Meet Viola, Bayonetta 3’s Second Protagonist | Exclusive Gameplay Breakdown
Viola, a newcomer to the series and Bayonetta 3’s second playable protagonist, is a figure shrouded in intrigue. This punk rock-inspired warrior hails from another universe and is an Umbra Witch in training. She doesn’t have the same handle on her abilities as Bayonetta (nor her confident elegance), so Viola sports a vastly different playstyle that reflects her inexperience.
Viola doesn’t have the ability to master a range of weapons such as Bayonetta. She only knows how to use her katana, throwing darts and other tools. Viola summons Cheshire, her demonic companion for support. She makes up the difference with her raw power and finesse.
Viola’s style seems more planned when playing the role. She’s still quick, but her sword attacks feel more measured and, most of all, impactful. I believe this approach shows that Viola might not be able to hold a battle for too long, and she prefers to hit haymakers quickly to get out of trouble. One example is holding the attack buttons. This charges Viola’s swings, and engulfs her in a fiery aura.
Viola lacks her own set of guns – those are reserved for true Umbra Witches. To keep her enemies at bay, Viola uses an endless supply of throwing darts. Naturally, you can’t fire these off as quickly as bullets, so you have to be more tactical about when to toss them.
Viola, like Bayonetta can call Cheshire to join her fight. Viola summons Cheshire to fight alongside her by using the doll that is attached to her sword instead of her hair as the conduit. However, she must also disarm herself. Yusuke Miyata director says this requires courage as she is so dependent on her sword.
Viola’s rookie status means she’s less capable at using magic; she can conjure demons but can’t control them. Cheshire acts independently and grabs his big paws before going all-out to take down any threat. As the Avengers learned when dealing with the Hulk, the best way to “control” Cheshire’s onslaught is to point him towards a target and hope for the best. It’s amusing watching this ridiculous-looking creature go to town on enemies. Viola can be fully controlled by players even though Cheshire has been removed from the command. Platinum said that the duo can deal more maximum damage than Bayonetta, even though she must fight naked-handed.
Witch Time, which is the largest contrast Viola and Bayonetta have between them, will throw experienced players for a loop. Going back to Viola’s emphasis on brute strength, she doesn’t dodge to trigger the effect. Instead, block the attack with your sword right before it lands. What will trip up fans – as it did me – is that blocking is mapped to the R button. After years of Witch Time, I have learned to hold my finger above the trigger. This has helped me absorb many blows before I got used to pressing the R button. Viola can still dodge, mind you; it just doesn’t have an effect tied to it. The upside is that the timing window for Witch Time is more forgiving in Viola’s case. If that doesn’t work out, she can simply block attacks normally.
These traits, plus Viola’s inability to use her hair to perform wicked weave attacks, initially made her feel basic in comparison to the flashier Bayonetta. However, I came to appreciate her unique abilities and understanding of the game as she played. Viola was the only version I played. Like Bayonetta, she sports a full skill tree, and I’m excited to see how her arsenal evolves throughout the adventure.
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