise turns every attack into a Wicked Weave attack.
Crafting is also handled differently, requiring the player to select a recipe
book and then select a recipe to craft from instead of manually mixing all of
the ingredients. As for other general quality of life improvements, they include,
but are not limited to, the lack of instant death QTEs and a much larger window
for remaining QTEs, a more forgiving window for activating Witch Time (in
exchange for a slightly shorter duration) and item use no longer affecting the
Chapter score.
While the enemies in Bayonetta 2 are a
lot more varied than in the first, both in terms of the number of Angels and Infernals
and their designs, the combat generally felt easier. Certain enemies still
present a challenge, including some which return from the first game, but throughout
my entire playthrough on Normal, I suffered far fewer resets than in the first.
Basically, the game in general is more forgiving. However, the encounters with
the Masked Lumen Sage, among others, also present themselves with a larger
scale than their counterparts from the original, including having summons
fighting each other in the background.
![]() |
| Bayonetta must now do battle with Infernals as well. |
The default control scheme is a bit different
from the original, mainly flipped functionality of the shoulder buttons, and
takes some getting used to. While I was able to adjust, I was once again
playing using the Joy-Cons in a separate Joy-Con Grip. Given the somewhat
cramped layout of the controller and the shape of the L and R buttons, it was incredibly
easy to accidentally switch weapon sets during combat and unintentionally
activate Umbran Climax when I really wanted to use a Torture Attack. As before,
this game also has a touchscreen control scheme, though I would advise against
it. Control changes for special segments are easier to adjust for, since these
segments are now a bit shorter than the would be in the original game.
As with Bayonetta, players can visit the
Gates of Hell to buy various items, weapons and techniques for use in the game.
Though Halos are still the primary currency, defeating Infernals and destroying
related objects will also reward the player with Orbs of crystallized demon
blood which count toward the total Halo count. Recommended buys for this game
are similar to the original (Air Dodge, Stiletto, Break Dance, Bat Within and
Crow Within), but the new Charge Bullet skill is also worth buying for its
ability to increase damage output with bullets, as is the Mallet of Rewards for
its ability to increase the number of Halos and items the player receives from
performing Torture Attacks. Also available in the Switch version is amiibo
support, which also provides a way for the player to obtain the Chain Chomp
weapon, which is highly recommended for a weapon loadout alongside Salamandra;
I used both in my B set when able. I’ll note here that my A set of weapons was
simply the default Love Is Blue guns (their names are Prelude, Minuet, Toccata
and Nocturne).
In terms of graphics, Bayonetta 2 seems more
polished than its predecessor. The characters all received a general update to
their appearance, all of which seemed to match the lighter direction of the
sequel. What helps is that the game seems to generally have a brighter color
palette that moves it a little more away from the Devil May Cry-inspired art
direction of the previous game. With this brighter palette, it seems to emphasize
the color blue a bit more as sort of a theme color.
I’ll mention here that while every
character received a general update to their look, the most drastic were Bayonetta,
who now has noticeably shorter hair, and Jeanne, who now has noticeably longer
hair. I personally liked the new looks, and actually found Bayonetta’s new look
more aesthetically pleasing, but those who preferred the original looks will be
glad to know that the Bayonetta 1 costumes are unlockable within this game.
![]() |
| Bayonetta (L) and Jeanne (R) received more drastic redesigns than the rest of the cast. |
As for any differences between the Wii U
and Switch versions of the game, I can only go off of what I’ve been able to look
up. Apart from the aforementioned amiibo support, I found graphical differences
from the Wii U version rather negligible, perhaps a slight upgrade at best.
There’s a multiplayer mode called Tag
Climax where two players play as one of the characters and fight groups of
angels based on which unlockable Verse Cards are chosen. Each complete match
uses six of these cards and players bet a certain number of Halos on each fight
in an attempt to earn more; the difficulty of each fight is based on the number
of Halos wagered. Players can fight alongside the CPU while waiting for someone
else to play with, though this requires the second person to also own a Switch
and have their own copy of the game, even if you’re playing locally. For this
reason, I only tried out the CPU version and quickly concluded it would be
better to play with another human being.
The music of Bayonetta 2 is also pretty
good, especially with setting the mood of each segment of the game. As with the
previous game, the most noticeable track is the main theme, in this case
Tomorrow Is Mine, since it’s played during combat and also at the right moments
within the story.
Bayonetta 2 is a good example of a
sequel that’s able to improve on the original in all of the right ways. While a
lot of the core gameplay is unchanged and the story follows some similar beats,
the game manages to add a new layer of polish that elevates the Bayonetta
series to new heights. Though the game feels easier this time around, save for
trying to get Pure Platinum rankings, it still felt very much like Bayonetta.
Fans of the original game are more than likely to enjoy this installment, especially
in anticipation of Bayonetta 3, while Switch owners looking for a good action
game should seriously take this game into consideration. Just make sure you
find time to play the original as well.
Saturday, June 30, 2018
Bayonetta (Switch)
Back in 2010, Sega released Bayonetta, developed by PlatinumGames and directed by Hideki Kamiya of Devil May Cry and Viewtiful Joe fame, onto the PlayStation 3 and Xbox 360 in North America. At the time, I had, for a number of reasons, played the PS3 version of the game, widely considered the worst version of the game (Kamiya has since confirmed that it was because the game was designed with 360 hardware in mind). In 2014, a sequel, Bayonetta 2, launched exclusively on Nintendo’s Wii U alongside with an improved port of the original game. In 2017, a Bayonetta 3 was announced exclusively for the Nintendo Switch, along with Switch ports of the first two games for 2018. Since I didn’t want to permanently stay out of the loop, I finally caved and bought a Switch and later bought Bayonetta 2. However, I decided to play the original game again first, available through a download code, both for the story and because it had been eight years since I had last played it. In that time, I think the game has aged rather well, but its issues have become more noticeable as well.
Bayonetta is awoken after a 500-year slumber with no memory of herself or her past. She spends the next 20 years battling angels from Paradiso, one of the Trinity of Realities alongside Inferno and Purgatorio, until one day she finds herself wrapped up in a centuries-old conflict between the Umbra Witches and Lumen Sages over something called the Eyes of the World. As she chases these lost memories, she comes into contact with another Umbra Witch named Jeanne, a journalist named Luka and a child named Cereza. As she chases the meaning of the Eyes of the World, the pieces of her lost memory begin to fit together.
![]() |
| Jeanne, a recurring enemy throughout Bayonetta's journey. |
The backstory of Bayonetta is rather fascinating and very consistent in its presentation and execution. Though out there in comparison to other games, the story is fairly easy to follow and is complex enough to keep the player invested until the end, when all of the preceding events make much more sense. What also helps keep the player invested are the contrasting personalities of each of the characters and how they play off each other. Even without knowing all of their backstories in full, their interactions also give a sense of familiarity that would have developed within 20 years. The only drawback might be that the full background of the world is located within collectible journals, which means that players should prepare to do some light reading.
The presentation of the cutscenes is also unique from other games. Though there are parts of cutscenes rendered the traditional way, some parts use static shots of the action rather than full motion, though some things like hair still have motion. It feels off at first, but after a while it feels like Platinum was going for a specific style with this approach and it does help it stand out from other games.
The easiest way to describe the gameplay of Bayonetta is that it’s like an evolved version of Devil May Cry. Combat is similar in that there are dedicated buttons for shooting, melee and jumping. However, this is where the similarities end. For one thing, Bayonetta can be equipped with two weapons, one on her hands and one on her feet; the default is a set of four guns called Scarborough Fair, with each individual gun named Parsley, Sage, Rosemary and Thyme. She can also be equipped with two sets of weapons, an A set and a B set, which the player can swap between on the fly; equippable weapons are unlocked by collecting Gold LPs and going to the shop. Additionally, the “Light Attack” button has her attack with her hands and “Heavy Attack” has her attack with her feet. Bayonetta also comes with a double jump which, along with unlockable beast transformations, allows her to gracefully move along the battlefield. Bayonetta can also use the enemy’s weapons against them, though the player will temporarily lose the ability to shoot. The player can also string together combos, which usually end in a Wicked Weave attack created from Bayonetta’s hair.
![]() |
| Combat in Bayonetta with a Wicked Weave attack. |
I'll quickly mention that my personal setup while playing eventually fell into using Scarborough Fair in my A set and Shuraba and Odette in my B set. This allowed me to play the game will full power guns while also switching to a powerful and speedy weapon setup to help make certain fights easier.
An emphasis is also placed on dodging, since doing so at the right moment activates a mechanic called Witch Time. During Witch Time, time slows down, allowing Bayonetta to freely strike her enemies for the duration without worry. Witch Time is also used in some environmental puzzles in which the player must dodge a lightning blast to slow time and traverse certain terrain (ex. running water). Attacking enemies also builds up a magic gauge which, when full, allows Bayonetta to perform a Torture Attack which can heavily damage, if not outright kill, an enemy angel. However, taking damage beforehand will proportionally drain the magic gauge. Bayonetta can also craft and consume lollipops which provide a variety of abilities, including replenishing health and magic, creating a shield and multiplying her strength, but using these will also incur a score penalty at the end of a Chapter. Crafting ingredients can be obtained by destroying objects within the environment.
On the subject of scoring, Bayonetta, like Devil May Cry, features a ranking system that takes into account completion times, combo scores and penalties from retries and items uses. Each set of fights, or Verses, within each Chapter is scored on a scale from Stone to Pure Platinum, while each Chapter, rated on the same scale, averages the ratings from each Verse before applying score penalties; it is entirely possible to miss some Verses. Though the player can replay Chapters in an attempt to get a better score, the game itself can be pretty unforgiving as it goes on, even on Normal. I’ll admit that during my playthrough, I ended up using a lot of yellow (shield) and red (strength) lollipops to survive some of the harder battles.
While the combat is very fun and engaging, there are some general annoyances with the gameplay that are hard to ignore. During cutscenes and other in-game sequences, it is possible for quick-time events (QTEs) to pop up at the bottom of the screen. Unfortunately, failing a lot of these leads to instant death and a score penalty during a retry, not helped at all by the fact that the window to press the right button(s) is very slim. QTEs are also used during boss fights, where Bayonetta finished them off with a Climax attack which summons a demon from Inferno. In this case, the QTE determines how much of a score bonus you receive at the end of the Verse, but the timing window here is also pretty strict and it can take a moment to process which button you’re supposed to mash for each one.
Due to the game’s unforgiving nature, specific enemy pairings become increasingly unbearable no matter how you power up. Special mention goes to Grace and Glory and their later Gracious and Glorious counterparts, especially when the player has to survive multiple waves of them, as well as any team of at least three Joys.
In spite of the difficulty, the boss fights are highly interesting. This is the sort of game where enemies that are originally mid-bosses show up again as regular enemies and end bosses show up again in mini boss rushes. This isn’t really a bad thing, since it adds some extra challenge to the game, although the boss rushes can get kind of draining after a while, since they occur two or three times in the last few Chapters. What mitigates this somewhat is the creativity in their unique designs and strategies. The last three bosses are especially memorable, as they include some unique and highly cathartic sequences, though to elaborate would go into spoiler territory. However, I will admit here that during the Golem boss fights, I was able to cheese it by staying right next to it, dodging its attacks into Witch Time and holding down the fire button. Probably not the best way to enjoy the fight, but food for thought.
![]() |
| The Golem can change shape, but can also be easily cheesed. |
The controls are mapped pretty intuitively and are highly responsive to the player’s button presses. However, I should address here that I did not play Bayonetta on a Pro Controller, as others may recommend, but rather with the Switch’s Joy-Cons. I tried playing them while attached to the unit, but it felt more comfortable to use a Joy-Con Grip to act as more of a traditional controller. Even then, however, I found the controller kind of cramped and the shape of the L and R buttons makes it rather easy to accidentally press them in the heat of battle. It didn’t affect me too much, but it’s certainly something to keep in mind. The Switch also has a touchscreen-friendly control scheme, but I wouldn’t really recommend it, since it depends heavily on player gestures.
There are also times when the game switches to different types of gameplay, necessitating a different button layout for the duration of the applicable Verse(s). These take a little getting used to, but for flying sections I would suggest inverting flying controls (in this case, the default is already inverted, where Up=Down and Down=Up).
During the course of the game, the player collects Halos by defeating enemies or destroying objects in the environment. These are exchanged at the Gates of Hell bar run by the demon Rodin. Halos can be exchanged for items, techniques, costumes, weapons, accessories and treasures. The game will highlight some “Hot” buys, or recommended purchases. Personally, I would highly recommend buying the techniques Air Dodge; Stiletto, a version of Devil May Cry’s Stinger attack; Break Dance; Bat Within, which eases up on dodge timing; and Crow Within, which grants temporary flight, as soon as possible, as they are very invaluable for movement and combat advantage.
![]() |
| Bayonetta (left) with Rodin (right), proprietor of the Gates of Hell. |
Since Bayonetta and Devil May Cry were created by Hideki Kamiya, the comparisons are inevitable. They share some similarities in their visuals and atmosphere, but, as stated earlier, Bayonetta feels like an evolved version in terms of combat and the visuals themselves are also flashier, lending itself to its more upbeat tone. The sillier tone at times reminded me of a Suda51 game, which, considering I like Hideki Kamiya and Suda51, is actually pretty good.
The graphics of Bayonetta have aged quite well and are pretty good on the Switch, perhaps even improved from the original release, aided by a very steady framerate (especially when compared with the PS3 version). I’ll note here that Bayonetta’s design in this game is meant to strongly evoke sex appeal, mainly from her figure and costume design (her costume is actually her hair). While her sex appeal is subjective, her design is certainly iconic and really stands out, even eight years later.
I’ll note here that the Switch version of the game comes with a couple extras, mainly amiibo support and some extra Nintendo-themed costumes based on Princess Peach, Princess Daisy, Link and Samus. The Peach and Daisy costumes alter Bayonetta’s Wicked Weave attacks to summon Bowser from the Mario series while the latter two actually alter the gameplay. The Link costume changes the Shuraba weapon into the Master Sword and allows Bayonetta to parry attacks without the need of an accessory (specifically Moon of Mahaa-Kalaa), which can free up an extra accessory slot. The Samus costume not only allows Bayonetta to raise or lower a visor, but also enables her to fire a chargeable laser when shooting enemies.
![]() |
| Bayonetta in the Link costume. |
The score for Bayonetta is absolutely fantastic, perfectly matching the tone of the game. Certain tracks are also very memorable, especially the main theme, Fly Me To The Moon, which plays at all the right moments. The music which plays during the various menus also becomes familiar with time and sets the right atmosphere.
Bayonetta is a game I would highly recommend. The story isn’t necessarily a literary masterwork, but its creative concepts and charming atmosphere are able to come together for a memorable experience. Though some aspects haven’t aged as well, including the instant death QTEs and certain encounters that are more difficult than they have any right to be, it’s still overall a very solid and enjoyable experience that’ll easily please action games fans, as well as those who enjoyed Devil May Cry and are looking for a great twist on the formula. For those looking for a game to add to their Switch library, Bayonetta should more than satisfy.
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