On Atelier: I'm pretty sure I was one of the Twitter followers that immediately replied to James's tweet. I go by @eribuster there 'cause I flip-flop between handles and @enner was already taken.
In regards to moe, I must confess that I have trouble defining it even though I am an enthusiast of anime and it's related subculture(s) and have watched series where moe is a selling point. The Japanese character for the slang term is a pun of "budding," as in a plant about to flower, as well as a homonym for burning. A point that is often missed is that moe is the feeling a person has for a character rather than an attribute a character has. How moe is different from more familiar terms such as turn-ons, fetish, or kitsch will take someone who has a better grasp on the subject and more time than I.
In my lack of coherent thought, James's blunt definition of moe meaning overbearing cuteness is more often correct than not.
On Bayonetta 1 & 2: To add to azeke, the different moves have different properties that are important to know. To my surprise, the move library in Bayonetta 1 does an okay job of giving you the broad strokes of Wicked Weaves, knockdowns, and so on. Memorizing button combos is a time-consuming thing to do, but I highly suggest at least knowing Bayonetta's launchers (attacks that launch an enemy in to the air) and one or two air combination strings to rack up the combo points.
Oh, and also maybe looking at the digital manual or in-game codex to know that dodge offset is a thing that exists. That will make it easier to continue a combo chain.
On the segment about Shantae and the Pirate's Curse and Captain Toad: Treasure Tracker: The disappointment/disengagement Guillaume feels is something that I feel a lot of when I play some Nintendo games. When playing Mario Kart 8 and The Legend of Zelda: A Link Between Worlds, I feel that there is a rule book that the developers and I read and have been reading for years and we are now putting it in to practical use. It feels mostly like exercise, with what little twists or surprises there are still strongly adhering to the rule book. It's fun, but there is nothing truly surprising, dangerous, or new.
The flip side to this is that Metroid: Other M's focus on its narrative was certainly surprising, dangerous, and new. And that didn't turn out well at all.
It is a conundrum that all Nintendo's games face and I don't envy them for it.