Bayonetta TGS Consoles and Photo Collection!

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone. Character designer Mari Shimazaki here.

Tomorrow is the opening of Tokyo Game Show 2009 to the general public.
I’m sure by the time this is posted, we will already be on the show floor getting ready for your arrival. Make sure to come visit us! We’ve even got a little souvenir to give to everyone who tries out the game.

I also have a couple of announcements to make.

We’ve decided to celebrate TGS the same way we celebrated San Diego Comic Con – by making one-of-a-kind Bayonetta game consoles! This time, we’ve made both an Xbox 360 and a PS3.

But right after we ordered the hardware, the PS3 Slim was announced… (@o@)!?
So unfortunately, it is the previous model of the PS3, but this is what it looks like!

First up is the 360.

b_360_01

And here is the PS3.


For the Comic Con version, we used a sort of subtle Red/Black background, but for this series, we are taking a book out of the Japanese box art and using a moon background!
This one’s really cool too!

We are also going to be giving these consoles away at a PlatinumGames user event we have planned for the future. We will get them into a gamers’ hands somehow, but for now, the staff at PlatinumGames are just enjoying gawking over the machines. (OK… I’m the only one doing the gawking.)

There is one more announcement that I have to mention, and you may have already caught glimpse of this before, but we are releasing a Bayonetta Photo Collection in Japan!

blog_B_wov

This book will be release a week before the Japanese release of Bayonetta.

Bayonetta: Witch of Vigrid
80 pages, available 10/22 for 2100 yen at Japanese book stores

The cover is a brand new render made especially for the book.

On the inside, you have a real photo collection. Beyond various new renders of Bayonetta, there is also an exclusive interview with the witch herself, making it a volumious collection of content the likes of which you rarely see before a game’s release!

Kamiya-san and the staff really enjoyed thinking up ideas for this project, like hoping we could included a centerfold or a pin-up…

At the very least it should give all of you some late night reading while you wait up anxiously anticipating the release of the game! Be sure to pick it up!

Everyone have a great time at TGS!
That’s all for now!

Tagged: , , , , , , , , , ,

Fall Harvest

Platinum Games

Filed: Community, PlatinumGames

Hello everyone.
It has been quite a while since I’ve blogged… Don’t think I’ve been resting on my laurels though. I’ve been quite busy with a number of projects here at PlatinumGames, and I haven’t had time to update my blog. For this, I apologize.

Thanks to all your support, our projects have begun to bear fruit. We released MADWORLD overseas earlier this year, a year which has also seen the Japanese release of Infinite Space. PlatinumGames has had its ups and downs getting to this point; however, I am extremely grateful to all those who have supported us along the way. As President of the company, I am also incredibly grateful to the hard-working staff inside the PlatinumGames offices.

And now the release of Bayonetta is fast approaching, isn’t it?  But before it is in everyone’s hands, we have Tokyo Game Show on our plate. Bayonetta is a title that everyone at PlatinumGames has put their heart and soul into. We want everyone to give the game a try, and as such, we will be bringing it with us to the Tokyo Game Show.

Both the Xbox 360 and PS3 versions of Bayonetta will be in the SEGA booth. I hope you take the chance to check both of them out!
With Bayonetta, we created the Xbox 360 version of the game first, and then handed off all the data and other assets to SEGA so they could begin the process of porting Bayonetta to the PS3, giving them advice regarding the porting process along the way and overseeing the progress to ensure that the PS3 version would be the best it could be. The goal was to release the Xbox 360 and PS3 versions to gamers day and date, and even though there have been trials and tribulations along the way, we are incredibly pleased to be able to present two playable versions of the game on the Tokyo Game Show floor.

Recently, we’ve received questions whether there are any differences between the Xbox 360 and PS3 versions. It seems many of you are quite interested in this.
As the developers of Bayonetta, we have overseen both versions, and I would like to make one thing clear. The Xbox 360 and PS3, as hardware platforms, both have their own distinct differences and peculiarities, and these characteristics will naturally give birth to differences in the final product. However, all involved endeavored to exploit the specific traits of each console to create an enjoyable experience. We feel the best way to evaluate this is by actually playing the game for yourself and coming to your own conclusions.

Bringing Bayonetta to users of both the PS3 and the Xbox 360 is something we feel to be very important, and I feel passionately that we have fulfilled our responsibility in that regard. I hope you all purchase Bayonetta and enjoy playing through our creation.

It seems the seasons have changed and Fall is upon us. For us, Bayonetta will be a sort of “Fall harvest.”

But no time to be sentimental, as various other projects are underway.
Keep your eye on us!

Warm regards,

Tatsuya Minami
President & CEO, PlatinumGames Inc.

Tagged: , , , , ,

The Music of Bayonetta – Vol. 2

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone! Miss me? Composer Hiroshi Yamaguchi here.

I’m back to tell you all about the composers and artists who collaborated with us in creating the soundtrack for Bayonetta.

First of all, you may already have heard that the famed Norihiko Hibino, composer from the Metal Gear Solid series, worked with us on Bayonetta. He composed most of the music used in the cutscenes of the game. From the serious scenes to the ones that make you laugh, he matched our wonderful scenario with a great variety of tracks.

Another one of our collaborators is Rei Kondo, who worked with me on Okami. He worked primarily on stage and boss tracks within the game. If you are familiar with Okami, then you will recognize his work from the track entitled “The Rising Sun.” For Bayonetta, he has created a plentitude of melodies that will linger with you long after the song is over.

We also had help from the sound team at SEGA, specifically from Hiro. Even though he was incredibly busy, he took a special request from director Hideki Kamiya to work with us on the Bayonetta soundtrack. With his full-on band style, he really added a new element to the sounds of Bayonetta. What did he record for us? …That’s a secret for now, but you have something to look forward to!

Finally, we were privileged to work with Belgian born French chanteuse Helena Noguerra. She sang on two of Bayonetta’s signature tracks, one of which you have probably already heard in various trailers and gameplay videos. Her mature, feminine sense of glamour and a cute playfulness both coming through in her voice, she truly matched the vision we have of Bayonetta. I was able to meet her for recording, and Helena is as beautiful in person as her voice.

As you can see, we worked with a variety of talented creators. Of course, the PlatinumGames sound team is working hard on tracks as well! “Hiroshi”(That’s me.) and Masami “Uepon” Ueda are hard at work with the rest of the sound team are pouring all our energy into Bayonetta. We are taking the lead on the up-tempo battle tracks and the orchestral compositions.

There really aren’t very many productions where so many talented people work together. We all focused on Bayonetta, creating tracks brimming with personality brought about by our individual styles, all the while becoming inspired by each other’s work and thus pushing harder each and every day. I really hope you are all looking forward to the final result.

There is only a little bit of work left to do, but we hope to match all the expectations our fans have placed on us, and make sure that we give it our all to the very end. Thanks so much for all the support!

Tagged: , , , , , , , ,

The Weapons of Bayonetta – 2

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello all, Bayonetta weapon designer (all of them) and CG modeler Muneyuki “Johnny” Kotegawa here.

It has been a long time since I last hit this blog, but I would like to share the story behind the star of the most recent trailer, Jeanne’s guns, as well as some of the other weapons that appear in the game.

These weapons, All 4 One, were designed with the concept that they would be given to Bayonetta’s rival, Jeanne. Of course, she wouldn’t be a good rival character unless her weapons weren’t greater than or equal to what the other one holds. However, keeping them two similar would be boring. I kept all that in mind while I designed.

Just as I mentioned previously, I start by thinking about real guns. Bayonetta’s guns are based on the simplest, semi-automatics possible since she uses them for melee attacks; however, her rival’s guns would have to be based off of the most complicated guns possible and then taken to their extreme limits of power!  With that in mind, I based Jeanne’s guns on a Parabellum Pistol, AKA a Luger. (I just like them and…)

画像1

I gave the front end of the gun a quad shape, with that nice heavy sense of weight, while maintaining the delicate inch-worm style toggle and breach mechanism, and still making sure it had the heft for use as a melee weapon. Furthermore, even though a lot of guns say they are short recoil, when you actually fire them, they still kick back a little bit. This is something I preserved in my design, although it will not be something you really notice during the action of the game. (It’s a little thing that I was picky about.)
Just like Scarborough Fair, All 4 One has the same type of crystal in its center allowing it to magically summon bullets. The guns can also use their standard magazine/barrel mechanism to fire. Finally, I’ve added a high heel silhouette onto the knuckle guard.

While Bayonetta has her easy to identify long hair trailing from both arms to accentuate her action, Jeanne has short hair, so we added long feathers to her guns. Shimako wrote about this previously. I used the long ostrich feathers used during Carnival as reference and designed the accents. For me, the feathers are from angels that she has killed.

As for the coloring of the weapons, just as with Bayonetta, we needed to pick a color that would pop out from her limbs and be easy to recognize. Thus, we picked silver to contrast against her red clothing. However, normal silver would overlap with her head and the feathers attached to the guns, so I adjusted the colors to give the guns more of a stainless steel, blue tint.
To add a “clean” sense to the guns, I added ivory to the grips and gold accents to the inlays.
…Now that you mention it, I think I’ve seen guns like this before…

画像2

This design was pretty much OK’d on the first, from-scratch design. Like I mentioned last time, once you have a design in place, things are much easier to lock down. In Shimako’s second post, Designing Bayonetta 2 – Jeanne, she mentions the same thing. (Although, I think we might have been in a pretty pitched battle, comparatively speaking…)

Out of curiosity, have you checked out the Custom Shot Bar “The Gates of Hell” that you can visit on our Bayonetta.jp website? Bayonetta’s guns, Scarborough Fair (which I talked about last blog), and Jeanne’s All 4 One were both made by The Gates of Hell’s very own Umibozu, Rodin. All 4 One is taken from D’Artagnan’s tale of the Three Musketeers, and their famed phrase, “Tous pour un, un pour tous.”(All for one and one for all.) Even though Jeanne and the gun’s name are of French origin, the guns are based off a German design. This must be Rodin’s personal preference coming through.
Finally, Rodin tends to inscribe sentences on his weapons along with his maker’s mark and brand mark. I think it would be fun if you tried finding them once you get the full game.

Ultimately, for Rodin, making guns for both sides of a rivalry is really about seeing how they hold u on the battlefield. You will have to see how it unfolds in the game to find out the answer!

As for the other weapons, I have the sneaking suspicion that Rodin will be explaining them further from now on, and many of them should be added to the Action section of the Japanese website. With that in mind, I’d like to introduce a few of the other weapons in the game.

Shuraba
画像3

Put aside your idea of Shuraba being a homonym for the Japanese word meaning “site of a bloodbath,” and instead think of things this way – You definitely want a close combat weapon, and if Bayonetta is going to have a blade, it wouldn’t be a sword, it would be a katana. That why I designed this Japanese style sword for her. It isn’t even a normal katana. I tend to like things that are a bit underhanded, so while Shuraba may appear to be a normal katana, the tip of the blade actually has a notch in it. (It’s a little bit different than any katana you’d find in the real world…)
The enormous hand guard is actually the mark of the witches, while the grip has a special feature included in it that you only get to see during a combo.

Kulshedra
画像4

Bayonetta’s weapons, including Kulshedra, all have something sealed inside of them. Naturally, the whip Kulshedra ended up having a snake sealed inside. As you can see, it appears to be a cobra-esque demon, but in reality, it can change into numerous types of serpents depending on the situation. Maybe Kulshedra isn’t the only one of its kind. You know, there are tons of different types of whips, and Bayonetta is a bit of a sassy, mean girl…

Lt. Col. Kilgore
画像5

(Almost) Everyone loves tonfas. These were designed as rocket launchers that traded the ability to launch powerful attacks for a long period of vulnerability. You can, of course, equip these on your legs for a Tonfa Kick, or two.
We call this weapon a rocket or grenade launcher out of convenience; however, I did things like making it’s rear end an amalgamation of RPG-like recoilless artillery and a rocket launcher. Furthermore, if you are using this weapon, you can also attempt risky, long-range melee attacks. Finally, I wanted to make the front end stand out, so I added some rifling to the end of the barrel.

There are quite a few other weapons in Bayonetta; from the outrageous to the sublime, to some weapons that are borderline jokes. As Kamiya-san has previously written, we’ve made it so there are enough weapons that you won’t get bored with playing around even if it is your second, or even higher, run through the game. All you replayability hounds have something in store for you!

In my next blog, you can look forward to learning more about one of the highlights of Bayonetta – Torture Attacks!

Now to answer some questions from our global blog:

DancingRobot:
I think it is safe to say that the weapons in Bayonetta, especially Scarborough Fair and All 4 One for Bayonetta and Jeanne respectively, are part of their characters. (Especially Jeanne, whose silhouette would change drastically if she wasn’t holding her weapons.)
With these two weapons, I think it is better to show how they tie in with the character to make things look cool rather than just putting them out there by themselves. As for a model viewer… Look forward to the final game!

Black Chamber:
I took a look at the forum threads. The report you guys created from just looking at the trailer was incredibly detailed! I couldn’t believe you guys interpreted the trailer that much!
What you mentioned about the weapon naming and engravings is true. It does have that classic Hideki Kamiya sense, with JP and I coming up with the detailed ideas to flesh it out.
Scarborough Fair and Bayonetta’s past, Rodin in the Gates of Hell, or even that “famous poet,” are all places where Kamiya-san specifically chooses to leave his mark. Also, the way we placed the seal/engravings on Scarborough Fair and All 4 One are a little bit different.
Anyways, there are lots more of these little easter eggs in the game, so look forward to hunting them down!

MonkeyMagic:
Since I am such a gun nut, even when I get to work on a fictional gun, I start thinking about how it would actually work, and the design ends up becoming something a bit dull. Those are the times when I become envious of people who can put aside realism and design something purely for the fact that it looks cool.
You have to be picky about where you are picky, right. But even then, I will probably keep throwing in the little things you can’t see, like the short recoil on All 4 One.
Also, when you combine a gun and a sword, the idea of a gun blade is such an overpowering one, it is really hard to come up with some sort of original design! But I would love to take up the challenge and design that type of weapon in a way that doesn’t make you instantly think gun blade.

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

Tagged: ,

The Face of Bayonetta

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

bayo_face

Man. She’s pretty hot, isn’t she?

She’s got a sort of cold beauty about her.

I’m Masanori Takashima, the facial animator, I mean perpetrator, behind all of Bayonetta’s sexy facial expression. I’d like to explain what it takes to do facial animation (and a little more) while telling you a bit about the character’s personalities.

As the facial lead on Bayonetta, my job started at setting up the facial controller and went all the way through animating the actual movements.

I think everyone has seen faces or had their faces seen almost everyday, which means that we are all well tuned to “(changes of) expressions.” Expressions break through the walls of words and have the power to share emotions with others. Thus, to make an empathetic, interesting character, these expressions hold an incredibly important meaning.

With facial animation, the first step is to set the character’s designs (their key expression) and then start from there.

Bayonetta is the cool, adult with an air of sexiness.

Jeanne is the ice-queen.

Luka is the active one always getting carried away; a handsome man, but something is a bit off about him.

Rodin is kinda like the guy behind the counter of the Cat’s Eye Coffee Shop in City Hunter.

Enzo is the chicken.

Cereza is the cute little kid with the wealth of expressions.

With that information in hand, we can get to each character’s idiosyncrasies, as well as the flow of each scene. This is something that gets put together alongside Kamiya-san.

Even though all of these characters have their own particular quirks, we really focused on Bayonetta and making sure she had a true sense of femininity and grace.

The first thing that I set out to do was to get the right feeling for the tenderness of her mouth. For instance, the instant she opens her mouth, there should be a sense of adhesion as the center of her gloss covered lips part and open. Or when she talks, it is important to express the smoothness of the movements of her lips. All of these things needed to be integrated into a facial controller.

Facial controllers are used to efficiently control the joints in the facial model. As I went through a period weighing an easy to use interface with the ability to make very complex and subtle movements, I arrived at this controller.

vlcsnap-13279

Now we move on to animation.

To get across the idea of seductiveness, I paid particular attention to lines of sight. For the well-experience Bayonetta, she should be able to easily kill a man with her eyes alone. She could look one over from the tips of their toes to the top of their head, or maybe throw in a flirtatious sideways glace, or shoot a look with upturned eyes. She is a woman with an incredible amount of sassy.

Kamiya-san also has a very specific image of who Bayonetta is in his head, and we arrived at a mutual understanding that things should be done “like… this.”

The main part of this blog was to introduce you to the facial animations, but I was also in-charge of modeling the small objects that we needed for our cutscenes, so I think I will add a little bonus content in that regard.

There are lots of little background elements and backstory in the game that we can’t touch upon in the main scenario; however, we are making the cutscenes so that the second bite is always better the first. For instance, plays on teasing someone for being a Cheshire cat, or revealing someone’s mother, or even the logo on someone’s beloved automobile. There are tons of places where we have added extra meaning.

No matter how many times you beat the game, please take time to enjoy the cutscenes to their fullest.

Tagged: