Pardon the double post.
Tell me, what good did Bayonetta do to the hack and slash genre?
I played it beginning to end and I can't think of a moment were I said "Wow, that's new."
Alright, so by this argument if the game brings nothing new to the table it qualifies as been not a good game since apparently it no longer deserves credit for what it does right, however if you want to know what it does to push the genre forward I'll see if I can oblige with an answer.
As I said the game has variety and choice, meaning that there are plenty of things that can be done and many tools to choose from.
As it stands Bayonetta has the longest list of weapons in any hack and slash that I know of with 10 different kinds and variations of a select few (numbering at around 15), all which can be mixed and matched. The weapons all share a long list of combos, again, the longest one I've seen in a hack and slash, but the weapons still manage to have more unique functions than most other games would with the given material, for example Odette (the ice skates) change how she moves around, some weapons require dramatically different timing to pull of the same combo (ex, Sai-Fung, the nun chucks and Killgore, the bazookas). All weapons have a charge/hold the attack button function. A lot of said weapons have more than one use, like the whip that allows you to ether go to your enemies or bring them to you, or the gauntlets that let you set up bombs. The idea that you can equip weapons on your feet might be stupid for story purposes but when it comes to game play they are a fantastic concept that add an extra layer for combat.
The Wicked Weaves. If you don't think those are fantastic then I can't help but question your tastes. They are a fantastic idea for gameplay mechanics that allow you to land a blow from many a distance and they just add a satisfying crunch.
Bayonetta also has a huge number of accessories, all which can dramatically change the way you play the game which is very unique to this game as well, 12 total but really only 10 should count so I'm only counting the 10. Their functions are all different, ranging from protection to time manipulation and enemy aggression.
The game has plenty of ways to do plenty of things. Combos functions are available that let you send your opponent up, down or flying forward, all which can be done in the ground or in the air, and also have dedicated moves to pull off the same effect, like stinger, and high time (Which, again, can both also be done mid air). If an enemy is all the way at the other end there are plenty of ways to get to 'em, panther dash, teleport, whip them to you, whip to them, fly, do a few flips in the air, there are more options for mobility here than anywhere else, have they been done before? Yeah, all of them, none of them are unique, but this it the only game where they are all available. You want to launch an enemy up in the air while you are in mid air? You can here, i can think of two different ways of the top of my head, and those top players can provably think of two dozen more, I've seen them. There are choices galore in this game, they might not be unique but you will hardly find such wealth of tools and options else where in the genre.
There are moves, plenty of them (and functions). I don't mean Combos, combos are more than one button input in succession, I mean moves, like stinger, the dodge moves (postal kick and witch twist, which is like an upercut), torture attacks, the instant foot slam and punch, the slide kick, that flying kick that goes up (as opposed to the traditional one we all know that only goes down), and punishments. There is also the taunt, when you taunt that actually does something to the enemy behavior, I actually visually see a change in aggression, so no longer does it only add to the 'style' meter and to the 'DT' but it actually has an effect on opponents. Also, correct me if I'm wrong but wasn't Bayonetta the first game where you could dodge in mid air? Then there is the dodge offset. I better let someone else explain it:
So, yeah, it's not all unique and new but that in no way shape or form devalues the quality of the game and it's accomplishments. They didn't just go rip off DMC3 put in a dress and called it a night, they thought about it, they build it, they polished the gameplay and they delivered. This game has just as much of Viewtiful Joe and Okami as it does DMC and I stand by my statement that oversimplifying and dismissing it as a 'DMC clone in a dress,' if you will, is an unfair disservice to it an it's creators and I do believe it pushed the genre forward with it responsive controls, fast action, a$$holish difficulty, and just the biggest arsenal of moves, weapons, accessories, and combos I've ever seen. My guess is that people are playing this game
like it was a DMC game, it's not and it shouldn't be approached as one.