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Archive for the ‘Platinum Games’ Category

The Secrets of Bayonetta’s Models (Updated)

Hi. I’m Kenichiro Yoshimura, Bayonetta’s modeler.

Well… Since Bayonetta is now in everyone’s hands one way or another (released in Japan, and the demo is out worldwide), I thought I would pinpoint a few things on the models I created.

First of all, I wanted to go into the differences between Bayonetta and Jeanne.

Even though the bones (the joints needed to make the model move) are shared between the two, and their bodies share the same basic balance…

bayo_jann01

…Jeanne’s got smaller boobs!

…And a smaller butt, too!

bayo_jann02

If you lay them on top of each other, this is what it looks like.

It also seems like Kamiya-san is partial to Jeanne. I’m with Bayo on this one.

Next up is Sapientia.

More…

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Bayonetta Released in Japan

Hello everyone. I’m Bayonetta producer Yusuke Hashimoto.

Today Bayonetta finally went on sale in Japan! I bet some of you are even playing right now!

Many, many things happened during the development of Bayonetta, a process which started three years ago. However, I’m finally glad that we are able to get the game into the hands of gamers, and at the same time, I am incredibly thankful to all those who have supported Bayonetta, everyone involved in the production, as well as the development team.

We developed Bayonetta with the idea in mind that it should be an “action game of the highest caliber,” and it became a bit of an ultimate title for us, containing everything we are capable of in one package. Put another way, it was a “challenge to ourselves” having been previously involved in numerous action games. We founded a new studio, and had to start everything completely from scratch, but during production we always felt the fun of making games, and the fun that can be had from making games. Since we felt that way, I think we were able to fully exploit our know how to the very limits, and run full steam ahead. Completing Bayonetta was, I feel, and incredibly important step for PlatinumGames as a studio.

Games are entertainment that allow you to forget about time and just have fun. I’ve taken many things through this hobby we call gaming, so I really hope that even just a little piece of Bayonetta stays with all those people who pick up a controller and play the game, as if there was something to learn from the experience. Bayonetta development as a multiplatform title was filled with many experiences, but all I ever felt was “the desire to have as many people to enjoy Bayonetta as possible.” I’m taking them all as lessons myself, and in turn using them as motivation to make something even better in the future, so I would appreciate all of your support.

And if you have played Bayonetta and have opinions, feelings, or even hopes for a sequel (?), please send them my way.

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Tokyo Game Show

(NOTE: This post originally appeared on the Japanese Bayo-blog on October 13, 2009.)

Been a long time, huh? Kamiya here, pleased that I was able to turn my recently purchased CD box set of the latest Beatles digital remasters, 20 years since they first appeared on CD, into MP3s. However, you know I’d really love to hear them on an excellent stereo system.

A little while ago, on the PlatinumGames homepage, our CEO Tatsuya Minami spoke about the PS3 version of Bayonetta. We’ve also received many opinions from users via the comments field. What I can say with complete conviction is that we want to tell you as much as we can as best we can, and above all, we want you to play our games. The demo of the game was also released on October 8 in Japan. Since we first revealed the game, I’ve always been talking about the “feeling of the game.” I never say, “I want you to buy our game.” Instead, I keep saying, “I want you to try our game!” I sincerely hope that everyone experiences what it feels like to play Bayonetta, and then make your decisions from there.

This is the only way I can broach the subject, so my apologies on that. As for this blog, there are plenty of things to cover, so let’s go through them one by one. First of all, there was Tokyo Game Show. I was busy with many things, so the novelty of a TGS report might have worn off; however, I still think I’d like to take a crack at writing one in obscurity.

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Miscellaneous

(NOTE: This post appeared on the Japanese Bayo Blog on October 28, 2009.)

Hideki Kamiya here… I bought an iPod touch thinking, “I can use this to screw around on the internet while laying in bed!” So I hopped into bed all excited only to find out that it doesn’t support the security settings on my router, and I am too lazy to change the settings. Thus, I am in bed laying like a sea otter with my heavy laptop on top of me. BTW – Why is the theme to Ōedo Untouchables (Ōedo Sōsamō) so damn cool? I’ve got it on heavy rotation.

It seems that silver members can finally download the Bayonetta demo, so I think lots of people are playing it now. However, lately I’ve been hearing a lot of comments that say “skipping these cutscenes is a pain in the butt!” We put selecting skip into the pause menu to make sure someone wouldn’t accidently skip the cutscenes, but there is also a “Quick Skip” in the game as well, so those playing over and over can access the skip function faster. (Please figure out the command yourself though.) Also, I’ve been hearing people say that the “Item Window” when you get a new item is annoying. The thing is, you only see it the first time you get that item, and there aren’t that many items that even trigger that window, so those of you who are going to play the hell out of the game don’t have anything to worry about in the final version.

What else… Oh yeah… There have been a lot of questions about secrets in the game. I’m sure that if we revealed all of these before the game came out, it would have a positive knock-on effect for sales of the game (LOL); however, for all of those looking forward to playing the game themselves, let’s keep the secrets of the game secret.

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User Interface Design

Hello. I’m Okura, a designer here at PlatinumGames, and the oft target of Kamiya-san’s claims that I am the “gulliblest” of the absent-mindedly gullible. Of course, I think that he just doesn’t get it.

I was in charge of user interface design (UI) for Bayonetta. I’ve been in the games industry less than 3 years, so I am still a bit wet behind the ears, but I’d still like to tell you a little about the UI design in Bayonetta.

But before that, Bayonetta came out here in Japan a couple of weeks ago, and I assume that some of you have played it, but have no idea what actually comprises the UI in the game. Allow me to explain:

An interface is something that intermediates the exchange of information between two things and a standard for completing that transaction.

To put it broadly, the user interface tells the player information or provides feedback on the game system. For instance, gauges or menus that appear in the game. In fact, most of the 2D elements on the game screen are UI. When the names are displayed for the angelic enemies in Bayonetta, or when you obtain an item and a window opens, the ending credits, displaying how long it took to complete the game, the title screen, etc…

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