Sound Design in Bayonetta

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi. My name is Daisuke Sakata, and I am in charge of the sound effects on Bayonetta. I’d like explain some of the sound effects we are using in the game.
With Bayonetta, we approached sound design from the concept that it should be “Real and Powerful Sound.” Even though we say real, that doesn’t mean that all the sounds are sounds we hear on an everyday basis, instead we mean that they are the real sounds that would occur in the Bayonetta game universe.

For instance, Bayonetta is able to summon a giant crow within the game, but since it is a crow, if we were just to slap on the real cry of a crow, it would be completely incompatible with the scale of the creature on the screen. That’s why we are after real sounds that would exist in a game’s virtual world – so they will live up to the graphics on screen.

pt_crow

This is an example of the kind of design process that went into the production of the final sound effect:

A powerful bird cry -> A cry that has an attack-like quality -> The cry of a falcon or an eagle -> Then I combined these but found they didn’t match up with the picture on screen.

I make sounds that compare to the world of Bayonetta via this repeated process of trial and error. For instance:

A crow sound -> A ravaged, sad sound of a cry (or my idea of one) -> A cry that would perk the ears even more -> (This doesn’t have to be a bird!!) -> Let’s try wild animal sounds like a lion or a tiger or something -> No, that doesn’t work at all…
After listening to numerous different animal sounds, I would pick the ones that struck me as fitting, even if it was just a little. As a result, I used a pig’s cry as a base for this cry.

But a pig is a pig no matter what you do, so I had to work on the cry to make it sound more bird-like. I added other sound elements, or placed on some effects, etc…

The cry I ended up with was this:

At present, we are using several thousand sound effects in Bayonetta, many of which we have spared no amount of effort or compromise. I want you to enjoy Bayonetta not only with your eyes but also with your ears. (And definitely on a surround system!)

Lastly, the staff here is working hard day and night to make something that we hope that everyone will enjoy! Keep looking forward to the game!

Easy Automatic (I’m Easy. You’re Automatic.)

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hey everyone, it’s been a while, huh? I’m Yusuke Hashimoto, the producer of Bayonetta.

Anyways, in my last blog I said that I would talk about being a producer, but I don’t think that it is actually very interesting, so instead I wanted to talk about what it is like to play Bayonetta. Kamiya-san has previously talked about the Easy Automatic mode before, saying it is a mode “even your mom can play.” I’m actually alright with that.

Why am I alright with that? Because the way the controls feel is different. That may sound simple, but it is actually incredibly important! For me, I wondered what I should do to make sure that people who were interested in Bayonetta but aren’t very good at action games could enjoy the game and have a good time. Was there a way to get even more people to enjoy hardcore action games? With Bayonetta, we didn’t just focus on fine-tuning the difficulty of the game, but also I think we have hit on a new method, in terms of how it feels to play the game, for a wide variety of people to enjoy action games.

Finally, I want to show you some new concept designs:
1_Grace&Glory00
2_Grace&Glory01

These were the initial design concepts for Grace and Glory. I designed them with my own wild concept of a “Heavenly Assassin Corps.”

This is the initial design for Fearless.
3_Fearless

Even though it is a bit cute and cuddly, my idea for it was a seemingly incredibly tough beastly angel.

(NOTE: Higher resolution versions of the concept art in this post can be found on the PlatinumGames Inc. Flickr Page)

One Of A Kind – The Bayonetta Xbox 360

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

This Friday, we will be holding our first fan event in San Diego. To mark the occasion, we commissioned a one-of-a-kind Xbox 360 to give away to a lucky fan. Today, it finally arrived from the manufacturer, and it is pretty amazing:

IMG_1824
Bayonetta adorns one side of the Xbox 360.

IMG_1822
While her rival, Jeanne, dominates the reverse.

IMG_1827
We wanted to make sure that you’d know the machine was one-of-a-kind. We also added the date, and Bayonetta even gave it a kiss for our lucky winner. The on button is Bayonetta’s magic portal from the game and the Bayonetta logo.

DSCF3880
The controller is a color match to the color of Scarborough Fair, Bayonetta’s beloved guns.

There is still a chance to come to Little Angels and have a shot at winning the Xbox 360. Just come by the Sega Booth at San Diego Comic Con in a Bayonetta-related costume and you will get an invitation to attend the event.

The Method of Fun

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. I’m Hiroshi Shibata, a game designer on Bayonetta. A game designer’s job is to think about a structure of fun, and illustrate it in concrete and tangible ways.
So how did we establish fun in Bayonetta? That’s what I would like to tell you about. Actually, this is something that I should really be doing after you have decided the game is fun for yourself. Since I am writing before the release of the game, I feel a bit out of line.

By the way, the first thing I should set up for you is that, just like everyone draws differently, everyone creates fun differently. This blog is more about what I think about fun, and not me trying to write as if I have some sort of understanding of what Mr. Kamiya thinks is fun.

Before we get started, I think I should first give a simple explanation of the basic flow of human feelings.

Feelings are split into emotions and urges. Urges are born from emotions, and these urges bring forth new emotions as a result. So the flow of human feelings would be:
Emotions -> Urges -> Emotions

For instance, this would be an example flow:
Anger (Emotion) -> Hit (Urge) -> Exhilaration (Emotion)

The important part is recognizing that the emotion that follows the urge is the opposite of what came before. Please keep this in mind.

1. Urges Are At The Core Of Fun

On this project, the first thing that Mr. Kamiya explained to us was how the main character would be in battle. What he made clear was his vision of it based around the “urge to destroy” that exists within the human heart. (This is when we created the prototype that was previously shown on the blog.)

Destruction is one of the strongest urges that exist within the human heart. Even though we live in nature, the only thing that makes us hesitate to destroy is that it will make obtaining food or shelter more difficult.

However, humans bunched into packs of their own creation and called it society, meaning they must repress this urge. If the urge to destroy was let loose on one another, it would end up being self-destruction. That is to say, everyday humans are living their lives while repressing one of the strongest urges within them.

Causing the release this urge that we are normally suppressing is likened to a kind of fun that we can not normally experience in everyday life. This strong urge of destruction becomes a core component of fun.

However, this is not enough to create a true, well-defined sense of fun. Urges are only one part of our feelings. Even though the urge of destruction is awesome, there are tons of uninteresting games, movies, and books that are uninteresting precisely because they have left out the other steps in the flow of emotions.

2. The Emotions That Give Rise To Urges Are The Birthplace Of Fun

So why can’t we make something fun just with urges alone? That is because urges aren’t always present within us. For instance, when we have no urge to destroy, no matter how much we shatter, it will not be linked to fun. It is just like eating when full; you are unable able to appreciate the taste. We need the emotions that trigger the urge to be the catalyst.

What then becomes important is the strength of the emotional stimuli. I’ve rated the common emotions by the strength of the stimulus they incur.
1. Sadness
2. Love/Fear
3. Anger
4. Hate
5. Humor
The emotions with the strongest stimuli are the emotions that trigger the strongest urges.

The emotion that gives rise to the urge to destroy is basically anger. However, this emotion is not a particularly stimulating one, and that causes a problem. It may prove helpful in triggering an urge, but by itself, it is not strong enough to be the main emotion.

The most stimulating of the emotions is sadness, yet this emotion seems to kill urges. This is because when a human being is truly sad, they have little will to do anything at all.

By combining these two emotions, you can link sadness with anger, and give rise to tragic revenge. Since you have sadness, you have a strong stimuli, and the urges that come forth are very strong. There are elements of this in the scenarios that Mr. Kamiya has written. However, if you make sadness the main emotion in triggering the urge to destroy, you will find it actually becomes a hindrance to fun. (I will explain this later.)

If I get into an explanation of all of the emotions, this will become quite long, so I will get to the point. The best emotion to use when trying to trigger a strong urge to destroy is actually fear. 

Why? Fear makes humans aggressive. You can’t run away to rid yourself of fear. To purge the emotion, you must stand and destroy. Humans seek physical strength and continue to make increasingly powerful weapons precisely because they are afraid. The urge to destroy borne from fear is much stronger than the same urge born of anger.

Furthermore, fear is better at getting someone’s attention than any other emotion. This is because to defend oneself, we need to identify what causes our fear as quickly as possible and we must identify where we must face it. This is why you see so many rubberneckers, or why reports of crimes have such high viewership ratings.

Thus, if we can create something that will cause fear, humans will automatically take notice of it, and to protect themselves, they will have a strong urge to destroy. We can follow the natural flow of human feelings from emotion to urge. As fear is a strong emotion, it triggers a strong urge, and it becomes the birthplace of fun.

Once you’ve been able to arrive at this main emotion, you must consider how you can make it stronger. In the case of fear, one of the most common ways is via the presence of enemies. To make that fear even stronger, you could make the enemies even bigger, or put even more enemies into the situation. But as this becomes common, without a more dramatic scheme, you will not be able to get people these days feel strong emotions of fear.

So in Bayonetta, we decided to really focus on adding an overarching calamity caused Bayonetta’s foes to appear, and that could stand up to the sort of fear emotions caused by these enemies. As the disasters unfold, if we could make you fight with enemies in real-time, it would intensify the feelings of fear, and cause even greater urges to destroy.

This is the definition of Bayonetta’s theme – “Climax Action.”

Yet, even with this in place, we have no arrived at what we have defined as fun. We need to determine how emotions will change as a result. The final, important piece of the puzzle.

3. The Guts Of Fun Are The Change In Emotions

So with an emotion triggering the urge, the ultimate goal is to change that emotional trigger into something favorable. It is the same thing as when you are hungry. You want to eat because you want to change you feeling of hunger to a feeling of being full.

The way you end up feeling good from that point is when the emotional trigger flips to something favorable. If you are terribly hungry, once you are full, you feel incredibly satisfied. If you are incredibly scared, once you feel safe, it is like the best feeling in the world.

The good feelings that come from this emotional flip are the guts of fun. The birthplace of the sequence, emotions, as well as the urges they create, are steps in a process that exist solely to flip the emotion.

Furthermore, the bigger this flip, or change, the more fun things are going to become. The stronger the fear, the larger the gap when you feel relieved, and thus, the greater sense of enjoyment you feel as a result.

However, this method of creating fun has one important pitfall you must be careful of. No matter how stimulating an emotion you select as your base, unless you can flip it, it will never cause feelings of fun.
For instance, you cannot allow sadness to return to sadness after destruction. Even if revenge takes place as a response to sadness, you are still left with a feeling of emptiness after. This represents a failure to flip the emotional state, and it will not become fun. This is the reason we did not chose sadness as our emotional trigger for the urge to destroy.

Ultimately, to create fun, this emotional flip has to be the number one priority.

In Bayonetta, as we made calamity the object of fear in the game, we were able to make this emotional flip even more dramatic.

By all rights, a disaster is not something a human can really stand up and face. Humans can just sit around and wait for things to pass, especially in the case of large-scale natural disasters like tornados or eruptions. However, in Bayonetta, as you eliminate the enemies at the root of these disasters, you can stop them from occurring. With her power of destruction, you can stop even an eruption or tornado.

In Bayonetta’s case, we don’t just make the sun shine for some reason or another, like the storm seems to pass by chance after you’ve defeated an enemy. When you blow away the enemy who caused the storm to begin with, you are also blowing away the storm itself with your very own hands. Once the grand battle is over and the skies clear revealing deep blue, that great feeling is something that you cannot experience in the real world.

The positive feelings that come from the destruction triggered emotional flip are the core of fun in Bayonetta’s Climax Action. This is how we finally arrived at a full-on feeling of fun in our game.

This blog has become more of an essay, so I will take this opportunity to end here. However, I have really only touched upon the simple framework of fun. With Bayonetta, there is a true variety to its depth, with various kinds of funs contained within. (Most of them are a result of Mr. Kamiya’s genius.) I hope you enjoy experiencing them once the game is finally on-sale and in your hands.

Infinite Space Anime Trailer 1

Infinite Space

Filed: Games, Infinite Space, PGTV, PlatinumGames

.

Summoning The Demons

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello to everyone reading the Bayonetta blog. I’m Kazunori Tazaki, a designer in charge of modeling on Bayonetta. I’m writing on the blog to tell you about some of the Infernal Demon models that you summon during the game. Infernal Demons are summoned when Bayonetta uses her magical powers to their greatest potential, and we use their powerful attacks to obliterate Bayonetta’s enemies as the highlight of a scene. Another important point is that Bayonetta uses her hair as a catalyst to summon these demons, with her hair actually accounting the majority of the bodies of these beasts. Along with conceptual designs, I took those elements into consideration as I create the models for these creatures.

Gomorrah A

This is Gomorrah. It is the first Infernal Demon summon you encounter in the game, and even though the initial concept design and final version of the model are a bit different, I think it gets across the idea that the beast is being restricted inside Bayonetta’s hair.

This model was the result of much trial and error, but once we arrived at its design, we were able to use it as the foundation for modeling the other Infernal Demons.

Malphas A

Next up is Malphas. Unlike Gomorrah, it is designed so that its entire body is visible, thus allowing it to move around freely. I made the length of the hair a bit longer than the design, making sure that it seemed like a demon being controlled by Bayonetta’s hair, and not the demon’s real hair.

Actually, at first when I tried to make a short hair version, it ended up looking like a normal crow… (Whoops.)

When modeling, the visual impact of the design becomes very important, so with the Infernal Demon summons, I paid special attention to the epic sense of scale and details when building out the models.

For instance, it is easy to imagine the beak being used for attacks, so I made sure to up the level of detail in the face.

Malphas B

Sculpting the model in ZBrush and then applying the normal mapping is quite fun. After all, it is where you see the most visual rise in quality during the process.

Hair tends to be very polygon intensive, and I also want to make sure that the detailed parts get their fair share of polygons as well, so I work towards a good balance. Including the hair on Malphas, the demon has a total of around 40,000 polygons. It actually makes Malphas one of the less polygon heavy Infernal Demons.

Malphas C

Once the body for the Infernal Demon is complete, I go to work on modeling the hair for when it makes its appearance.

Malphas D

This is what it ends up looking like. I imagine how the hair would form the creature, and make the flow with polygons. I created the model so that the hair would flow around Malphas’s body, as well as manipulating the coordinates on the hair texture so that it would make it seem like the hair was appearing out of thin air, then I’d handed it off to an animator to make it actually move. With the appearance animation happening simultaneously with the motion I had the animator add in place, it ends up looking very, very good. Then, once I have the special effects, like a magical portal, added on to the appearance animation, we can say that the Infernal Demon’s grand entrance is complete.

It might not be the simplest thing, but this is how we brought the Infernal Demons to life. Even now, I am creating the demons as I imagine how you will summon these beasts and unleash violence. Also, there are other Infernal Demons that you can summon, and I’d love to share them with you, but I think it is best to let you look forward to getting your hands on the game instead. Sorry.

Until then, I am working very hard to make sure that my work lives up to your expectations. I hope you will all be rooting for us to succeed!

(NOTE: Higher resolution versions of the concept art in this post can be found on the PlatinumGames Inc. Flickr Page)

Finally, a reminder that the deadline to enter for tickets to Little Angels in San Diego on July 24 is tonight at midnight EST.

MADWORLD Soundtrack Lyrics

MADWORLD

Filed: Community, Games, MadWorld, PlatinumGames

Now that everyone can get their hands on the MADWORLD Soundtrack, we wanted to share something that we feel will make the experience just a bit more fun for you all.

MADWORLD OFFICIAL SOUNDTRACK LYRICS (Contains explicit lyrics. PDF Format)

Sing along with all your favorite tales of Deathwatch, murder, and mayhem.

As this content contains explicit lyrics, please click more to verify your age before downloading.

More…

PGTV Episode 7 – Greg Proops

MADWORLD

Filed: Community, Games, MadWorld, PGTV, PlatinumGames

In the second installment of the Soundelux Sessions, PGTV is joined by special guest, comedian Greg Proops, as they discuss his role as MADWORLD announcer Howard “Buckshot” Holmes, his previous experiences in games and Hollywood, and the gander of chili lunches when working in small, enclosed rooms.

gregproopspart2-poster

This content is intended for mature audiences. Click more to verify your age.

More…

PlatinumGames present “Little Angels” in San Diego 2009

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

What would it be like to spend some time with PlatinumGames staff? Maybe you’d want an autograph or two? Maybe you’d want to ask some questions? Or maybe you’d just want to take their latest game for a test drive.

Here is your chance to do it all!

On Friday, July 24, 2009, PlatinumGames, with help from our friends at SEGA, is throwing an event in San Diego and you have a chance to be one of the lucky few individuals selected to come spend time with us!

Join the Bayonetta team, AKA Team Little Angels, for a night of food, drinks, and special prizes as we celebrate our favorite witch!

image001

PlatinumGames presents Little Angels
Friday July 24, 2009
8PM until 11PM
San Diego, CA

This event is strictly for fans 21 years of age and over. IDs will be checked.

So how do you attend? We will be running various promotions with sites to give out tickets to the party, but the easiest way is apply through PlatinumGames.com.

Here is what you have to do?

1) Make sure you can be in San Diego on July 24 and will be over 21 years of age. Unfortunately, we can’t cover your transportation or hotel expenses. Getting to the party is up to you.
2) Become a fan of PlatinumGames on Facebook.
3) Send an email to littleangels@platinumgames.com with a link to your Facebook profile.

The deadline to enter is JULY 13, 2009 11:59PM EST. We will be picking around 15 of you to attend. You will be notified if you have been selected via email by JULY 17, 2009.

So if you are selected, what is in store for you?

P*) Bayonetta will be demonstrated and be playable for attendees.
P*) PlatinumGames staff and members of the Bayonetta team will be on hand to sign autographs, answer questions, and hang out.
P*) You will be the first on the planet to get a PlatinumGames logo t-shirt.

image002

P*) Other prizes will be available, including a chance to win a special, one-of-a-kind Xbox 360 system.

image004

So send in your entries, keep watching this space for updates, and get ready for a night that will truly be one-of-a-kind!

PGTV Episode 6 – Hideki Answers Your Questions!

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

Hi all,

As Kamiya-san mentioned in his last blog, we have been trying to figure out a way to answer all your questions while still making sure we can tell you all about Bayonetta as well.

How do we think we can solve the problem? Video!! With subtitles and audio, we can create something that both our Japanese and foreign fans can enjoy. We can answer even more questions! It’s perfect!


(Note: This was filmed prior to E3 2009.)

Hideki Answers Your Questions is going to be something we try to do from time to time, covering as many of your questions as we can.

I’ve started a new thread in the Bayonetta section of the Forum for Hideki Answers questions. We will close the thread and start a new one each time a new version of the series goes live. So go ahead and get your questions in for the next episode of Hideki Answers.

As always, you can direct download the podcasts by using the RSS feed or subscribing via iTunes.

We’d love your feedback on this so we can make it better going forwards.

Thanks,

JP