Conceptual Design in Bayonetta 2

BAYONETTA 2

Filed: Bayonetta 2

Hello, my name is Mai Okura, I was the conceptual designer for Bayonetta 2. For the previous game, I was in my first year working at Platinum and in charge of its user interface (maps, menus, gauges, etc.). I remember giving then-producer now-director Hashimoto a lot of stress, so it was a bit of a surprise he let me back on his team. Those two games really mean a lot to me.

But anyway. You’re probably still stuck on the title “conceptual designer”, wondering what it means. Yeah, it’s a bit of a toughie. Games and movies as well often have several smaller parts that come together to form that game’s overall look and feel. This can include characters, enemies, environments, and UI too. It’s my job to create a style guide for all of these individual pieces and make sure they make sense when placed together.

This wasn’t my job in the first game, but I worked on UI under the conceptual designer and learned a lot about how important it is to have each of the game’s concepts working together to construct overall world design. I’m still pretty new at concept design and not doing anything that jaw-dropping at the moment, but I thought I’d try to take this blog as an opportunity to talk about what I think is really fascinating about Bayonetta 2.

There are two topics I’d like to touch on. The first one deals with the image below.

ohkura_01

As you can see, the base tones for the original Bayonetta were red and black, whereas in Bayonetta 2 they’re blue (representing Bayonetta) and gold (representing the game’s enemies). Compared to the image above it, you can tell the bottom screen gives off a much brighter, vivid impression.

What was so difficult about this was that while Bayonetta’s key color was blue, the key color for Aesir’s power was blue as well. Ultimately we resolved this issue by changing this mysterious power of Aesir’s to an emerald green, but it’s still kind of hard for players to discern, so I gave Aesir his own unique line patterns in his design to draw distinction from Bayonetta.

The second point I wanted to talk about was how much contrast changed between the two games. The first game has relatively low contrast, whereas colors in Bayonetta 2 are much brighter stand out a lot more. In the original Bayonetta, a lot of our inspiration was drawn from the classical architecture and landscape of Europe: you could see a lot of the curved lines in the works of Mucha and Gaudi, and things had an elegant Art Nouveau tone.

ohkura_02

(Top: Bayonetta/Bottom: Bayonetta 2)
In Bayonetta 2, however, there is a much stronger theme of straight lines and geometric shapes, as you can see looking at Aesir. There are also a lot more colors in this game in total; in Bayonetta and the other characters, the effects, and the UI as well. This might just be because Bayonetta 2 has more characters than the previous game. Looking at the two games side by side, I think you can admit that Bayonetta 2 has a more modern feel, whereas the first game feel’s more classic.

There’s a lot more I realize I could write… but I think I’ll stop here.

They may be the same series featuring the same main character, but there’s a lot in the world design of Bayonetta 2 that you won’t find in the original, and vice versa.

Take care!

*The official art book for Bayonetta 2, “The Eyes of Bayonetta 2”, goes on sale in Japan tomorrow! It includes concept art, 3D character models, the Hierarchy of Laguna, Lemegeton’s Guidebook, comments from the staff, and art from me! Be sure to take check it out!

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Bayonetta 2 Release Event Report & More!

BAYONETTA 2

Filed: Bayonetta 2

Hey, everyone!

It’s Akiko Kuroda, producer on Bayonetta 2.

I recently bought Super Smash Bros. for Wii U and a really nifty hand blender, so the ratio of playing video games and cooking has increased drastically in my house over the past week or so. I just have to make sure not to get the two mixed up.
I know it’s a bit late, but I have some nice pictures to share today.

kuroda_01

Look at all these people! They were standing in a line that went all the way outside of the store. I wonder what they were waiting for…?

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Why, the release of Bayonetta 2, of course!

These pictures were taken at a special event held in Russia on the day that Bayonetta 2 was released.

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Everyone looks so happy to have gotten their hands on the game, which makes me very happy as well. Thanks for choosing Bayonetta 2, everyone! I hope you’re enjoying it!

 

Actually, there was a special treat for people who bought the game at this event: everyone received a pack of Loki cards, which were only made available in Russia!

kuroda_04

These are replicas of the tarot-like cards that Loki uses in the game.
It’s a full set of the 22 Major Arcana cards created by character designer Mari Shimazaki. If you managed to get your hands on these cards, it would be totally cool if you pretended to be Loki and tried to recreate some of the scenes in the game!*

I hope they turn this into an official product!!

(*PlatinumGames will not be held responsible for any physical, mental, or material damage resulting from recreating our cut scenes, not matter how awesome or hilarious)

 

Let’s look at some other pictures.

These were taken at a special release day event held in New York.
You could have your picture taken with Bayonetta herself, or try out some of the, uh, enchanting witch food.

kuroda_05

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I would’ve loved to have been there!

Nintendo shared lots of stories about release day events from various other countries as well, and I was very happy and relieved to see the game was being so warmly welcomed all over the world, so I’m very grateful to all of you who picked it up!

As a small token of my appreciation, I have a few more tips to share, since our last blog was very well received. Hope you enjoy them! (Thanks to game designer Ryoya Sakabe for providing them!)
 
■Touch of Gold
Did you know that the environments you normally just run through actually contain several objects that reveal haloes when you touch them on the Wii U GamePad!? If you search every nook and cranny of every stage, you might become a halo millionaire in no time!

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(This very screenshot contains an object that releases a bunch of haloes if you touch it!)

((only when playing the game obviously, so stop tapping your PC monitor))

■Jeanne and the Ace Pilotkuroda_08

Here’s one about one of the costumes new to Bayonetta 2: The Star Mercenary costume.

You guys are smart enough to have figured out that equipping this costume will turn the fighter jets in the game into the vehicle of a well-known ace pilot. I wonder, though, how many of you have been able to realize this costume’s other bonus feature? If you have it equipped in the shooting stage of the game, pay close attention to Jeanne’s lines—notice that they’re different than before. You’ve heard them from somewhere else, we’re sure… (There’s something really wrong with your G-Diffuser if you haven’t).

Okay, that’s all for this time!

If you like all these tips and tricks enough though, we might just have to come back for a third installment.

Until then!

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Bayonetta 2 – Lesser Known Facts

BAYONETTA 2

Filed: Bayonetta 2

Hi everyone, this is the producer of Bayonetta 2, Akiko Kuroda.

If you’ve been following me on Twitter, it might look like I’ve recently switched jobs and started working in the pastry industry, but I can assure you — I still work at PlatinumGames. Don’t worry, I just have a sweet tooth..

Usually, as a producer, I’d use the developer’s blog to discuss how I promoted the game and exactly what that entails. This time, however, I’ve decided to change the pace up and talk about some lesser known Bayonetta 2 facts. Buckle up!

Some Tips about the Chain Chomp

wanwan1

Something tells me a lot of you have probably already acquired the hidden weapon we did with Nintendo, the Chain Chomp. As a dog-lover, I can’t get enough of this little guy’s canine tendencies. The way he hops along connected to his “leash”, the barking sound he makes, how he starts attacking before you even ask him… and especially the way he falls asleep when he becomes bored: everything about this guy is simply great. I’ve got nothing but puppy love for this guy.

wanwan2

(Here he is taking his typical midday nap).

Phew! Okay, sorry. I’ll try to keep a cork on the Chain Chomp PDA. Let’s get to something you can actually use. So, we all know that the Chain Chomp is a weapon, but did you know you can also use him to sniff out treasure? Sometimes, Chomp might start barking and tugging on his chain as you’re proceeding through the map. This means there’s a treasure nearby and he’s trying to get it. If you feel like you might be missing some of the game’s treasure chests, try him out for a bit.

Just be warned that he won’t react to treasure chests in other dimensions. I guess he can’t catch their scent or something.

wanwan3

Chain Chomp attempting to drag Bayonetta to a treasure chest.

I still can’t believe Nintendo let us use the Chain Chomp for the game. Originally, when the director Hashimoto sent them some collaboration ideas, we included the Chain Chomp thinking we had little to no chance they’d actually allow us to use one of their most iconic characters as a weapon. Nevertheless, they pretty much gave us consent without batting an eye. We were thrilled.

Later, I was testing it out in a check of the game and saw it get hurled at the enemy and explode. As a producer, I was a little terrified of the thought that we were going to actually show Nintendo one of their most cherished characters blowing up in front of their faces. And yet… they were completely on board with it. I don’t know how it happened, but I’m grateful for it!

Cancelling your Umbran Climax

umbran_stop

I mentioned this on Twitter a while back and got a pretty large fan response, so I thought I’d introduce it here as well.

We all have those times in our lives when we start an Umbran Climax and end up killing everything on the screen in one second, watching our gauge drain slowly to zero with no way to stop it.

Bayonetta, standing around watching her magic gauge drain slowly because she completed a verse right after activating her Umbran Climax. Where are the forces of Paradiso when you need them!?

I’ve got news for you. After you’ve started the Climax, try pressing the L button again. You’ll exit your Umbran Climax and preserve the rest of your magic gauge. You won’t be able to enter Umbran Climax until you build you gauge up to full again, but at least you won’t have to expend any gauge without actually using it.

The Beetles

Some of you may already know, but we here at PlatinumGames have a continued tradition of hiding beetles in our games.

I haven’t heard of anyone finding it in Bayonetta 2, but it’s there! Get to looking.

beetle

Here’s proof!

There should be a good number of hints in that screenshot, so use that as a guide and see if you can find it. And yes, of course there’s one in the original Bayonetta as well. It’s said that those who find the beetles in both Bayonetta games will be rewarded with eternal happiness. Like you need it! You’re playing Bayonetta 2!

 

Okay, well that’s all I’ve got for now. Hopefully I can drop by again sometime!

Take care.

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Creating an Automated Bug Checker

BAYONETTA 2

Filed: Bayonetta 2, Games, PlatinumGames

Hi, I’m Morita, a programmer.

For this blog I’d like to talk about how we automated bug checking in Bayonetta 2.

Before a game is released and actually reaches your hands, there’re a lot of little things called bugs that we have to take care of. Here’s a refresher course on some of the types of bugs there are:

Freeze Bugs
The game stops responding to controller input, the game freezes, and the player’s only available option is to manually shut down the console.
These are serious bugs, even mid-development. If you don’t take care of them quickly, production of that section of the game comes to a halt.

Collision Bugs
These bugs occur when the player falls through an invisible hole in the ground, gets pushed by an enemy into some area they’re not actually allowed to go (and shouldn’t exist), or stuck inside the walls of a building somehow, etc. If you continue to mess around once these bugs happen, the game might freeze.

When you get close to the end of development, there’s a period called bug check where you try to find and fix all the remaining bugs in the game that you can. This check usually involves the whole internal team, plus dedicated professionals outside the company as well.

There are a few different methods people use to check bugs. For example:
– Full playthrough (seeing if the whole game can be played from start to finish without freezing)
– Playing the game extended periods of time
– Trying to go back after doing something and seeing what happens
– Trying to do something different from intended design
– (Etc…)

Now, do we need every aspect of bug checks to be handled by actual people? My policy is: if a machine can do it, let’s make a machine do it. In this instance, we determine a set of actions for Bayonetta to perform, and make the console play the game over and over and over again.

For example, our first method for bug checking, the full playthrough—if we’re just going to play through the game’s main story, we know what that route is, and what we need to do along the way, so shouldn’t this be possible?

Then there’s bug checking by playing the game for extended periods of time. People need to sleep, eat, and take breaks, but we can make a machine play the game as long as we want and it’ll never even have to use the restroom! This is where automated bug checking really shines.

There also happen to be these kinds of bugs that have a very low chance of reoccurring, sometimes even as low as only a 1/50 chance. If there’s a bug that we randomly came across at one point and want to find the exact conditions for reproducing it, we can program the game to try something in the most precise way possible, and experiment around until we figure out what’s causing the problem.

Looking at all that, you realize there’s a lot that a machine can take care of. If you let a machine handle part of the bug check, you slim down what the rest of the team has to do, meaning they can do a much more specific and faster check, and everything ends up being more efficient.

I started thinking about this autoplay tool around the time development for the first Bayonetta ended. Finally, with Bayonetta 2, I was able to try it out.

In total, the tool has accomplished beating Bayonetta 2 40 times in a row. In actuality, it could probably go a lot further, but by the time it’s played that long, we’re ready to add fixes and update old data, so we have to turn it off once, refresh our data, and then start it up again.

Okay, you’ve dealt with a long enough wall of text. Let’s try looking at a video.


*This video was taken during development, so it looks different from the actual game.

auto01

In the image above, you can see some red cones connected by lines. This is the autoplay course for the game. I had to sit down and write in all this data piece by piece.

The overall setup is simple. Whenever Bayonetta gets to a cone, she performs a pre-determined list of actions for that cone in order. When she’s done with everything, she moves on to the next cone.

This doesn’t involve adding any special actions for Bayonetta. For movement, I started from the intended destination and camera angles and worked backwards determining what direction would need to be pressed on the controller.
It was important for me to make the tool so Bayonetta moved as if the controller had moved her.

The tool could control the following:
– Move to destination
Walk, jump, double jump, warp (this was a special debug-only feature)
– Controller input
Capable of full-circle spins and more.

auto02

- Standby for certain conditions

Besides the basic features, it also has a variety of complex functions, such as “auto-battle,” or operations that are only used for debugging, like outputting a data log, taking screenshots, and so on.

Auto-battle is pretty cool. Bayonetta acts as if she has an Immortal Marionette equipped and pretty much fights as if someone was just mashing the buttons, randomly performing Torture Attacks and Umbran Climaxes when she fills her gauge.


*This video was taken during development, so it looks different from the actual game.

The commands can actually get pretty complex. We can have Bayonetta perform actions while moving between cones, and lots of crazy stuff. Some of the command patterns I programmed were like, “punch three times and then move,” or “do X,Y, and Z while warping in an infinite loop.”

Sorry… looks like I got carried away. I think I’ve written too much already. I’ll talk about the tool’s actual implementation another time.

The tool was used in various ways. I used it for repeating specific actions under individual staff members’ development environments, and I would refresh the data and put the game on autoplay before going home, so basically I was going around asking everyone: “Hey, if you’ve got a PC/dev kit to spare, can I use it?”

Then, when we came back to work the next day, we’d find the game frozen after trying to do this or that, thus helping us discover a lot of bugs that might’ve taken a long time to find otherwise. Next project I hope to make an even more improved version.

Thanks if you’ve read this far. I know it didn’t really have that much to do with Bayonetta 2 itself, but I hope you found it interesting.

I hope it gets across that I’ve tried my best to make sure your Bayonetta 2 experience is as bug free as possible :)
I look forward to getting to speak to you all again in the future.

If you ever want to message me on twitter, follow me @PG_morita!

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Celebrating the Launch of The Legend of Korra

Legend of Korra

Filed: Games, PlatinumGames, The Legend of Korra

Hi, everyone! How are you?
This is Eiro Shirahama, director of The Legend of Korra.

I can’t believe it’s been this long since I first saw Korra and fell in love with her.

After a tough development period, the game was finally released one month ago on 10/21 in the US and 10/22 in Europe.
Please try it on Steam, XBLA or the PS Store, if you haven’t already!

It’s a budget title, but it still manages to maintain that sharp and fast-paced action you’ve come to expect from us!

What’s that? You need more Platinum in your life!?
Well, Bayonetta 2 was released on 10/24 as well, so there’s a double serving of PlatinumGames goodness just waiting to be scooped up!

I’d like to thank all of the wonderful people who worked on The Legend of Korra. I couldn’t have done it without you!

I also want to give a great big hug to Robert Conkey, producer extraordinaire at Activision for giving us so much freedom in making this game. Thanks, buddy!

Also, lots of love and respect for Mike & Brian, creators of the original Avatar series. Your work is amazing, guys!

Thanks to everyone at Nickelodeon as well! The chocolate cake we had in San Diego was delicious!

And the biggest thanks of all to all of you fine people who downloaded the game!
I love each and every one of you!!

IMG_3568(Text on cake: Avatar State!!)

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The Climax Situation Process

BAYONETTA 2

Filed: Bayonetta 2

Hi, my name is Hirono Sato, I was a game designer who planned the “Climax Situations” in Bayonetta 2.

We’ve tried our best to have just as many impactful game play situations in Bayonetta 2 as we did in the original. Just how did we do it? I’ll illustrate that here with some examples.

 

Define your Objective.

The first Climax Situation I worked on in Bayonetta 2 was the fight with the giant dragon angel boss Glamor.

paul01

Director Yusuke Hashimoto’s Glamor concept art

I was asked to take this boss and think of a way to fight it that would really blow people away.

When I was assigned to this boss fight, there were actually two versions of it already. The problem was, the director wasn’t a terribly big fan of either of them and was asking me to rework some of what wasn’t interesting about it. You usually get problems like this in development; I always deal with them with the following mindset—

You can’t make something lackluster fun with just a little fix.

Sometimes, you have to look over the entire problem from another angle.

I know that the team tries their best. But if something is boring, it needs to be given a complete facelift.

The problem with the proposed Glamor boss fights when I started working on them was that neither of them felt fast-paced or suspenseful enough. So I got an idea that appeared in the original Bayonetta as well, surfing.

In the first Bayonetta, you fight this giant boss while surfing and I wondered to myself if we couldn’t make something similar work for Bayonetta 2.

At this point in development we already had the plans for a “mysterious youth” character that Bayonetta needed to chase after and save, so there was no problem justifying a surfing battle with regards to the scenario.

Also, this is obvious, but in order to surf, you need water to surf on. At first we were thinking of having Bayonetta fight Glamor inside some kind of whirlpool, but that was the same idea they used in the original Bayonetta, so I wanted to try something different.

Eventually I came to the idea that if Glamor has this dragon-like appearance, maybe we could incorporate a tornado somehow (Japanese: Dragon-竜 Tornado-竜巻). Yeah… like a tornado of water…

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Concept art by our artist Kan, back when the fight was planned to be inside a whirlpool.

 

Implement the Idea into the Game.

We had the basic concepts for the fight: Surfing, chasing Glamor, fighting on a tornado made of water. The next step was to combine these ideas and implement them into the game. It’s very important that you’re careful here to not ruin your perfectly good ideas when you try to build them inside the game.

Fortunately, one of our artists created an awesome piece of concept art depicting Bayonetta surfing on a tornado, chasing after Glamor. All we had to do was bring this work to life within the game.

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Concept art surfing on a tornado of water

Since we couldn’t really have the exact same combat here as the rest of the game, we made the fight principally about dodging debris from buildings destroyed by Glamor. Though, if you were just doing this the whole fight you’d probably get pretty burned out, so we made sure there was a section halfway through where you could just wail on her.

 

Think of What Else You Can Add.

Now that we had our basic layout for the fight, next we had to think about how we were going to give it a climactic ending.

What about having the the tornado shoot up into the sky and end the fight in a “sea of clouds”? With that wording, it probably wouldn’t be unnatural if we had Glamor swimming around in there, and that would be pretty epic too.

Since Glamor is essentially running away from you in this fight, we also figured it’d create a healthy dose of suspense if we were able to express “if she gets this far, it’s over” somehow. Well, since we’re fighting an angel in the sky, why not have a door to Paradiso then?

The director and some of the rest of the staff, however, were not appeased. A lot of people spoke up and said, “I think we’re tired of seeing Glamor at this point.” Honestly, I kind of felt the same way.

“We needed something more!” Well, when you’re making a game, you hear that a lot. Whether you can do something about it or not, sets the pro game designers apart from the rest. When this happens, I don’t want to just make a gimmicky change, I want to add something that wasn’t there before. So instead of trying to change something about Glamor’s moveset and so on, I multiplied Glamor into three and had you fight all of them at the same time.
We’re nearing Paradiso, the enemy base, so I thought it would only be natural if the player was encountering more angels. I think this was successful in giving the fight a stronger sense of urgency/peril.

paul04

This is just one of the dozens of Climax Situations that we’ve included in Bayonetta, so do yourself a favor and try it out more than once, try it out multiple times—I hope you can get as much enjoyment out of it as possible.

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Bayonetta 2 Storyboards!

BAYONETTA 2

Filed: Bayonetta 2

Hi guys.

This is Bayonetta 2’s director, Yusuke Hashimoto.

How’s everyone enjoying the game?

 

The game has already been out in the west for two weeks, so now I’m getting bombarded with messages from all sides of the globe! Thanks so much, everyone!

I’m writing a special blog this time to introduce some of the storyboards I wrote for the game. Let’s give one scene a look:ゴモラ登場_00_ゴモラ登場_01ゴモラ登場_02ゴモラ登場_03_

These are the storyboards for the Gomorrah boss battle at the beginning of the game.

I drew them after it was decided that we were going to have a playable demo at Nintendo’s booth for E3, the first actual footage of the game to be shown to the public. Only, we hadn’t done any voice recording at this time, so I was a little curious as to how things were going to come together.

 

E3 2013 Demo (Gomorrah fight starts around 9:20)

This is a video recorded for IGN Live. The playable portion consisted of three parts: the jet battle, train battle, and then the Gomorrah fight. We designed each scene so transitions would require as little dialogue as possible.

Sometime after E3, we eventually finished voice recording and went back and worked voice back into the scenes. Might be pretty interesting to watch them back to back and see how they differ.

 

I now realize that doing these first storyboards for E3 helped us figure out some key parts of the game, such as how bosses should be introduced, and how to move from one part of the game to the next at a pace that doesn’t hurt the action.

 

Keep enjoying Bayonetta 2. See you again!

 

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W101: Super Secret Codes

The Wonderful 101

Filed: The Wonderful 101

Hey, everyone.

It’s Ichi here! Remember me!?

Can you believe it’s already been 2 weeks since Bayonetta 2 released!?

Sometimes people tell me that game is the sole reason they bought a Wii U! Of course that makes us really, really happy, but while you’re at it, why not try The Wonderful 101 as well!? (Although I guess if you’re here on this site, reading this, you probably already have…)

Right, with that out of the way, I have a secret to share with you today!

We’ve been getting some messages here and there from people who are having trouble unlocking Wonder-Bayonetta in The Wonderful 101.

And with good reason! Out of all of the hidden characters in this game, Wonder-Bayo is by far the most difficult to get your hands on.

Our raven-haired beauty only shows herself to those who find all of the hidden items, fight the toughest enemies, and overcome the hardest challenges: only the most persistent and indomitable heroes!

 

In other words, one of the main reasons we put her in this game is that most elusive of holy grails in the world of video games: BRAGGING RIGHTS. You want to show off? You gotta WORK for it, buster! That’s how your efforts are rewarded.

So if you know someone who’s struggling to unlock this character, I’m terribly sorry, but you’re going to have to tell them this:

“UNITE UP OR SHIP OUT.”

Yeah. That’s right.

You think Bayonetta is the kind of gal that lets herself get unlocked by just mashing your palms on the controller for a couple of hours?

THINK AGAIN.

*************************

Originally, this is where this new blog post was going to end.

However, just as I was hovering my cursor over that alluring “Publish” button, my index finger poised to deliver the decisive left-click, Kamiya walked past my desk, glanced over my shoulder, and nonchalantly remarked: “You know there’s a code for that, right?”

 

I… uh… Wut?

 

Kamiya: “Yeah, you know, the cheat code? Didn’t we already tell people about this?”

Ichi: “Cheat… Co… duh?”

This is where I incurred the wrath of Kamiya, and he decided to grab me by my neck and drag me out into the backyard. “Don’t tell me you forgot about this?” he asked me with a smile that could freeze a raging volcano. I responded thusly:

“I’m absolutely amazed, Kamiya-san! (That you still remembered)

You came by with absolutely impeccable timing! (Even though it’s been over a year since the game was released)

I just wrote a blog on that very subject! (Just let me delete the entire text first)”

But the timing IS actually quite fortunate, since we just released Bayonetta 2, and the world is still in a Witch Time-induced craze, so if we’re going to reveal a secret code related to Bayonetta, surely the perfect timing would be NOW, since a lot of people have freshly purchased Wii Us in their homes, and now that plenty of them will probably already have finished Bayonetta 1 and/or 2, it is highly likely that they’re looking for something else to point their Scarborough Fairs and/or Love is Blues at and so this is the ideal opportunity to let people know that they can in fact play as the renowned Umbran Witch in a completely different type of over-the-top action extravaganza and…

I think I’m starting to ramble a bit.

So without further ado, I present to you:

The Super Confidential “Buying Hidden Characters In The Wonderful 101” Platinum Cheat Code That Totally Nobody Knows About Because It’s A Secret To Everybody!

You’re going to have to meet these conditions first though:

- You need to have completed the game (it’s fine if you did it on a low difficulty!)

- You’ll need a boatload of O-Parts. And we’re talking a BIG boat here. Like, one of the fancy ones with a swimming pool and casino and everything.

- The cheat code has to be entered in very specific areas of the game.

- The cheat code is always the same though: Hold down ZR and press ↑↓↑→←XBYA

(Just imagine that you’re using the d-pad to draw the P+ logo!)

If you managed to pull it off correctly, you’ll hear a familiar jingle, and you’ll be able to use the secret characters from the next stage on!

centinels_set

■ CENTINELS Set

Location: Starting position of the Prologue

Secret characters: Wonder-Captain, Wonder-Scarf, Wonder-Gramps

Special price: 1000000P

rival_set

■ Rivals Set

Location: Operation 009-B, starting position of the battle with the shield-generating device

Secret characters: Prince Vorkken, Chewgi, Immorta

Limited-Time-Only deal: 1000000P

memories_set

■ The Olden Days Set

Location: Operation 006-B, during the battle with Laambo, the position shown in the picture above (use the bowl of noodle soup as a guide!)

Secret characters: Wonder-Daddy, Wonder-Future, Wonder-Red (Emeritus)

Super cheap price: 1000000P

newcome_set

■ Real Superheroes Set

Location: During the Epilogue, right after the first car is cut off

Secret characters: Wonder-Goggles, Poseman, Wonder-Director

We-Might-As-Well-Give-Them-Away deal: 1000000P

 

bayo_set

■ Bayo Setta

Location: Starting point of Operation 001

Secret characters: Wonder-Bayonetta, Wonder-Jeanne, Wonder-Rodin

Premium price: 2000000P

If you’ve already completed Bayonetta 1 and 2 and you still haven’t had enough of the time-twisting hair-weaving witch, but you just can’t seem to unlock all of those bottle caps in The Wonderful 101 either, just use the above code and you should be fine and dandy.

And you can still just go out and brag about it! Yay!

See you next time, everyone!

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Designing the Collaboration Costumes

Bayonetta

Filed: Bayonetta

Hello, I was the Nintendo costume collaboration designer for the Bayonetta Wii U port, my name is Yong-Hee Cho. For this blog, I’d like to talk about the design process for creating these costumes.

It all started one day when Kamiya walked up to my desk and said, “Hey Cho. Draw Bayonetta in a Princess Peach outfit for me. Thanks.”

He walked off to leave me thinking to myself, “P-p-p-princess Peach and Bayonetta? How am I supposed to find the common ground between these two characters!? They’re like night and day…”

At the same time, I was intrigued, and wanted to try to design something for two characters that different.

So, she was the first character I started out with. I decided to first just draw Bayonetta, so I’d have a base design to work off I could “dress up” in other costumes.

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(Really, it’s not necessary to go this far, but… I wanted to.)

Next, I put together some various costume ideas for Kamiya to look at. Right now, we’re still at very rough concept art.

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Personally, I thought it’d be fun to rearrange the Peach look a little bit, but Kamiya wanted it to be as close to the original as possible, so we ultimately went with (F).

He also requested two revisions:

  • Don’t let her hair down like that.
  • Attach a Mario charm somewhere.

 

This is how the Mario charm turned out.

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Here’s what Bayonetta looked like after I incorporated his feedback.

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I used this Peach to make the Daisy costume (Daisy has Luigi instead of Mario, of course).

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The next costume I did was for Samus Aran of Metroid fame. I’m really into mechanics, so I had the most fun designing this costume.

Here’s the first piece I drew.

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When Kamiya took a look at it, he said he wanted it to be the Powered Suit from the first Metroid game for NES. The original Metroid is around 30 years old now so unfortunately there’s not a whole lot of artwork to base my design on. I ended up just studying the game sprite and package art. This is how it turned out.

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It’s supposed to have more of a retro look. What do you think?

 

As I designed these costumes, I would think, when we have the player transforming into Peach, wouldn’t it be cool if we could change game play up somehow as well? Then, one day I thought, what about having Bowser’s punches and kicks be used for Bayonetta’s Wicked Weaves? I pitched the idea to Kamiya and he said “sounds good, do it.” The next idea I thought of was having Samus Bayonetta change to her Morph Ball. This, unfortunately, didn’t make it into Bayonetta Wii U, but… it did make it into Bayonetta 2! Thinking of these little extras is really one of the rewarding parts of working in games.

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Here’s what the Morph Ball looks like. Those red parts are kinda based on the 8-bit graphics of the first Morph Ball from Metroid.

 

Last is Link. I don’t think this costume was a grand departure from his design, so Kamiya approved of it quickly. All of these costumes, however, needed to be run by Nintendo as well.

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When I gave the designs to Nintendo to check, I was worried about how “kid-friendly” Bayonetta looked. Like, I didn’t think it’d be a good idea to show too much cleavage, you know… but when Nintendo looked at my Link design, they actually suggested to me to open up her top a little more… Wow.

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Here’s what the final approved design looked like.

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Overall, I think I was able to keep Bayonetta’s personality in these new arrangements, so I was pretty pleased. Each costume comes with different sounds and visual effects as well, so be sure to check them out in both games. Thanks for reading! See you again.

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Bayonetta 2 Out In Stores!

BAYONETTA 2

Filed: Bayonetta 2

Hi everyone, this is Bayonetta 2’s director, Yusuke Hashimoto.

It’s been five long years… finally Bayonetta 2 is finally out in North America and Europe! I guess some of you might be playing it right now!

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I’ve been overjoyed to receive so many messages from all of you on my twitter (PG_y_hashimoto). Thanks so much. During production, those messages helped me out a lot, and now, I’m just thinking… I can’t believe it’s finally on sale. This will be the first title I’ve worked on that will hit the stores in five years.

I remember writing “See you next stage!” in the staff comments for The Eyes of Bayonetta, the art book for the original game. Back then I just meant for it to pertain to whatever next game I worked on. I never dreamed it would come to mean me directing the sequel to Bayonetta.

A lot has happened in five years. Going from producer to director, moving to a new console… there was a lot of trial and error involved in moving forward, but I think we were able to give so much to the final product because we always believed, we want as many people as possible to enjoy Bayonetta 2.

This time around, we’re really blown away with all the opportunities we’ve had. We were able to add Japanese audio, so many collaboration costumes with Nintendo, and even a port of Kamiya’s original classic to the package… honestly, a deal like this feels too good to be true.

I hope you all enjoy Bayonetta 2.

See you on my next PlatinumGames’ project!

Yusuke Hashimoto

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