Donkey Kong Country 2 (GBA):
Finished with 59%:
Will i go for full completion? Nah, but i will try to check out more levels in the Lost World.
Overall, the best part of the game were bosses -- easy to figure out, rather imaginative, lots of phases (i like that). Even some story progression in their design like you kill a bird boss and see it's ghost flying away, and then that ghost bird comes up later as a boss.
Penultimate boss was very similar to
Donkey Kong 94 final boss (still the best DK game i played).
Toxic tower was annoying because when you jump high with snake, you can't see where you are going to land (similar issue in SMB3) so there were lots of blind jumps. But the later half of that level turned out very cool because i was using all of my animal buddies came back there, so it was nostalgic in a way, as a last parade of sorts.
Minecart levels were okay -- it's just jumping. Flying levels were slightly annoying because of your hitbox doubles and levels usually have maze-like structure (especially that last race with a bird that you have to win to proceed, good for farming lives though).
Regular levels were the hardest of all, i was constantly missing platforms. Characters moving when i just press B to prepare to run was annoying.
Bayonetta 2 (demo on Wii U):
AWWWW YEAHHHHHH! The witch is back!
It doesn't feel good playing it on a Gamepad. It's probably my grip or hands but it's just too hard to access L and R shoulder buttons. And for a game like Bayonetta you need all the buttons. I had to set controls to Classic Controller and type B so that it matches button layout of original game on Xbox. Stick on CCPro is a "looser" than on Xbox which isn't a problem at all, and lack of analog triggers actually works as an advantage. Playing it that way feels even better than on Xbox.
Took me a while to adjust to new attack timings, i had re-develop new reflexes when to press dodges at the right time all over again.
Demo doesn't have abilities from late game, and i guess i got too used to rely on stuff like Moon of Mahaa-Kalaa (parry/deflect type thing) and Kilgore (rocket launchers).
At least the most basic "bread and butter" combos still work -- ol' reliable PPPPKKKK... that ends with flurry of wicked weaves is there. My favourite PPPKKK roundhouse sweep is still there (it looks slightly different, but works the same). Aside from basic PKP which throw enemies away from you with a weave they also added PKK which launches an enemy into the air. And in general a lot of combos now feature launching finishing hits.
The whip and the ability to pull enemies towards is there. It feels good to launch an enemy into the air, finish him with a long combo, then instantly switch to whips and pull another mook from the ground towards you and keep your streak going.
Now i can try to do stuff like
this or
this myself. Okay, not really, i actually can't, there are some moves that are not unlocked in this demo (Afterburner Kick, teleport and others).