(I should be writing my thesis but a man’s gotta let off steam sometimes, right?)
Bayonetta is supposed to have this perfect score combat gameplay, and it IS pretty fun, but the game doesn’t do any efforts to lead the player into the depth. I’m sure there’s audience that takes great pleasure in exploring that depth on its own, but I do think you can be transparent AND deep at the same time, without being prescriptive.
Batman: Arkham Asylum is a good example. (Note I’m not good at Batman’s combat, and probably it’s too easy in comparison and for dedicated gamers.) Anyone played it knows: Batman doesn’t work with big move lists and long combo strings. The complexity comes from how you handle the enemies and varied use of your arsenal. Almost every button is mapped to a combat move, but their actions hardly change depending on the pressing sequence.
In other words, all the information is in the world — and the player can concentrate on judging the situation and (re)act accordingly. Working with this kind of ‘external memory’ is thus a more humane design than the elaborate combos no-one can keep in his mind. Ninja Gaiden has this problem too. Bayonetta is supposed to be the best of this breed — I can only hope that everything clicks when I’m more comfortable with the system.
Don’t get me wrong, so far I’m enjoying it. It’s much less frustrating than Ninja Gaiden. Cheesy cutscenes, nerd-jokes and the sexploitation certainly help reducing it. Also instead of the relatively passive block-n-wait approach of Ninja Gaiden, Bayonetta’s Witch Time (apparently evolved from Viewtiful Joe’s Slow-Mo-Power and feels a bit like SF3’s parries) keeps things more fluent.
Seems I like it better than Ninja Gaiden? Better than the second one, that’s for sure.