Platinum Twilight and Bayonetta Developer Commentary

Filed: Bayonetta, Games, PGTV, PlatinumGames

Kamiya here, fresh off commenting on the official After Burner Climax blog in the afterglow of happiness that came when I heard news about the digital release. I still can’t believe that they are really going to port the game! It’s great! You may not know, but I’ve been begging for this gem for ages, as I thought After Burner Climax was the simplest and most effective vehicle for showing people what “next-generation” machines can really do. Having these planes flying in crazy environment and taking out entire formations of enemy planes in rapid-fire, is full of spectacle and “gamey-ness” if you ask me. Now put that up in the big screen TV corner of an electronics store, and that would get even grandma and grandpa to stop in their tracks. You don’t need to make things real! The absurd is amazing! With something like that, I could even get my old man, who might have zero interest in games, to beam with pride and say, “That’s some next-gen goodness.”

So the Xbox 360 version will be 800 Microsoft Points, and the PS3 version will be around 900 yen, which makes me wonder if it is OK to be that cheap. I would have bought it even if it was a full priced, packaged release… I’m going to have to unpack my video projector… I’ve been pretty vehement about saying, “PORT IT!” so now I am going to have to put my money where my mouth is and play this game on like a 100 inch screen.

So, since After Burner Climax is one of our brothers-in-Climax so to speak, make sure you pay attention when it is released digitally this spring. And best of luck to everyone working on the title! Oh, and let’s get working on getting Monster Land up on the Virtual Console or XBLA.

Check out the official SEGA After Burner Climax website:

http://sega-afterburner.com/

Wow, I got a little excited and that ended up longer than I thought… Alright, on to the next topic. Last January 30, we held a party for our fans at an authentic Cantonese restaurant on the 39th floor of our office building, the Umeda Sky Building in Osaka. We called the event Platinum Twilight!

32 fans came for the evening and spend some time with the staff here at PlatinumGames. A good time was had by all. Everyone was very well-mannered, and we didn’t get any “delicate” questions (actually, I kind of wish they had asked us more questions…), so it was a really chilled out evening from start to finish. It was nice to hear some much fervent support from so many people, and it made me feel warm and happy that chose a path for my life that included making games.

Having events like this with our fans is something that we did several times during our Clover Studios days, but having it in the very same building as the studio meant that we just had to make an exception to the rule and give the fans a quick tour of the production floor. Even when it is guests working in the industry, we are especially careful about information leaking, so this was the first time that non-studio guests have been show around the inside of the studio. Right now, we are working hard on Vanquish, which at the time had just been announced, but details had not been released, so even I got a bit nervous leading people around and explaining things to them.

We were only about to show people around the studio for a short period of time, but I think that people more or less got a feeling for the fact that one of the important point to the way we make games is breaking down barriers in our office and communicating with each other. I also think they discovered that we really love toys here. People even saw my cluttered desk… At the least, being able to actually talk with the users we normally don’t even get to place a face on was an incredibly important experience which can’t simply be summed up into a few words.

Of course, we are around to create and release interesting games; however, we are not some sort of “game creating machine. Everyone on the staff are each their own person. Just as when you become interested in one of our games, we are interested in the users who play our creations. Things may change depending on the type of game, its scale, or the people behind (or company) it, but I think that I’d like to make games more like they are a folk craft, filled with the warmth of people, rather than some sort of industrial packaged good. I want to keep holding these types of events, so we can share each other’s true dispositions and get a feel for each other’s humanity, instead of persisting in your stock “producer/consumer” relationship.

It was a little bit hard to figure out when the event ended because of how things were run a bit poorly; however, I am very thankful for all of those who took valuable time out of their lives to spend time with us. Thank you so much! To those fans that weren’t selected to be with us, we plan on holding as many events as we can in the future, so definitely enter to attend the next event if you can.

So here are my notes on the event…

When Bayonetta came out, I played it for 30 hours straight on the day of release! -> I beat Super Mario World the day the SNES came out.

l  So that’s the kind of person who wrote those blog entries…

l  Valentine’s Day chocolate

l  Sorry that the printing on the overseas collector’s editions Scarborough Fair gun is wrong…

l  Bayonetta cosplay! Woohoo!

l  Hand-made Scarborough Fair guns are awesome.

I love Resident Evil 2 -> I’m kinda proud that I think we might have been the first kissing scene between two polygonal characters rendered in real-time.

I like RE2 more than RE1 -> I’m actually a bigger fan of 1. LOL.

Make a sequel to Bayonetta! -> If schedules work out…

Make a shooting game! -> I’m not opposed to this…

Make Viewtiful Joe 3! -> Anyone actually going to play it? LOL

Sequel to Okami? -> I did have a story for one in my head, but you know…

My paragons of gaming are God Hand and Vagrant Story -> I, too, am a devotee.

I like Devil May Cry 2, too. -> WHAT!?

I want one of the mini-dolls from Bayonetta -> Please keep putting in requests…

I want one of the Bayonetta love pillows -> Please keep putting in requests…

I want Bayonetta’s glasses -> Hehehehe…

l  The original arcade version of Nemesis (Gradius) is awesome!

l  If you live in Juso, you should try the ramen shop near the station. It’s called Yokanise.

It’s hard to follow Bayonetta’s story -> Sorry bout that…

That wraps it up for the party, but I have one more thing to report in this post. Since Bayonetta game play commentaries seem to be flourishing online, I thought that I, Bayonetta director Hideki Kamiya, in my infinite lack of wisdom, would try and make one myself. I gave it a shot on the prologue and here are my results.

Bayonetta Developer Commentary - Prologue Part 1

Bayonetta Developer Commentary - Prologue Part 1

This movie requires Adobe Flash for playback.

I made this by myself at home, so pardon my complete lack of excitement, the poor AV quality, and terrible technique. I am mainly talking about things behind the scenes things like incidents during development, hidden background information, etc. If you are interest, please check the videos out. It’s been more than 3 months since the game came out, so I figure that many of you may be getting close to wrapping up the game, so beware that the videos contain spoilers! I’m not normally the world’s most motivated person, so I’m not sure how long I will continue this (LOL), be have fun nonetheless.

Until next time!

Picture: Our concept designer Ikumi made these for my birthday. She designed the dolls for the game, and then she made these by hand! But instead of making Jeanne, she made Zero…

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Building the Buildings in Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello, everyone. My name is Shirai, and I am a background designer here.
Time passes so quickly… To think it was three years ago that I joined the company… Whenever I think that, I get a bit impatient, and end up working hard every day to create even better things.

I was mainly tasked with background modeling during Bayonetta, and I would like to show a few of them to you in this blog.

Ithavoll Building (Exterior)

According to the background information, the building is incredibly tall, upwards of 3 km!
 
The Ithavoll Building is the symbol of Isla Del Sol. At the time I had just entered the company and was a complete rookie when they told me to model this, so I did feel some pressure, but I was also very happy.
 

This is what the model looks like.


This is what it looks like when textured.


And this is once the shadows are baked in.


At the spire of the building, there is a sphere that floats via a mysterious power. (Perhaps the person inside…)
 
Gjallarhorn Strategic Defense Initiative Building

During the game, these two buildings appear during the final fight with Jeanne.


These buildings have very distinctive sculptures on their front facades. I spent a good deal of time thinking about the feel of the kind of material these sculptures would be made out of.
 

Ultimately, I decided to go with someone very mechanical around the shoulders, and then with something more concrete like as you head downwards.
 

When the defense system is activated, the wings spread out like so. On the wings, written in our Angelic font, are the words: “Our fate rests on the wings of divine providence.”
 

Jeanne’s Last Stand
 
This building is the scene of Jeanne’s last stand…! When I was asked to create this, I proceeded with production with the goal of really wanting to make the building stand out.


The bottom part of the water fountain is broken glass, which allows it to glitter as if illuminated from below.


Water flows down off of the roof.


This is the finished product. Kamiya-san wanted things to pop, so he asked that the small items placed in the area could be destroyed, so I made sure that the water fountain and parts of both sides of the roof could be broken apart.

This is how we went about creating the backgrounds in Bayonetta, in small teams of 3-4 people per stage. Once you put all of these elements into one stage, this is what you end up with.

After this stage, the Effects designers will add special effects, and then I will consult with a programmer to get the stage implemented. Then final tweaks will be made.

I hope you all enjoyed Bayonetta! If you are interested in the game, but haven’t picked it up yet, I assure you that it is really fun, so definitely give it a try!

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Xbox 360 Premium Bayonetta Theme

Filed: Bayonetta, Community, Games, PlatinumGames

(Originally posted on the Japanaese Bayo-Blog January 25, 2010)

Hello, everyone. Happy New Year. Bayonetta concept designer Ikumi Nakamura here, humping my beloved Lancer Assault Rifle along with me.

Bayonetta has been released in Europe and North America now. Everyone on staff here is enjoying seeing all your comments about the game everyday.

I wanted to talk about the Premium Theme we made for the Xbox 360.

The main point of departure for the Premium Theme was to place it in the same ballpark as the Bayonetta in-game Chapter Screen (the map screen). I started work on the theme right in the middle of the carnage that is the end of development; naturally, I was sweating bullets as I worked out the design. Originally, we created 10 “stages” that followed the story of Bayonetta for the Friends screen.

However, those of you who purchased the theme got to see 7 of the stages I designed for characters to stand on, if my memory serves me correctly.

Months prior, the world famous Hashimoto Producer had directed me to “Keep the data size down to a third of what you’re using.”

No matter how much Kamiya-san complained, we weren’t able to increase the file size. It caused problems not just for me, but also our programmer, Kenji-san. The only way we could make the limit was to cut some of the stages we created. I’d like to show you the 3 character stages that didn’t make the cut.


Cereza’s stuffed cat stage


Paradiso stage


Ithavoll Building stage

I’ve included Kamiya-san’s avatar in the pictures. I think you should be able to use them as wallpapers if you’d like.

I still have no idea why the Ithavoll Building, a crucial locale, didn’t make the cut…

(EDITOR’S NOTE: The event below is now over.)
By the way, on January 30, 2010, we will be having an official PlatinumGames party with our fans. All of the staff here are looking forward to meeting you all.
We hope to see you there!

Bye for now!

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A New Year’s Greeting?

Filed: Bayonetta, Community, Games, PlatinumGames

(Originally posted January 19, 2010 on the Japanese Bayo-Blog)
A little late, but Happy New Year, everyone. Kamiya here. I’m not sure if it is because I run my mouth too much, but big brother ends up censoring me, so I haven’t really been able to give you all up-to-date information because my blog has been slow to update.
Since it is a New Year, I received various New Year’s cards and presents from our fans and others. They motivate me to work hard, so thank you so much!

So Bayonetta has finally been released worldwide, huh? Is everyone playing it having a good time? The game has been on-sale in Japan for more than 2 months now, and even though it is a game with its own peculiarities, people who love it seem to truly love it, which makes me quite happy.

Which leads me to some news… The one and only TIME magazine wrote about Bayonetta in their 1/25 issue! It was the video game pick for TIME’S PICKS FOR THE WEEK. This is pretty cool, as TIME is a huge magazine, with a circulation of over 3.3 million readers in North America!

Hashimoto said the other day that he wanted to sell more copies of Bayonetta than the original Devil May Cry, to which I replied, “Not happening…” (LOL) Anyways, I think that this game is where we planted the seeds for something that will eventually grow into a tree with a stout trunk. But I just say that kind of thing and then leave things be…Which ends up with me getting stuck with some sort of global label as someone who doesn’t want to make sequels. (LOL)

Read the rest of this entry »

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On Boss and Summon Animations

Filed: Bayonetta, Community, Games, PlatinumGames

(Originally posted on the Japanese Bayo-blog on December 25, 2009, but withheld due to spoilers.)

Hello, I am an animator here at PlatinumGames. You can call me Nakajo. It seems early, but it is already Christmas, huh? The office building that houses PlatinumGames has an enormous Christmas tree that really sparkles and shines, attracting huge crowds of revelers even on the weekends. This is the third tree that has welcomed the Bayonetta project, but this year things have calmed down, so I was able to look at the tree in a new light. (Don’t ask what it was like before this year…)

About My Role on Bayonetta
I jointed Team Little Angels primarily as an enemy animation designer. The senior animators on the team have already gone over much of the animation here on the blog; however, I thought I would talk a little bit about one of the Cardinal Virtues, Temperantia, and the Infernal Demon summon that finishes off the boss.
(I thought the animators’ blogs were finished up with Uchi’s blog… But I got called in to write one… I’m writing this now half-crying because I just couldn’t figure out what to include…)

When animating the Temperantia fight, I worked making sure to absolutely avoid destroying the sense of scale, all the while paying attention to the sense the heft and speed the fight had. With something as big as Temperantia, getting a sense of heft and scale requires the attack motions to get bigger and bigger, so I had to go through numerous… numerous… numerous… revisions to make sure the attacks didn’t come from off-screen. (If you are attacked from off-screen, you can’t see the locus of the blow, making it impossible to dodge, right?)

Since the main part of Temperantia is SO big during that fight, the boss actually ends up being the stage, and we included various gameplay devices to this end. Some new big of gameplay would be put into the game and then go through numerous… numerous… numerous… revisions. (Again!!)

With the Infernal Demon summons, they would start by deciding Bayonetta’s summoning pose. Uchi-san also posted about the motion capture process in a previous blog, but I would patch things up using some of the stored motion capture data.

However, there is a limit as to how far you can use this data, and having things like “win poses” overlap with each other wouldn’t be good, so it was always a bit of a difficult situation when we’d begin to argue over poses:
“Hey, I’m using that pose already.”
“Really? I’ll look for something else…”

Once Bayonetta’s pose was locked down, I then moved on to how the Infernal Demon and Temperantia would interact. In Temperantia’s case, he is met by the six-armed demon Hekatoncheir. It was consulting with Kamiya-san, who wanted to make sure that this thing was powerful, that we decided to increase his number of arms from two to six. (Huh? He only used to have two… But six is three times as powerful! And three times as much work!! *cries*) During production, I got a really weird sweat and two or three times I thought that my soul might literally escape out of my mouth; however, I was able to finish the product.

Bayonetta is a game that holds many things and memories; however, having users play it and enjoy it would make me happy.

That’s all for now!

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BAYONETTA UPDATE TO BE RELEASED FOR PLAYSTATION 3

Filed: Bayonetta, Community, Games, PlatinumGames

SEGA Europe and SEGA America can today announce that an online update will be available on Jan 28th for the PlayStation 3 version of BAYONETTA. This online update allows the game to be installed onto the console’s hard drive which significantly decreases the loading times for the game.

The update will automatically be downloaded to PlayStation 3 when users launch BAYONETTA.

BAYONETTA is available now on Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system.

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Bayonetta Fan Art Contest – The Platinum Awards

Filed: Bayonetta, Community, Games, PlatinumGames

Kamiya here. Lately I’ve been listening to the Bayonetta soundtrack while working, but whenever I listen to the music from the latter half of the game, I have some sort of conditioned response to remember being in a nice warm bath, staring back at downtown Osaka (Umeda). It doesn’t leave me in a good mood. Ahhh… The last part of Bayonetta’s development was really brutal, and since I couldn’t go home, using the spa here at our offices in the Umeda Sky Building to wash away the days fatigue was the only thing I really had to look forward to; however, it seems like that left an indelible impression on my psyche. The spa on the 22nd floor has an unbroken view of Umeda, so during the day I would escape the development floor and head up to soak my messed up body in the bath. While soaking, looking out at skyscrapers under the expansive blue sky, it felt so great, like I was in heaven… When I hear the track that plays before you enter Balder’s Room, “Paradiso – Sea of Stars,” or the final track, “The Greatest Jubilee,” I feel completely opposite to the track names themselves; it’s delusional, like I’m getting sucked into hell. Both of the tracks were composed for us by Mr. Rei Kondo… Sorry… They really are good tracks… (LOL)

Speaking of the soundtrack, it isn’t just songs created by PlatinumGames staff. We had the opportunity to work with lots of people outside of the company, which I am really grateful for. From Rei Kondo, to all the staff at GEM Impact, to Hiro-san at SEGA, thank you from the bottom of my heart! I’d love to work together again!

On to the next… A while back Wizard Magazine held an art contest entitled Bayonetta Re-Envisioned, and lots of great works were selected as prize winners. Of course, we had a say in who won, and the staff all looked at all of the entries! The Grand Prize winner was one that I selected personally.

The idea of taking Bayonetta’s design and using that as a starting point for a brand new concept was a rather unusual experiment for a contest, and all of the entries obviously showed a lot of passion, each one amazing in its own right. Because of this, there were works that we weren’t able to include in the contest, but were so good that we just couldn’t get them out of our heads. That is why we would like to point them out and recognize them here on the blog.

First up is a work by Michael Hiscott. Our concept designer Ikumi Nakamura picked this one. The cherry blossom trees in the background mesh well with Bayonetta.

Shimazaki picked a work by Chuan Ju Lee. Bayonetta started with the idea that witches had to be black, but this image boldly threw black right out the window.

Shimazaki also picked another work, this one by Alexander Gordon. It’s fancy, like it could be an illustration in a fairy tale collection.

Next is a work by Brent Patrick Wilson. This one is incredible… It was a design contest for Bayonetta, but Rodin and Jeanne are so prominent that they are the only thing we really noticed.

Actually, this work by Joshua Meeks was the most popular among the team. It looks like it was created with colored pencil on drawing paper (?), but posing Bayonetta in such a dynamic drop kick is the work of no mere amateur.

Finally, we have a work by Randall Louis. The design, expression, and pose got stuck in our heads and we just couldn’t forget it. If there were a CD with this image as its cover, I would buy it without question.

So what do you think? For all the works that we picked up in this post, we are going to send the artists a copy of the Bayonetta soundtrack, which is currently on sale only in Japan! Because of the differences in markets and the such, we aren’t sure if the Bayonetta soundtrack will be released officially overseas; however, this 5 disc set is a gem, filled with what we feel is only the best content, so I think that you will find it enjoyable.

Well, that wraps it up. Until next time!

Picture: A promotional item that will be given out in Germany. Here is a picture of the back…

Picture: It has a Gates of Hell logo. What could be inside?

Picture: A lollipop! Cherry flavored, I think? But it’s got a kick to it. Definitely not that kind of flavor you would encounter in Japan. (LOL)

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The Weapons of Bayonetta – Special Edition

Filed: Bayonetta, Community, Games, PlatinumGames

Happy New Year, everyone!
I’m the head of the PlatinumGames Weapons Development Division (No. of Employees: 1), Muneyuki “Johnny” Kotegawa here.

I’ve seen on the web lately that some fans have been creating Scarborough Fair and All 4 One models. As a member (and leader) of the PlatinumGames Weapons Development Division, I am quite pleased to see these efforts.
I decided to lend my little bit of support by preparing multi-direction and exploded views of the guns in question. Print them out, line them up, and get a taste of how much fun it must be to be Rodin himself. The charms are also included, so I suppose you may want to make these as accessories as well.

So please accept these as a token of my gratitude, and enjoy your lives as witches!

These images are also available on the PlatinumGames Flickr page.

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Announcing (A Bit Early) a collection of Bayonetta Design Artifacts

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. Character designer Mari Shimazaki here with some good news.

It has been something like two months since Bayonetta saw release in Japan. For those of you still playing Bayonetta, or those of you taking a little break, we’ve still got more Bayonetta to give you, so stay with us just a bit longer.

Which brings me to today’s announcement.

As Hashimoto-san mentioned on the Xbox Live Park broadcast here in Japan, we are going to put out a book collecting the design materials we used for Bayonetta. Woohoo!

It will be a little while until it’s released, but here are the details:

Bayonetta Design Collection (Temporary Title)
Release Date: Q1 2010 (Planned)
Price: TBD
Publisher: Enterbrain

It’s going to be a really thick book, as we are going to include almost all of the images we’ve used in promoting Bayonetta! (We were unable to get rights clearances for a few of them…)

Japanese gamers will get a chance to see art that we’ve only released in the West (which there were quite a few we made behind the scenes), as well as peeks at unreleased character, enemy, background, and weapon designs. There will also be CG illustrations and some new easter-egg illustrations (that I’m working on right now) amongst others. Overall, there will be more than 500 pieces of content to sink your teeth into! There will also be tons of comments from the development team (which they are working on now) to round out this monster collection! Look forward to it!

Whenever I end up working on one of these expansive books, I always end up feeling like, “This is sad. I have to show off all of these designs that got shot down… And they are from years ago as well.”
Even though I love looking at others people’s stuff… this poses a real dilemna for me.

Well, enough of my grumbling, I’m going to stay focused on working on the book for now, and even though it will be a while until it is in your hands, I hope you all look forward to it.

Well, I guess the world is all wrapped up in Christmas colors now.

How did you all spend the Christmas holidays? December 25 was actually our last work day here at PlatinumGames, but I am sure plenty of us went out drinking after we wrapped up.

Until next time.

More…

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New Year’s Greetings and Bayonetta’s Western Release

Filed: Bayonetta, Community, Games, PlatinumGames

Hi all. Producer Yusuke Hashimoto checking in again.

Happy New Year!

I decided to draw Bayonetta on a New Year’s Card. The more I drew, the more I was surprised by how detailed the design was becoming, and even though it was too late, ended up saying “Wow, this is how this turned out…”

Today also marks the start of Bayonetta’s worldwide release!

I am happy to see her spread her wings and fly overseas, and I really hope that everyone let’s go of time and has fun while playing the game.

So I hope that this year you all support Bayonetta, and continuing supporting us here at PlatinumGames.

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