The World of Bayonetta – Maps and Props

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

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Hello all! I’m Ikumi Nakamura, concept designer on Bayonetta. It has been three weeks since Bayonetta was released in Japan… I bet there are many of you who have completed the game, and one of the things I’ve seen quite a bit of are comments referring to Bayonetta as “middle aged.” (LOL) Considering she is a witch who has been living for hundreds and hundreds of years, I think she has transcended middle age; however, these days I’m just happy that it seems people are into an attractive older woman like Bayonetta.

For this entry, I thought I’d bring you up to speed on some of the prop design in the game. First of all, in Bayonetta, there are certain treasure boxes that can show up at certain points in the game. However, one of Kamiya-san’s hallmarks is to make these treasure boxes engaging by giving them a sense of a bit more backstory and relevance… I think.

宝箱詳細

This treasure box was designed to actually have been a witch’s grave, but as they were persecuted by the Sages, the Sages placed a blessed counterweight on top of the grave to seal them. Over time, the remains of the witch inside actually became an item. By destroying the counterweight, Bayonetta is able to release the soul of witch within, and gain her strength in the form of the item. Pretty engaging, huh?

These small items get destroyed immediately, or are only on screen for a split-second, but they are still satisfying to design, and I get excited designing them.

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This troop transport shows up in one of the cutscenes where Luka gets the scare of his life. It’s kind of a bold design, and I really like it, but I think it is only on screen for like less than 10 seconds. I also remember another part of the world that I was really particular about – the chapter start screen.

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The idea here is that it is a certain child’s room, and the kid is playing with a board-game-piece-like Bayonetta doll on top of a map. As you clear each chapter, objects appear on the map. These are based on the same models that actually appear in the stages, but one of our cute, bespectacled background designers, Sata, turned the models into toys for me, so when they show up on the map, they have a really good feel to them. So the question then remains, whose hand is it playing with these toys!?

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This is a “tumbler doll” designed to look like Bayonetta.

I really hope they make it into a real toy…

I think that, starting with the design of the map and extending to things like the background on the menus, designing with “old cartooon” style gives the World of Bayonetta an extra bit of depth. When I made these designs, it was towards the end of development and I didn’t really have much time, so I combined the various parts that I would busily draw by hand together in Photoshop. I also drew Rodin’s Trinity of Realities in the same manner.

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武器画面BG調整用

I think that I removed the nipples in the one that actually appears in the game. One of the big wigs here told me to lose the nipples.

“It’s art!” I replied incoherently.

The whole sad affair came to be known as the “Nipple Rebellion.”

This about wraps it up, but there is still more Bayonetta news to report soon. There is some Bayonetta content for Xbox Live, wallpapers, and a comprehensive art book, etc. on their way to Japan that we are working hard on, so look forward to more news soon.

Now to answer a few questions that came in for me:

Storm! asks:

Is there a sexy, cute angel like the one in the ‘Team Little Angels’ logo within the game itself?

That would be Joy’s role in the game, wouldn’t it? Hehe.

When I saw the designs for the Moon of Mahaa-Kalaa, it was so cool I just couldn’t get enough.

When I see a gas mask, a balaclava, or an RPG-7, they are so cool I can’t get enough.

Osakajin asks:

There is a SWAT team in Bayonetta? LOL

They aren’t a SWAT team, but there are Ithavoll military forces in the game.

Mikami Fan asks:

Is there any way I can get that Little Angels T-Shirt?

If you can use a time machine back to San Diego Comic Con 2009 you should be able to get your hands on one.

Well, that it for now! Until next time!

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

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It’s a Celebration! Bayonetta on Sale in Japan!

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

(This blog post originally appeared on the Japanese Bayo Blog on November 12, 2009.)

Hello again, everyone. Hideki Kamiya here. I just wanted to tell you all that I’m really getting a kick everyday out of watching the gameplay videos you are uploading. Uploading and watching videos of gameplay on the net was something I couldn’t do when I was a kid… I would stand behind people in the arcade and watch them play, figuring out strategies, or have a gallery of people behind me, pleased that they watching… Times have changed, right. I really don’t have anything to say against it personally. As long as people behave themselves and have fun, I’m happy.

Which brings us to my next point. I’m a little late to the party with this, but Bayonetta went on sale without a hitch! For the games that I’ve worked on up until now, I would hang out in the corner of a big box store and watch over sales that day; however, this time I had some work to do in Tokyo, so while I was there on the business trip, I checked out quite a few stores in Shinjuku, Shibuya, and Akihabara that were selling the game.

So how did it go? Well, to be honest, I couldn’t really tell! LOL. We were going around to the stores around lunchtime on a weekday, so there weren’t really that many customers in the aisles, and nowadays stores don’t really have people carry games up to the register, but instead look at a row of empty boxes and just tell the staff member which game they want. I didn’t really get to see the old school moment of someone picking up the game and taking it to the register to purchase… But what I did see were people standing in front of the empty boxes thinking about things, so I tried to send them a really strong telepathic message – “Just buy it already, go home, and have some fun!”

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Picture: It’s definitely lunch time on a weekday. So I ended up by myself in the store since no one was around…

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Picture: What the hell is this!? LOL.

That evening, we arrived in Akihabara, and when we went into Yodobashi Camera, we discovered that the 360 version of Bayonetta had sold out! The shipment numbers might have been a little tight, but it is a good thing when more people buy your game than the store imagined, don’t you think? (Apologies to all those who couldn’t pick it up!)

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Picture: It’s the evening, and you can see more customers in the store. Seeing in-store displays like this really makes you happy.

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Picture: The 360 version is sold out! It seems new titles really do have an uphill battle with regards to shipment numbers.

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Picture: Seeing Bayonetta lined up with the Wii version of Okami made me kinda happy. LOL.

While we were going around to stores, we also took some time to check out some of the advertisements that were placed up in and around the Kanto region (Tokyo metropolitan area). I had previously taken a look at the ads, but seeing them in person is a whole different kind of impressiveness. I’m sure people around other areas of Japan wanted to see these as well, so my apologies. The development staff of the game in Osaka were quite envious as well. But the most important thing here is how to get people who don’t know about Bayonetta interested in the game. I hope that even one more person checks out the official site because they saw one of the ads and thought, “What’s this!?”

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Pictures: Ads in Shibuya station. Get off the platform and right before your eyes is Bayonetta! If you look around, you will see tons of these large advertisements lined up. It was quite a sight, and there were even more than the ones shown here.

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Pictures: Once you exited Shibuya station, the TV commercial was being played on the huge display right in front of you! Every 30 minutes the ad would play once, so I waited with bated breath for it to air. LOL. If you looked to your left, there was another ad on the huge cylinder of the 109 building. To see a game advertisement on the 109 building is an incredibly rare occurrence, or so I am told. But since it is the ever-so-fashionable Bayonetta, I think that is why they probably let us get away with it.

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Pictures: In front of the station, Microsoft was handing out special flyers. I got one myself.

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Pictures: This is the Shinjuku station “Peel-Away” poster! The “bad cards” were posted to cover up Bayonetta’s supple curves. By pulling them off, you were not only revealing Bayonetta, you could scan the card and go to a special website on your phone via QR barcodes. They were also scented with the faint smell of Bayonetta’s perfume. Watching things, girls, old men, and even grannies that would seemingly have no interest in games were looking carefully at the ad and pulling off the cards.

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Pictures: She is really pretty, huh… The Bayonetta in the game is a bit harder edged, don’t you think? This girl doesn’t look like she would kick angels in the butt, knocking them into a guillotine and sending their heads flying… (LOL)

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Picture: A digital advertisement in Akihabara. Bayonetta’s ad would be shown a few times a minute.

Finally, on to why I was in Tokyo – Hashimoto and I were there to appear on a live internet Game TV show called Ge-cha. The original plan was for me to give them a “Super Play” demonstration, but I don’t know if that now the game is out and I’ve been freed from my obligations, that I’ve also been abandoned by the gaming gods, but I kept making a series of basic mistakes and taking damage, but I really ended up crashing and burning… Now that Bayonetta is in everyone’s hands, I think that there will be many ‘Super Players’ coming out of the woodwork, so I won’t have to play Bayonetta in public anymore. At least, I hope so! LOL.

But putting that aside, recording the show itself was really a lot of fun. My deepest thanks to all those on the staff and those who appeared on camera.

Speaking of live shows, I have announcement to make… Producer Yusuke Hashimoto and I will be appearing live on a Nico Nico Live broadcast! Maybe I’ll be playing live…? Even if I screw things up, please be kind to me… Until next time!!

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Picture: Since I went to Shibuya, you know I had to have a Windows 7 Whopper at Burger King. I ended up leaving three of the beef patties behind…

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Bayonetta Japanese Pre-Order Bonus – Rodin’s Selection (Original Soundtrack)

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. I’m Bayonetta concept designer Ikumi Nakamura.

I was wondering if you had heard about the Rodin’s Selection soundtrack you get with Bayonetta? What you didn’t know, and I am here to tell you about, is the strange set of circumstances that occurred as we set off to produce this bonus item.

Years ago… There was a phone. In front of me.

RODIN
Hey. Ikumi. I’ve got a job for you.

IKUMI
Huh? Who is this!? No solicitors!!

RODIN
I’m a bartender… In a wretched hive of
scum and villainy. I heard you got some
skills, and I want you to design my menu.
You gotta make it… Dangerous. And Hot.

*click* *beep beep beep*

And then phone call ended.

A few days later, I found myself in one of America’s grimiest cities. Searching around, I found a witch’s seal on the floor in front of me. I stood on it, then collapsed, as it felt as though my entire body was being dragged away.

That is when I realized where I was…

More…

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Dance Movie Prototype

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone.
I’m Uchi, an animator here at PlatinumGames.

Is everyone having fun with Bayonetta?

I joined the Bayonetta team towards the end of the project, and my main job was working on the in-game animations. You’ve already heard about the player and enemy animations from some of the more senior members of the team, but I’d like to tell you a little about what I was in charge of: the dance movie.

During the game, Bayonetta puts on quite a few of her own magnificent dance shows, but these dances are mainly based off of dance data we motion captured. Motion capture allows us to use computers to play back in real-time data we captured of a real person moving, so we filmed a wide variety of motion capture actors for the game, whether they were dancers, actors, or martial artists, and then matched their data up to a character model/situation in the game.
For Bayonetta, we held auditions, and then found and motion captured a professional dancer who fit Bayonetta to a T. We used this dancer’s data in a variety of areas, from when Bayonetta summons an Infernal Demon to her dances during the game’s cutscenes.

More…

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User Interface Design

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

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…

More…

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Miscellaneous

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

(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.

More…

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Tokyo Game Show

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

(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.

Along with Hashimoto, I went to TGS for all four days, both the business days and the days open to the general public. Kai-san already mentioned it in his entry, but the Bayonetta booth was an incredibly success! Once the doors opened to the hall, there was already a 2 hour wait and the accompanying queue-controls, so there must have been tons of people who said “I came to check out Bayonetta, but I didn’t get the chance.” I really feel bad about what happened. While I was happy to see long lines, on the other hand, I really wanted everyone who wanted to play to get the chance, so I felt sad over this situation.

This TGS also holds a special place in my heart. Last year, we showed off the first gameplay footage of Bayonetta in a trailer only presentation, so there obviously wasn’t a Bayonetta booth proper. Even I didn’t really have a place to hang out, so I would just loiter around the show floor and then get dragged up all of a sudden. When we were on our way back, Hashimoto said to me, “Next year, we are going to make TGS Bayo’s.” I nodded broadly in assent, and this idea struck me as I pondered where we would be a year later.

So that brings us to this years TGS. Bayonetta had her own booth with a huge banner furled out for all to see, along with rows of demo stations lined up within. There was an indescribable feeling when I realized that this day had finally arrived.

Of course, I went to TGS to see people playing Bayonetta with my own eyes, but I also had a lot of media requests to take care of. To see so many people paying attention to Bayonetta, an original title, is something to be truly thankful for.

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Picture: A shot of the chaos at the Bayonetta booth. The booth was placed right at the entrance to the hall, with a huge screen showing the Bayonetta trailer for all to see, so perhaps many people got their first dose of Bayonetta from walking by.

We did some press with media personality Hatsune Matsushima, who came by the booth to do a booth report with Hashimoto and I providing commentary. (This was for Famitsu Wave DVD.)

It was a bit out of line, but I thought to myself, “I know she is kinda… No, she’s really cute, but having to put up with giggling girls who play around while knowing nothing about games is a pain in the butt.”(Sorry!) So I ended up letting Hashimoto do most of the commentary while I stood in the back and watched. When the game started up, she was recommended to go for Easy Automatic, but Matsushima-san brushed that aside and said, “I’ll play on Normal.” I looked over at her with disdain and thought, “You can’t handle that…” (I’m really sorry about all this…)

…Then she played. Once the game started up, Hashimoto gave her a quick controls tutorial, and then Matsushima-san unleashed tons of combos without any problems at all. Then she starts trying to dodge enemy attacks and pull off “Witch Time!?” Once she pulled off Witch Time, the fight actually tightened up, and the enemies in the game pushed her to the brink of death – one more hit and she was a goner. But she got through it beautifully! Then Beloved, the stage mid-boss, appeared and Hashimoto and I were all sweaty palmed with excitement thinking this might be the end after such a wonderful fight. But then right in front of us, Matsushima-san pulls off Witch Time over and over, with the end result being Beloved’s defeat. She didn’t even take any damage!

I found out later on that Matsushima-san is actually rather well versed in games. So well versed that she calls Okami “god-like,” and seems to know quite a bit about me. The fact that I kind of mocked her left me on my hands and knees in a fit of apology and soul-searching. I’m sorry… I’ll go ahead and get in the Iron Maiden now…

You can check out her blog entry (in Japanese) at the link below…
http://ameblo.jp/matsushimasu/entry-10350064567.html

Comedian duo America Zarigani both stopped by to play Bayonetta, but I was handling a press request so I wasn’t in the booth to actually say hello. However, when I came back their filming was over and they were taking a break, so I took that chance to chat them up. I’ve been really looking for an opportunity to speak with Yanagihara-san from the group. Reason being is that Yanagihara-san picked Okami as one of his favorite games in a Famitsu interview series with celebrities that took place quite a while back.

I thought… I just have to say thanks! Which led to my first near miss with Yanagihara-san at last year’s TGS. He walked right in front of me, but since he was filming at the time, I didn’t get the chance to try and talk to him. My second near miss came on the first business day of this year’s TGS. I was trudging my way to a meeting room for an interview when I saw Yanagihara-san right in front of me! But I was so flustered to suddenly see him that I just let him walk on by… I ended up going back to the hotel beating myself up for being such an idiot…

Which brings us to the second business day of TGS: I finished up the interview and came back to the Bayo-Booth where, miraculously, I was finally able to make contact with Yanagihara-san. Yanagihara-san was incredibly kind to me, even though I walked up to him all weird introducing myself all of a sudden as, “I’m Kamiya, the director of Okami.” Thanks so much, Yanagihara-san!

Besides Bayonetta, there was also another fun event to report. It was the stage event for Ghost Trick, by the Ace Attorney series’ very own Shu Takumi (AKA Takushu). Takushu and I know each other because he joined Capcom at the same time I did, and we were both “brought up” by Shinji Mikami in the old Production Studio No. 4. Takushu got ahold of me personally, and I ended up being a guest for the Ghost Trick stage event. The stage event was held once a day for each of the two public days, and each time, I ended up getting excited talking about all sorts of memories that I have no idea if they ended up helping the game or not. (LOL) Since I was a surprise guest, I wasn’t able to make an announcement about things ahead of time; however, I suppose a few of you figured it out and came to see me, right?

While I often go out for drinks, and hang out with Takushu in my private life, standing officially on the Capcom Stage really stirred up some deep emotions, and I came away with strong feelings of hope Capcom and PlatinumGames can strength this sort of relationship and do something interesting together in the future. Thanks to Takushu for asking me to be a part of this, as well as a special thanks to producer Hironobu Takeshita and all the people who gave it their all to make the stage event happen.

As for Ghost Trick itself… It would seem disingenuous of me to heap praise on it here, so I will spare you details (for those, check out the game’s official homepage), but what made me very happy was that our game, Bayonetta, and Takushu’s game Ghost Trick, were both announced as winners of the Japan Game Awards 2009 Future Awards at TGS this year.

We were so thrilled, that during the awards ceremony, Takushu and I agreed that we should take our trophies out with us for the next stage event. Well, they engrave the logo of the game onto the trophies, so they are the kind you have to give back after the ceremony, but kind of overdid it a bit and borrowed them for a while. Takushu and I then took the trophies out with us for the Ghost Trick stage event that took place right after the awards.

The Future Awards are given to titles that haven’t been released but are on the show floor and have garnered the greatest amount of anticipation. This year, the award was given to 12 titles, including our game. I’m not really all that interested in awards; however, when you are going out there with an original game, what becomes truly important is that first step of getting people to know the product. To receive this kind of an award, and possibly have even more people be aware of the game, is something I am thankful for.

Even though the award is labeled “Future,” of the 12 games to receive it this year, only 3 were original titles. It is indicative of the present and future of the games industry, and it makes me feel very sad. Thus, for Bayonetta and Ghost Trick to hold on and be included in the limited number of original titles make both Takushu and I happy from the bottom of our hearts. When I was on stage with Takushu holding our trophies together, I was almost moved to tears. I held out though, because if I would have cried right in front of Takushu it would have ruined my reputation. LOL.

Since our game, Bayonetta, is already a part of the defined genre of 3D Action, I think that labeling Ghost Trick as a game of the “Future” is truly appropriate, as everything in the game feels completely fresh. As a fan of the Ace Attorney games, I’d feel like I’d love to see another Takushu Ace Attorney game, but since he is one of the few creators to be able to come up with something strong enough to establish a brand, I want to look forward to his new game, and I want to put my hopes in… No, I want to support Takushu himself, as a strong willed creator who will look after the future of the game’s industry. .

http://www.capcom.co.jp/ghosttrick/

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Picture: Kai-san mentioned it on his blog, but I (went rogue) and made an original t-shirt which I wore on stage. Kai-san was picky about the pose to make sure it was a show of love to the original that inspired it, and Shimazaki was picky about the logo to make sure it was a show of love to the original that inspired it. I printed it out, and had my Dad iron it on to a t-shirt for me back home. It is a treasured “original Kamiya.” My Dad decided that he wanted one too, so we made an extra.

I met lots of other people at TGS as well, like Masahiro Sakurai, who stopped by the booth. We chatted for a bit, and he gave me some words of support. Thanks so much!

The famed “Koba,” now on the Sengoku Basara and Devil May Cry series, along with Devil May Cry 4’s Hideaki Itsuno also stopped by the booth. Koba told me that, “Hideo Kojima has something to talk to you about regarding Bayonetta.” I was worried that he was going to give me a lecture and I’d get depressed, so I didn’t end up going to say hello. (Sorry…)

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Picture: Bayonetta in the background with Hiroyuki “Koba” Kobayashi. We will do something together one day.

At the SEGA booth, I was able to have a chat with Shuntaro Tanaka from Valkyaria Chronicles. He was showing his latest game, Valkyaria Chronicles 2, at the show, but I was surprised to hear that he went to college with Takushu! Shuntaro-san and I talked about lots of things, but they will have to remain secret for now. (LOL) Shuntaro-san, I’m not the kind of guy to say narrow-minded crap like “Well, the world’s are different, so I’m not so sure,” so if the users will have a good time, let’s put that plan into action!

http://valkyria2.jp/

The girls filling the role of “booth companion,” helping players through the demo, also seemed to take a liking to Bayonetta. I thought it might have been just lip service at first, but then I was asked for my autograph, which got the cherry boy in me excited. Basically, when a girl lends me words of support, I want to believe they are true. Guys are like that. Now if only I had written my email address along with my autograph…

But the thing that left the most lasting impression was getting to get in touch with with all the fans who took time to come to the booth. This is the best part of the show! Since I don’t really have a chance to talk to everyone except at these kinds of events, but getting to meet face-to-face and hear everyone’s words of support is a really big source of encouragement. It also my reward for sacrificing my youth in the service of all the games I have made over the years. (LOL) And taking pictures with female fans, you know I wrap my arm around their shoulder… Hehehehe…

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Picture: A bottle of adult beverage I received from a fan. It’s called “Kamiya”!? I also got lots of tasty treats from other fans.

Well… There were lots of great things that happened, but I was so wrapped up in Bayonetta’s appearance at the show, that I didn’t really taken many pictures. Kind of a waste, huh… But for a game show that spawned so many memories, there is no way I could forget it. I don’t know how many years it will be until I get another opportunity to go to the show with my title having its own booth, but for now I just want to ruminate on the memories of this year’s show and look forward to Bayonetta’s release.

So that wraps up my TGS report, but there was something else I want to bring up. The day after TGS finished (September 28), I was asked to record a web radio show called Gaming Diner Table, so I went along with Hashimoto-san to the recording. We were joined by host and media personality Tomomi Isomura-san (AKA Isochi), and we got to cover lots of topics regarding Bayonetta, so I hope you are looking forward to listening to the show. Blogs tend to end up being some kind of stiff reports, and since I want to be as close to our fans as possible, I try to speak like you are here with me, whether it be this radio recording or otherwise. Whether it was Isochi-san creating an environment where it was easy to talk about things I don’t know, but I think I might have been a little too direct. (LOL)

The first airing is on 10/8 and it will be broadcast for 4 straight weeks. Even I’m looking forward to it.

http://game.biglobe.ne.jp/colweb/shoku/

One more thing. I wanted to tell you about the In-Store Demo we held on 10/3. Starting on this day and continuing forward, you’ll be able to play Bayonetta around the country at various in-store events. Since it was the first day of the series, Hashimoto-san and I decided to check out four stores in the Tokyo area to see how things were going. First up we visited Sakuraya in Shinjuku, along with Bic Camera and Yodobashi Camera, both also in Shinjuku. It seemed like it rained in the morning, but even so, a great many came to the events and they were very lively.

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Picture: We first went to Sakuraya. Here is what it was like. It was actually raining a bit during the event, but thankfully, it didn’t rain too hard. It was lunchtime, so maybe that is why people seem sparse, but right after this a nice line formed.

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Picture: And here is what Yodobashi Camera was like. It was around 3PM, so more people were out and about on the streets. People walking by would stop and watch what was happening on the screens.

In the evening, we went to Kasai, and a local game store there called Games Ma-ya. Games Ma-ya holds a really special place in my heart because they also held an in-store demo for Okami. With Bayonetta, it is a much easier game to grasp the concept of, and it is highly anticipated, so there are many stores participating in the in-store demos; however, with Okami, there were only three stores that signed up. Games Ma-ya paid attention to Okami back then, and gave it a really big push at retail. That’s why these days, I could never ever turn my back on Kasai.

Ma-ya did a wonderful job of supporting Bayonetta for us. During Okami, only 2 or 3 people came to check things out, so I was able to watch them playing quite carefully (LOL), but this time, the Bayonetta event was so crowded that I wasn’t even able to get near the monitors because of so many people in the shops. The inside of the store was covered with Bayonetta posters and Bayonetta displays, which kind of made it seem like the day was another place where we “made it Bayonetta’s.”

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Picture: Hashimoto gazes on the Bayonetta display. It looks like he is having an emotional experience. There were also Bayonetta flags.

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Picture: One side of the store was all Bayonetta! There were tons of people inside as well. Thanks so much to everyone at Games Ma-ya.

On the same day, there was also an event in the Kansai region of Japan (Western region which includes Osaka/Kyoto/Kobe). Sofmap’s Namba Saurus No.1 store held the event, which unfortunately I was unable to attend. But members of the Bayonetta team did sneak-in incognito to check things out. It seems like there were tons of people at this event, too. Getting to experience these things personally is a really emotional event for the staff involved. These events are, of course, for our users to have a good time; however, they are also a source of excitement for the development team as well.

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Picture: This was the event in Osaka. If you pre-ordered at these events you got a special mouse pad; however, there were so many people that it seems some stores ran out. My sincere apologies to those who weren’t able to get one.

There was so much I had saved up to write about that this blog ended up incredibly long. It’s now October, and the release of Bayonetta is knocking at our door. Of course, we’re getting really excited here too. If there is anything new I can report, I will try to do it as quickly as possible. Well, that wraps it up for now.

P.S.: I forgot to mention the train station ads that are up in the Kanto region (Eastern Japanese region including Tokyo/Yokohama). They are up in 36 stations along the Yamanote train line for a total of 44 ads! They will be up from 10/1 until 10/31, so I absolutely want you all to take the chance to see them for yourself! (Actually, I haven’t even seen them yet, so I will check them out the next time I am in Tokyo on business.)

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Picture: The model we used in the ads is a Ukrainian model named Olena. She is devoted to her studies, so once her job here was over, she returned back to her hometown in the Ukraine. Maybe it was because working as Bayonetta was excruciating… I don’t think so, at least.

P.P.S: I went back home before TGS, so I figure I’ll give a little promotional time to Shinshu.

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Picture: The inside of Matsumoto Station. This is the Soba noodle shop on the Ooito Line platform. Inside they do have seats, but I like standing at the counter and slurping my noodles while feeling the Shinshu breeze.

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Picture: I picked the tempura and egg soba bowl. The uneven thickness of the noodles give the food a rich texture that really piques one’s appetite.

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Picture: Which is why I ordered another bowl.

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Picture: A meal from Tenhou, a shop in Matsumoto that tends to its student clientele. Vegetable stir-fry, gyoza pot stickers, a half-boiled egg, soup, kimchi, and rice all for only 680 yen!

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Picture: A Swiss-style cream-puff from Masamura. I eat this every time I return home. The down-home plate that my Mom used to serve this really brings back nostalgic memories for me.

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Bayonetta Released in Japan

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

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.

To change the subject, did anyone catch the special on MTV Japan, MTV GAME SPOT supported by BAYONETTA? Bayonetta appeared as the VJ, and her Japanese voice actress, also used in the Japanese TV commercials, was none other than Atsuko Tanaka! When I went with Kamiya-san to sit in on the voice recording sessions, maybe it was just a matter of course, but I completely fell in love with the voice, grinning from ear to ear and entertaining my own personal wild delusions like, “If we ever made a Japanese-language version, this is her voice.” Thanks to show director Sakuma-san’s passion and playfulness, it turned out to be a program you can really feast your eyes and ears on. If you are interested, definitely check it out. It will be airing again on 10/29 from 9-10pm, 10/31 from 5-6am, and 11/1 from 4-5am on MTV Japan. MTV is available through many outlets like cable networks across Japan, on Ch. 270 for Sky Perfect TV, and on Ch. 232 for Sky Perfect e2 users.

And if we ever do any more Japanese language recording, for an anime, or a sequel, or the like, I definitely want to use Tanaka-san again.

Finally, a few marketing updates. First up is the advertisement on Shibuya 109 in Tokyo. Living in the Kansai (Osaka/Kyoto) region of Japan, it was hard to feel for how this actually turned out, but once I laid my eyes on the real thing, it is truly incredible, isn’t it? It left a huge impression on me as I stood gazing up at the ad amongst a crowd of people. It will be up until 11/5, so if you are heading out to Shibuya, have a look for yourself.

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Next up are the ads in Shinjuku. These have a little bit of extra fun added as we made the ad a sort of “tear away.” What did you think about them? These will only be up until 11/1, so if you get the chance and want to try a “tear-away-ad,” head to Shinjuku and tear one of the cards off the ad. You might even see Kamiya-san and I “tearing away” at the ad ourselves.

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So now it is on to working on promotions for the Western release of the game, but there are still action figures, etc. to be released in Japan, and I’ve got some ideas on how to further expand the world the game introduced, so keep supporting Bayonetta!

(This post originally appeared on the Japanese Bayo-Blog on October 29, 2009.)

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The Technology of Bayonetta – Effects

Bayonetta

Filed: Bayonetta, Community, Games, PGTV

Hi everyone. Kenji Saito here once again.

For this entry, I wanted to talk a little bit about the effects engine in Bayonetta.

Our effects designer, Kudo-san, wrote about effects in his previous blog post, but what you probably didn’t know was that the tools he used to create these effects were actually developed in-house. Moreover, these effects can be created from within the engine while manipulating the game in real-time.

It’s a little hard to explain with words, so please take a look at a real-world example of what I mean.

This video shows creating special effects as we control the character.

So why did we create an environment for real-time effects creation? At PlatinumGames, we use a “crash and build” development style, so things are often changing in the design. To match up with that style, as well as to match with the effect designer’s request that we have an environment where they can quickly check the effects they create, we set-up the in-game effects creation engine. This allowed us to give the effects designers the ability to go about their work in a final game scene-like environment, which in turn allowed them to create high-quality effects in a very productive manner.

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Bayonetta Soundtrack On Sale!

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone, Bayonetta composer Hiroshi Yamaguchi checking in.

Bayonetta was released in Japan last week! It was a moment that I was truly waiting for. Someone of you may have even finished everything the game has to offer, and I am truly excited to hear what you thought about the game. But the big news is that in 2 days, on November 4, Bayonetta’s soundtrack will also be released in Japan.

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Here it is! It is an elegant design that I think is really, really cool.

It’s a huge soundtrack, spanning 5 discs, and it hold nothing back from the tracks we used in the game. We’ve even added a few bonus tracks to the mix. There are also 36 pages of liner notes featuring comments from Kamiya-san, Hashimoto-san, all the members involved in creating the Bayonetta soundtrack, commentary on all the tracks, lyrics, a special note from vocalist Helena Noguerra, art, etc. There is plenty to read there. I think you will find your enjoyment of the soundtrack vastly increased if you read the track commentaries while listening.

It is a soundtrack that will let you relive your memories of the game. Since it spans a full five discs, it is a bit expensive, but I really hope all of you give it a listen.

Also, I wanted to tell you about a bit of an “easter egg” regarding the in-game music, although I’m writing this in a way that won’t be a spoiler for those who haven’t completed the game. During some of the cutscenes during the game, if you press and hold LB or LT on the 360, L1 or L2 on the PS3, the stage music that comes after will…

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Everyone try to find these spots! However, I recommend you do it on your second run through the game.

Well, this is my last entry here. Your comments and messages of support really gave me strength. Thank you all so much. It will probably be a while until we meet again, but until then I will be working as hard as I possibly can! Until next time!!

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