Bayonetta 3 Review - Real Hot Girls Hit

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There's nothing more attractive than confidence, and Bayonetta 3 developer PlatinumGames is well aware of it. From the way Bayonetta sashays about the screen--left hand cocked on her hip while the other clutches her gun--to the sheer bombastic nature of the game itself, every part of Bayonetta 3 is unapologetically self-assured. Like the titular witch, Bayonetta 3 feels as if it doesn't much care how it is perceived because it knows its own worth as a game that offers fast and fluid gameplay, jaw-dropping spectacles, comedy, and camp in a way very few others do. And it's hard to argue with that when it's true.

Like its predecessors, Bayonetta 3 is spectacular in the truest sense of the word. Though the game's core gameplay is familiar, it ups the stakes, sending players on a multi-dimensional journey across time to save the world. If that's not enough, this venture also comes with full-scale kaiju battles, exhilarating chase sequences, a new, sword-wielding character who is wildly fun to play as, and a series of 2D stealth-based chapters that follow Jeanne as she infiltrates enemy headquarters. All this, paired with the qualities that made Bayonetta 2 so beloved, make for a can't-miss entry in the action games genre.

Bayonetta smiles with her pistol.
Bayonetta smiles with her pistol.

Bayonetta 3 begins with a bit more breathing room than its predecessors, but just barely. After introducing the concept of a multiverse filled with other Bayonettas, other Jeannes, and the gut-sinking feeling that everything we do has been done once before, it dives headfirst into its action-packed gameplay. As a supernatural storm overtakes New York City, Bayonetta is forced to take on the homunculi, a new enemy that are neither angel nor demon, and are hellbent on eradicating not only our Bayonetta's universe, but every universe (and every version of Bayonetta) imaginable.

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Resident Evil Village - Winters' Expansion Review - This Rose Doesn't Bloom

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The Winters' Expansion includes Shadows of Rose, the first piece of story DLC for Resident Evil Village, which picks up 16 years after that game concluded and introduces Ethan Winters' teenage daughter, Rose, as a playable character. Rose has unique powers at her disposal that make her feel distinct from the many other protagonists in Resident Evil's long history, but it's the shift to a third-person perspective--along with changes in pacing, style, and tone--that set Shadows of Rose apart from Village's main campaign. It's more comparable to the recent Resident Evil remakes than either of Ethan Winters' misadventures, but for as much as I adore those games, I'm hopeful this switch isn't indicative of the series' future.

Shadows of Rose begins with the discovery that Rose's powers have blighted her formative years. The narrative is light on details regarding how her powers manifest, but sweating a white substance is enough reason for spiteful classmates to mercilessly bully her for being "different." Rose just wants to be a normal kid and rid herself of these debilitating abilities, so when she's offered the chance to find a cure she jumps at it with little hesitation. However, attaining said cure requires her to enter the consciousness of the Megamycete. This fungal root is not only responsible for the Mold and Rose's powers, but any humans who made physical contact with it have had their memories absorbed and stored within. This conceit allows for some fun surprises and also lets Capcom revisit iconic locations from Village's story, albeit with a few key differences.

The first locale you're dropped back into is Castle Dimitrescu. The resident Lady of the house is absent this time around, but the castle walls are now inhabited by a villainous version of Ethan's merchant ally, The Duke, who gleefully dispatches his own creatures to snuff Rose out. These grotesque monstrosities are similar in design to the Molded from Resident Evil 7, except they have a nasty habit of sucking Rose's face off whenever they get ahold of her. To combat these Face Eaters, Rose is aided by an unseen entity called Michael who can only communicate by conjuring written words that appear floating in mid-air and on various surfaces. Michael manifests a pistol early on, and he'll provide you with ammunition and healing items from time to time, as well as providing hints on where to go next. His presence is more crucial to the story than the moment-to-moment gameplay, but the floating words add a fun wrinkle to chase scenes as it feels like you're being guided by an omniscient being.

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Call Of Duty: Modern Warfare 2 Campaign Review - Just Like Old Times

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Call of Duty: Modern Warfare 2's story picks up three years after the events of 2019's rebooted Modern Warfare. Captain Price's iconic Task Force 141 is now fully assembled and, of course, another threat of global terrorism has emerged. Fresh new mechanics, more flexibility in how you complete missions, and a host of callbacks to the original series make Modern Warfare 2's campaign feel satisfying despite an increase in difficulty.

This rebooted version of Task Force 141 features Price and the familiar faces of Simon "Ghost" Riley, Kyle "Gaz" Garrick, and John "Soap" MacTavish. However, Modern Warfare 2 introduces a new ally with Colonel Alejandro Vargas of the Mexican Special Forces. While this is a different story than 2009's Modern Warfare 2, it does reintroduce General Shepherd from the original campaign. Modern Warfare 2019's Kate Laswell and the PMC group known as Shadow Company all make a return as well.

Playing as members of Task Force 141, you are put to the test when a United States airstrike kills Al-Qatala leader General Ghorbrani, whose successor, Hassan Zyani, vows revenge and teams up with an international drug cartel to transport stolen U.S. ballistic missiles. Hassan plans to launch the missiles against United States targets and it falls upon Task Force 141 to stop this from happening. The campaign is a globe-trotting affair, sending you to fight in places like Amsterdam, Mexico, Chicago, and even parts of Al Mazrah, the fictional setting of Warzone 2.0's map. This gives a refreshing variety to the scenery from mission to mission, with nighttime stealth ops, desert battles, a prison break, and even an oil rig set piece that feels like a throwback to the original Modern Warfare 2's The Only Easy Day...Was Yesterday mission, without being a remake of it.

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Mario + Rabbids: Sparks of Hope Review - This Sparks Joy

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Against all odds, Mario + Rabbids: Kingdom Battle was a charmingly weird success, fusing Nintendo mega-star mascot Mario with Ubisoft's less-than-inspiring little rabbit oddballs and throwing them into a turn-based strategy game, of all things. It was an open question then whether Ubisoft, which took the lead on the project, would be able to capture the ineffable Nintendo magic while borrowing some of the company's most iconic characters. With that question now answered, Mario + Rabbids: Sparks of Hope sets its sights higher, managing to not only be a surprisingly good Mario spin-off, but legitimately be better than some of Nintendo's own recent games starring the plucky plumber.

Like the original, Mario + Rabbids: Sparks of Hope is very strange. It occupies a parallel version of the Mushroom Kingdom where Mario and his friends casually socialize with their Rabbid doppelgangers, and where many of them are packing heat--albeit in an abstract, bubblegum package. The Rabbids are a little obnoxious and off-putting, but Mario and his friends seem too polite to say anything. When they discover a Spark, a new life form that is obviously a Rabbid fused with one of Rosalina's Lumas, they immediately know something must be wrong because Rosalina would never allow that to happen to her babies. The implicit acknowledgement that being a Rabbid mutant is a terrible fate got a good chuckle out of me right from the jump.

This is indicative of how Ubisoft approaches the overall tone: reverent and respectful of Mario lore, such as it is, while cheeky and self-aware about its own Rabbids creations. Mario and his friends are video game royalty, and its cast includes a literal space goddess. The Rabbids were always made to be annoying; that was sort of the joke. These are not the same, and the game knows it, juxtaposing the two against one another to surprising comedic effect.

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Gotham Knights Review - Knightfall

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Batman is dead. With so few words, Gotham Knights is instantly intriguing. What does Gotham look like without its Dark Knight perched over the rotten city? What do his nemeses--many of whom exist in some way because Batman did--do without him? Most importantly, what impact does his death have on Robin, Batgirl, Nightwing, and Red Hood, the so-called Bat-family? Their leader's sudden demise leaves a massive hole in the heart of Gotham, and Gotham Knights is the story of sidekicks stepping out from his shadow. Although the new guard fares well from a narrative standpoint, the gameplay systems built to serve their 30-hour campaign to reclaim Gotham let the team down.

This isn't an Arkham game, though Gotham Knights does use the beloved series as a jumping-off point. In a totally open-world version of Gotham City, the Bat-family will still spend much of their time swooping down on enemies from gargoyles overhead and chain attacks with stylish combat moves as they dispatch packs of gangsters. They'll still crawl through vents to get the drop on baddies who are feeling empowered by Batman's sudden departure. The open world is also structurally familiar in the way it carries the player through the game. It is full of icons ranging from main story beats to one-off time trials and challenges, so at first glance this version of Gotham doesn't seem all that different from other versions of it, or other open-world games for that matter.

Though it looks the part, with its stark class divide, constant crime sprees, and neo-noirish intentions, patrolling the urban sprawl is sadly a chore. Because Gotham Knights trades the tried-and-true action-adventure roots of recent Batman games for a loot-focused brawler, the cadence of action foregoes compelling storylines that complement the main campaign for rote and repetitive street brawls that reward you with crafting resources. The game starts really strong, with several authored story missions that feel nearly as big and bold as you'd expect, given the last 15 years of Gotham-set games. After that intro, however, the game settles into unremarkable and unfilling gameplay loops driven by awkward games-as-a-service design principles.

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