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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Cut Scene Production in Bayonetta 2

Bayonetta

Filed: Bayonetta, Bayonetta 2, Games, PlatinumGames

Hello!

My name is Kunihiko Tsuda, and I was in charge of cut scene production for Bayonetta 2.

Today, I’d like to talk about how we produced the cut scenes for this game.

Two of the many distinguishing characteristics of the original Bayonetta were its unparalleled over-the-top action, and its cast of unique characters.

Today, I would like to talk about how we incorporate these unique characteristics and action sequences into our cut scenes.

First of all, like Bayonetta 1, the scenario for this game was written by Hideki Kamiya. For fear of spoilers, I won’t go too deep into the story here, but I can promise you that the script is every bit as crazy as the first game (if not considerably more so), so you’ll just have to play the game and see for yourself!

Based on this script, we first created video storyboards to decide on the direction and the characteristics of each scene.

At this stage of development, it’s also common to use regular non-video storyboards, but since Bayonetta 2 has a lot of new characters, and since Bayonetta herself hasn’t remained unchanged since the first game either (not that she has a different personality or anything), we decided that it would be best to create video storyboards in order to make it easier for Yusuke Hashimoto (The game director), and Yuji Shimomura (The cut scene director. Thanks for all the hard work on Bayonetta 1 as well!) to reach a mutual understanding on how to convey that Bayonetta has changed and grown as a person since the first game.

Here’s an example:

For comparison, this is what Bayonetta was like in the first game:

As you can see, her clothes have changed quite a bit as well.
Actually recording the scenes allowed us to get a clearer impression of how each scene played out, so that we could settle on the details for the characters and stage direction at an earlier stage in the production process.

Of course, we make stage directions on which the production is based for the video storyboards for action scenes as well.

Next, we record the motion capturing based on these video storyboards.
At this point we make detailed adjustments and revisions to the stage direction as well, based on the backgrounds and cut scene trigger points, which we will have mostly worked out at this stage of development.

The motion capture data is then used to create the scenes with the help of 3DCG tools.
The data is applied to the backgrounds and character models and further tweaked.
This part of the process is very important, especially when it comes to action scenes.
This is where we give the cut scenes their typical Bayonetta-like qualities, by accelerating motions to a speed that is not possible for actual human beings, and by creating lots of physically difficult poses for Bayonetta herself.

Since Bayonetta 2 has many different kinds of gigantic monsters and enemies, this part of the process is even more important.


*This video was recorded while the game was still in development, so it looks different from the final product.

After this step, the camera direction and character motions are almost completely fixed. The only thing that remains is output to the console and postproduction work (lighting, VFX, screen filters etc.).

That’s the general flow of the process, in a very tiny nutshell.

It might be hard to believe, but I truly think that the cut scenes in Bayonetta 2 are even more crazy and over-the-top than the first game, so I hope you play the game to check them out for yourself!

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Wii U Bayonetta!

Bayonetta

Filed: Bayonetta, Bayonetta 2

Hi, this is Isao Negishi, director of the Bayonetta Wii U port that comes specially packaged with Bayonetta 2!

Those who saw our Wii U Bayonetta announcement at E3 can agree we didn’t just make a simple port of the first game. This special Wii U edition gives you all the thrills of the original, plus a ton of exciting, new features.

We’ve prepared a video of how Bayonetta plays on the Wii U, so take a peek:

What did you think? Bayonetta’s world looks as stunning as ever.

Let’s discuss some of the added content that was causing a stir at this year’s E3: Bayonetta’s new costumes!

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One of the things that made the original Bayonetta so fun was the ability to choose from a ton of costumes—queen, schoolgirl, you name it—and this time, there’ll be even more. These new costumes are inspired by classic Nintendo heroes and heroines, all carefully checked by the game’s original director, Hideki Kamiya. Let’s just say Kamiya was very particular about how each costume should look before passing approval.

Of course, these costumes are more than just a fun change in appearance. We’ve prepared special abilities to go with each one!

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Put on your Peach costume and you’ll be able to summon the flagship villain of the Mario series, Bowser!

Maybe she didn’t draw a big enough magic circle, because it looks like we can only see his arms and legs, LOL. Yet watching Bowser pummel enemies with punches and kicks is a sight to behold. That first thrill you get when Bowser slams the enemy with his fist is quite an unforgettable experience.

Personally, I love the stomp attack he has… and don’t forget to call him out during some of the climax scenes as well.

All right, next is Link.

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By equipping the Shuraba with Link’s costume on, Bayonetta will be able to use the iconic weapon of the Zelda series, the Master Sword! Wicked Weaves will create a giant Master Sword that slices enemies clean in two.

This costume also changes some of the sound effects in the game. Remember that classic Zelda jingle that plays every time you open a treasure chest? With this costume on, you’ll get to hear it! We’ve included a few other sound effects well, all taken from A Link to the Past with Nintendo’s permission. Those classic sounds really do still hold up.

Last is our Samus costume!

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Samus has gone through more than a few powered suits in the Metroid series, but we ended up using the first game as our motif, per Kamiya’s request. Fans of the series should be able to tell looking at the shoulders.

One special feature that comes with the Samus suit is the ability to put the visor up or down during cut scenes. I think you’ll be surprised how fun this is. See how good it feels to slam your visor down right after telling an enemy off, or discover the amusement in endlessly going up-down-up-down during the game’s more serious moments. This can put the game’s cut scenes in whole new light!

That wraps up our blog this time. I think you can see why I’m not hesitant to call this Wii U port a “Special Editon.” This actually isn’t everything new the game has to offer as well—you might see me here again to tell you more in the future!

 

Until then!

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Bayonetta takes the stage at E3 2014!

Bayonetta

Filed: Bayonetta, Games

Bayonetta is back in a big way at this year’s E3!

Our favorite witch’s adventures take a whole new turn in the Wii U-exclusive Bayonetta 2. Pass through the Gates of Hell and take part in even bigger battles with crazier weapons as we push Bayonetta to the next level. But that wasn’t our only surprise this year.

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Your feedback was loud and clear, so along with announcing more info on the release of Bayonetta 2, we made it happen: the original Bayonetta is coming to the Wii U with all new Nintendo-inspired costumes and added features!!

Both Bayonetta 2 and the original Bayonetta will go on sale in the US in October 2014, and will be packaged and sold together! It’s the perfect way to experience the story of the Umbra Witches in a single go!

Bayonetta, and Bayonetta 2, are both rated M for Mature.

Keep your eyes on this blog for more Bayonetta news in the coming days and weeks!

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Bayonetta: Bloody Fate

Bayonetta

Filed: Bayonetta, Bayonetta 2, Community, PlatinumGames

As you may be aware, the Blu-Ray & DVD of the Bayonetta: Bloody Fate anime were recently released in Japan, so we think it’s about  time we gave you a bit more info on the movie, which was released in Japanese theaters last year.

Bayonetta: Bloody Fate is a movie adaptation of the first game in the series, created by anime studio Gonzo (http://www.gonzo.co.jp/index.html, Japanese only), known for popular works such as Hellsing, and Rosario + Vampire, as well as for contributing animated cutscenes to various video games such as Super Street Fighter IV, the Lunar series, and the Blazblue series. That’s an impressive résumé!

It also features an all-star cast of voice actors:
Atsuko Tanaka as Bayonetta
Mie Sonozaki as Jeanne
Daisuke Namikawa as Luka
Miyuki Sawashiro as Cereza
Tesshô Genda as Rodin
Wataru Takagi as Enzo
and the inimitable Norio Wakamoto as Balder

We won’t spoil the plot for you (although you’re probably already familiar with most of it), but we do have some other nice background information to share.

Last year, shortly after the movie was released in theaters, a special talk show took place in Osaka, organized by the “Bayonetta: Bloody Fate” staff: Mr. Fuminori Kizaki (director), Mr. Mitsutaka Hirota (script), and Mr. Yuji Naito. Our very own Yusuke Hashimoto (producer on Bayonetta/director on Bayonetta 2, and helped created the draft for the movie) attended as well!

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From left to right: Mr. Hirota, Mr. Hashimoto, Mr. Kizaki (the director), and Mr. Naito

The talk show touched on some of the trouble experienced during the development of the scenario: apparently Mr. Hirota had cried out “Maybe I could do the whole thing as a 3-parter, but you want me to do it all in 86 minutes!?” before exploding in a rain of haloes.

However, it wasn’t all bad: the show also covered some behind-the-scenes topics of the Tokyo International Film Festival in October last year, where the movie was first shown to the public, as well as some anecdotes on Bayonetta’s bathing scene (!), which was decided on “instantly and unanimously” at the first meeting between the movie staff and the staff of the original game.

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After that, it was time for some questions from the audience.

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Of course the crowd was dying to know more about the shocking climax scene, but there was also a healthy amount of interest in the cast of high-profile voice actors, and the BGM used for the movie. Everyone got to ask about their favorite scenes as well, so question time just flew by, and before you could say “Phantasmaraneae,” it was already time for the giveaway!

Character designer Ms. Yokoyama and character planner/supervisor Ms. Shimazaki kindly provided a couple of beautiful signed illustrations, and there was even a surprise present in the form of a framed illustration signed by our very own producer Yusuke Hashimoto and director Hideki Kamiya!

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Excitement filled the air!

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The illustration donated by Mari Shimazaki.

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The illustration donated by Ai Yokoyama.

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And the framed picture signed by Hashimoto and Kamiya

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We’re sure it found a great home somewhere.

For more information (in Japanese) and loads of downloadable goodies, please check the site below:

[Bayonetta: Bloody Fate] Official HP:

http://www.bayonetta-movie.com/

bayonetta anime (1)

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Fan Roundup February, 2014

Bayonetta

Filed: Bayonetta, Community, Games, Metal Gear Rising: Revengeance, The Wonderful 101

101FanArt8

At PlatinumGames we are thankful for our fans. You set aside your precious game time to write about our games, make high-quality videos, and create beautiful arts and crafts. We thought we would help spread these creations with regular Fan Roundup posts here on the official blog. Enjoy, and please keep that content coming!

We are sure 101 has been keeping your thumbs occupied, but if your feet are feeling a bit neglected, these wonder shoes should do the trick! Thank you Mairead Ralph.

WonderShoes

When it comes to art on a more traditional canvas, our Japanese fans have got you covered. Here are some of our favorites (with many more on our official Facebook page!)

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101FanArt7

Japanese fans aren’t the only artists out there! Check out this creative character blend of Bayonetta and another femme fatal by PlagueOfGripes.

Take a look at this Wonder-Pendant. It may not be functional on a pseudo-digital sub-atomic particle level, but it will complement any outfit. Besides, fan “Bucha” who sent this in is already Wonder Talented.

WonderNecklace

Saur’s helpful tutorial series has videos for both newcomers to 101 and veterans hoping to take their game to a higher level. This video gives tips for attaining the coveted Pure Platinum rank.

In a three-part blog on Destructoid, Chimpomagee explores the way 101 uses subtle visual cues to introduce systems to the player. We couldn’t have explained it better ourselves!

Many fans have noticed the DNA 101 shares with past PG titles. Gabriel Turcott-Dube explains what he calls the “secret ingredients” of The Wonderful 101; a truly wondrous concoction.

Speaking of in-depth analyses, check out Matthew Matosis’s review of The Wonderful 101. The video offers a comprehensive look (and at 37 minutes we do mean comprehensive) at 101 while contextualizing it with comparisons to Director Kamiya’s past titles. His critique is fair; his attention to detail second to none. Truly a review for the thinking action game fan.

Have any PlatiumGames related content you would like to share? Please let us know.

Find us on Facebook, or tweet to @platinumgames

Thank you!

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Bayonetta Developer Commentary Part 69: The End

Bayonetta

Filed: Bayonetta, Bayonetta Commentary, Community, Games, PGTV, PlatinumGames

This is it, folks! It’s the end of the line! The final part of the Bayonetta Developer Commentary!
In this episode we… well, we mostly say goodbye actually. It’s been a long run and we had fun doing it, so we hope you enjoyed watching it as well!

But don’t be afraid, this is only the end of the Bayonetta Developer Commentaries. The world keeps turning!
More content is brewing, so keep an eye on this space! We will be back before long…

Thanks for tuning in, everyone!

Also, be sure to watch the “Developer Commentary” tag for previous episodes. You can get the videos delivered via iTunes or RSS as well.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

This episode was translated by Abebe Tinari. Give him a round of applause, everyone!

If you’re feeling in a talkative mood, why not join our Community and share your feelings on our Forums!?

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Bayonetta Developer Commentary Part 68

Bayonetta

Filed: Bayonetta, Bayonetta Commentary, Community, Games, PGTV, PlatinumGames

Here it is! Part 9 of the Bayonetta Developer Commentary Finale! THE END IS ALMOST UPON US.
Today’s episode mostly deals with Bayonetta spin-off products (sorry, that hug pillow is probably not gonna happen), so if you simply cannot have enough of our angel-slaying witch (and let’s be frank: you can’t), be sure to check out the video below!

Enjoy!

If you want to know more about the upcoming Bayonetta anime movie, clickety-click here (Japanese only).

Also, be sure to watch the “Developer Commentary” tag for previous episodes. You can get the videos delivered via iTunes or RSS as well.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

This episode was translated by Abebe Tinari, who does not like it when I make fun of his name.

If you’re feeling in a talkative mood, why not join our Community and share your feelings on our Forums!?

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Bayonetta Developer Commentary Part 67

Bayonetta

Filed: Bayonetta, Bayonetta Commentary, Community, Games, PGTV, PlatinumGames

Welcome to part 8 of the Bayonetta Developer Commentary Finale! We’ve almost reached the end!
Today’s episode is very character-focused, so if you want to know more about the colorful cast in Bayonetta, make sure to give this a look!

Enjoy!



Also, be sure to watch the “Developer Commentary” tag for previous episodes. You can get the videos delivered via iTunes or RSS as well.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

This episode was translated by Abebe Tinari, which is actually a real name. As always, feel free to share your thoughts in the comments!

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Bayonetta Developer Commentary Part 66: Temporal Paradox

Bayonetta

Filed: Bayonetta, Bayonetta Commentary, Community, Games, PGTV, PlatinumGames

Welcome to part 6 and 7 (which is also 6) of the Bayonetta Developer Commentary Finale!
Due to a rift in the space-time continuum, part 7 of the Bayonetta Finale was recently uploaded before we even got to part 6 (it’s all Balder’s fault).
Fortunately, we managed to salvage part 6 from said rift by sending Jeanne after it on her motorcycle, so continuity has been preserved! Yay!

View the real part 6 below to get to know Director Hideki Kamiya’s teenage side, and to find out how demons recover from a hard day’s work!

And here’s part 7 which mysteriously got uploaded before, posing as part 6, just in case you missed it:

Also, be sure to watch the “Developer Commentary” tag for previous episodes in whatever order you want. You can get the videos delivered via iTunes or RSS as well.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

These episodes were translated by Andrew Brasher and uploaded by an artificial intelligence from the year 2051. As always, feel free to share your thoughts in the comments!

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