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!

Bayo2_SS_140603_008

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

Tagged: , , , , , , ,

Character Design Pt. 3: New Characters, Extras

BAYONETTA 2

Filed: Bayonetta 2

Hi, it’s Mari Shimazaki again – lead character designer.

We’ve got just one week until Bayonetta 2 hits the shelves. Are you ready?

Loki

2loki_01

2loki_02

For my last little update before the game goes on sale, I’d like to talk about some new characters at the center of Bayonetta 2’s story, and some “extras.

In the original Bayonetta, our main character traveled with a little girl named Cereza. This time, it’s a mysterious kid that sports some attitude.

Designing him had its twists and turns. First he was actually planned to be a girl, but Kamiya saw that and said “…I did that the first game.” So we changed it to a boy.

If I talk about him too much I’m scared I might ruin some of the game’s story, but I think I can at least talk about the colors, accessories, and patterns I chose for him. I wanted him to have a modern look that still was also reminiscent of the otherworldliness of his character.

2lokicard_01

 

2lokicard_02

Also, I’ll say a thing or two about the cards he uses.

In the actual game you only see him use a few specific ones, but I actually drew an entire set, kind of just because I wanted to.

One set totals to 22 cards.

There are also Verse Cards in the game that preserve the same basic design, but they were a collaboration work between the entire team. They made 53 cards altogether.

If you’re into cards those numbers might ring a bell. That’s right: they’re the same number of cards that you’ll find in a set of tarot cards (Major Arcana) and playing cards.

There are a lot of explanations for how tarot cards and playing cards originated, but for Bayonetta 2, I liked to design them thinking “what if the real origin of tarot/playing cards lies with Loki?” That helped me design them to make sense in Bayonetta’s world.

As for his 22 card set… can you guess the tarot counterpart for each card?

Might be interesting to put them side by side and try to see if you can tell.

 

Masked Lumen

2mask

Masked Lumen… another key figure to Bayonetta 2’s story.

Just like Loki, I won’t tell you too much about who he is to avoid spoilers, but I’ll at least say the two concepts that I kept in mind while designing him were “straight lines” and “grace.”

Super Mirror/Couture Bullets

bayonetta_bonus_01

bayonetta_bonus_02

bayonetta_bonus_03

After acquiring the Super Mirror 2, Bayonetta can become an Umbran Gekka, Policewoman, Schoolgirl… They’re what’d you’d call “unlockable costumes.”

The basic design process I went through for these costumes was to brainstorm with Hashimoto and think about what costumes the fans would like. Then, out of those, Kamiya, Hashimoto, and I each chose a costume of our liking.

For the first Bayonetta, Kamiya was the director, so he chose the P.E. Uniform.

For Bayonetta 2, Hashimoto was the director, and he chose the Umbran Gekka.

Kamiya admitted that he probably indulged himself a bit too much when he made his choices for the first Bayonetta, so he chose something with a bit more mass appeal for this game: the policewoman. Hashimoto chose the Umbran Gekka, and I chose the schoolgirl outfit.

The process taught us about each other’s individual preferences, which was fun.

During game development, we always get to making these extras at a time when the staff really have their hands full. Sometimes it’s hard to put in everything we want, but we all still really want our fans to enjoy the game as much as possible, so we do what we can.

Some of the ideas that the staff had were pretty out there. I ended up drawing some interesting sketches so if I ever have the chance I think it’d be fun to show you.

After you finish your first playthrough of the game, be sure to try out the main game, Muspelheim, and Tag Climax in your own favorite costume.

Be just a little more patient—good times are right around the corner!

Tagged: , , , , , , ,

Bayonetta 2 Misc. Tips and Tricks

BAYONETTA 2

Filed: Bayonetta 2

Hello everyone. Once again, this is the arcade-frequenting, karaoke-loving game designer Ryoya Sakebe. Chances are good you’ll find me at one of these places on my days off.

This time I’d like to share a couple behind-the-scenes tidbits from the development of Bayonetta 2.

(Spoiler warning!!)

The dedicated among you may already know some of these, but bear with me.

1) Where’s Loki?!

In the first part of the game’s story you travel with your companion Loki. He is able to transform into a flying squirrel, and while on the move he hangs out within Bayonetta’s substantial bosom. Lucky jerk. But when Bayonetta unleashes the Beast Within and transforms into a Panther, where do you think he goes? Don’t worry, she doesn’t leave him behind!

sakabe_1_1

↑Here’s Flying Squirrel Loki holding on for dear life. Move the camera around to get a closer look; he’s super cute!

2) Don’t fall for the PKP combo trap

If you fully execute a combo, your final hit will summon a Wicked Weave, dealing much more damage than a regular attack. Out of all the possible combos, the quickest way to get out a Wicked Weave is the Punch-Kick-Punch combo (known as PKP for short.) What an easy way to rack up a ton of damage, right? Wrong. You still have a long way to go…BD (sunglasses smiley)

While the PKP is fast and can stun enemies, we purposefully made it less powerful than other combo finishers. Moreover, if you send an enemy flying with PKP, you’ll have to go chase them down before you can start your next combo. If there are any true Platinum rank chasers among you, please remember: you will never achieve true strength while relying on PKP.

3) The secret effect of Tetsuzanko

Here’s another little known fact.

Pressing Punch after moving the analog stick from back to front executes the devastating “Tetsuzanko”. Purchasable from Rodin’s store, it takes a different form depending on the weapon you have equipped.

With Rakshasa equipped…

sakabe_1_2

↑The start of the Tetsuzanko animation with Rakshasa equipped. Leap back away from the enemy and…

sakabe_1_3

↑Close the gap in an instant with a slash!

This movement makes it a bit of a tricky attack to use effectively. In fact, the part of the animation where you jump back is not just for show; it allows you to dodge enemy attacks. Which also means you can activate Witch Time! While you’re slashing away at an enemy, if it looks like it is about to attack, quickly input the command for Tetsuzanko. In a single fluid motion you will jump back, dodge the attack, activate Which Time, and launch an attack of your own. Just think of the combo points! It can be tough getting the right timing in the middle of a difficult battle, so give it a try against Accolade, or some other easy enemy. Trust me, you will feel like a total boss.

Well, that’s all I’ve got for you today. There are still plenty of fun little facts and stories left to tell, but they will have to wait for another day. See you!

Tagged: , , , , , , , ,

Scenario Writing in Bayonetta 2

BAYONETTA 2

Filed: Bayonetta 2, Games

Hello everyone, it’s been a while. This is Hideki Kamiya, director of the first Bayonetta, and supervisor on Bayonetta 2.

At long last, the release date is right around the corner! It’s been a long road getting here, filled with bumps, twists, and turns. There was even a time when we almost lost hope of releasing the game altogether. It makes me happy that we can bring you Bayonetta 2, and I would like to extend my personal thanks to Nintendo for stepping in and making this game a reality.

In a blog a while back, I briefly mentioned my role as scenario writer on this project. To my surprise, a lot of fans seemed really surprised by this news, and I realized that I haven’t properly explained what this entails. This time, I’d like to explain how I worked on the scenario for Bayonetta 2.

bayonetta_story

But before we get into that, I’m sure many of you are a bit confused about what a game supervisor does. It is quite an important-sounding title, but to put it simply, they supervise the project from a position one-step removed from development. At PlatinumGames, the person who has the final say on what goes into a game, and who is ultimately responsible for how it turns out, is the director. I believe that every game should be infused with the unique color of its director. Because of this, my involvement in Bayonetta 2 consisted of regular meetings with Director Hashimoto where I only provided advice when necessary. The one exception perhaps, was Jeanne; when it came to her character, I butt in with my comments at every opportunity.

That said, not only was Hashimoto the producer on the first game (the person in charge of team management and strategic decisions for the title), as an artist he also designed all the enemy angels. By the way, he is once again doing double duty on Bayonetta 2; this time as director / enemy designer! Since he is someone who deeply understands and shares my vision for the world of Bayonetta, I hardly needed to nit-pick his decisions whatsoever. And Hashimoto isn’t the only one returning for the sequel.

With “Don-san” programming the enemy angels / demons, Shimazaki designing the characters, Yamaguchi handling the animation, Ueda and Mr. Rei Kondo on music, sound effects by Daisuke and Sound Deluxe, and Tsuda and cinematic director Shimomura in charge of cut scenes, all the key staff that together created the world of Bayonetta came back for a return performance. I had nothing to worry about.

Long story short, I was not directly involved in the day-to-day production of Bayonetta 2. The scenario, however, is a different story. I talked with Hashimoto and we decided that, since Bayonetta’s dialog is one of the key things that makes her character, it would be best for me to continue my role as scenario writer.

However, with my hands full directing The Wonderful 101, I didn’t have the luxury of devoting myself to working on the scenario. Help came in the form of Bingo Morihashi, a skilled scenario writer who happens to be an old colleague of mine from my Capcom days.

I chose Bingo for this job because he has a lot of experience writing for games that have a similar style to Bayonetta.

A game scenario is about more than just having the characters deliver the story. With the pace and progression of the game in mind, you have to consider the timing of the cut scenes and battles; it is the key to composing the game’s overall balance. Constantly interrupting the action will kill the player’s momentum, but a complete lack of context to get the player pumped up will make the climatic moments fall flat. The job of a game scenario writer is to dole out story appropriately, while making sure the game still feels brisk and fun. Bingo, with his wealth of scenario writing experience, was just what the doctor ordered to complete the scenario.

Planning for the Bayonetta 2 scenario began during a discussion with Hashimoto. It was almost like a casual chat, where we went back and forth saying “what if this happened?” and “what about this character?”, deciding the overarching story and overall structure of the stages. Once the rough outline was in place, we brought Bingo into the discussion and had him fill in the details. Next, we had Bingo turn this outline into a game scenario. This became the first draft of the scenario: a detailed plan for each stage explaining when each cut scene would play, how each character would make their appearance, and the way each story beat would unfold. From here, I worked on the flow of the characters’ dialog and added scenes to bring out that unique Bayonetta flavor. At this point it was basically the text equivalent of a storyboard; everything was in place. Since the first draft was well structured, I was able to concentrate on bringing out the personality of the characters and fleshing out the world without having to worry about the story / action balance. At the end of this process, we completed the final draft of the scenario.

Next, building off this scenario, cinematic director Shimomura added his own interpretation and touch to the scenes. Ultimately, we ended up with a story so wildly over-the-top that it might even outdo its predecessor. I can’t go into any story specifics here, so please play the game and experience it for yourself!

We are nearing the end of this post, but I hope you enjoyed hearing about the scenario writing process. We have inherited the same Bayonetta flavor from the first game… no, that’s not quite right. The truth is, the two stories are inextricably linked; they are two sides of the same coin. For those of you who will be entering the world of Bayonetta for the first time, I highly recommend you play through Bayonetta before jumping into Bayonetta 2. To those handsome individuals among you who have already played through the first game, it wouldn’t hurt to play it again as a refresher.

Actually, on second thought, it might be interesting to go back and play the first game after you have beaten the sequel… I’ll leave it up to you.

As always, please let me know what you think about the game!

Until next time!

Tagged: , , , , , , ,

The Wonderful 101 Original Soundtrack Digital Release!

The Wonderful 101

Filed: Games, The Wonderful 101

Hello everyone, my name is Hiroshi Yamaguchi. I was a composer on The Wonderful 101.

Starting today, people around the world will be able to download the official soundtrack for The Wonderful 101! But that’s not all. This is the first soundtrack released under our very own PlatinumGames record label: Polaris Tone. As the game celebrates its 1st anniversary, I could not be happier to bring you the soundtrack.

I worked on The Wonderful 101 for around two years of its development. When I first joined the team I was the only one in the BGM section. While experimenting with various directions to take the music, rough design documents and in-progress screenshots were my only reference.

Even at this early stage, the concept of 100 heroes coming together in the Unite Morph was already in place. More than just your run-of-the-mill hero series, it was a tale of courage and comradery; a story of 100 brave heroes working together to stop evil on a massive scale! With this world in mind, I set out to make catchy music that would appeal to an audience just as wide as the universal themes of heroism that the game is all about.

The first song I completed was for the opening stage: “ST01 Roll Out, The Wonderful 100! Battle in the Blossom City Burbs.” I really liked the hook at the end of this song, so I decided early on to use it as a recurring motif throughout the whole game. Around this time I had also finished a rough version of the music for the second stage: “ST02 Head for Blossom Tower”, using ideas I had left over from stage one. Just as I was patting myself on the back, thinking how smoothly everything was going, Director Kamiya requested a common jingle that would appear in the music for each stage. It proved much more difficult than I initially anticipated. It is embarrassing to admit, but it took me over 40 attempts to get it right. You can hear the fruit of my hard work in “Roll Out Jingle 1.” I break into a cold sweat now just hearing the word “jingle.”

Three months after I started on the project, Takizawa, a composer with three years experience in the company, joined me on the team. About half a year after that, a new composer (in her first year at the company) named Kurokawa also joined the project. While originally conceived as a mid-sized project, by the time Kurokawa joined us the game had already grown considerably in scope, and the overall shape was starting to come together. I thought to myself, “this one is gonna be huge” and, as expected, we were super busy right up until the end of the project.

The highlight of the project for me was composing “The Won-Stoppable 100.” You may have read about this in Director Kamiya’s blog, but we decided to redo it right before the game went gold. It was a do-or-die situation for me. There were points where I was on the verge of giving up. I would go up to Director Kamiya and Assistant Producer Kurooka and beg them to accept my latest version of the song. Then one day, Takizawa comes out and says, “Listen, I’ll take care of the implementation of all the sound data. Mr. Yamaguchi, you just focus on making this song the best it can be.” What choice did I have? What kind of composer…what kind of person would I be if I didn’t make something spectacular!?

I delegated as much of my work as possible to Takizawa and Kurokawa and devoted my full attention to composing. That is the story of how, in one month, we got the theme song composed, recorded, and downmixed. As we approached our physical and mental limits, my co-composers gave it their all to get the game finished. I’m sure seeing the game come together before our eyes gave us the motivational boost to make it through. As I scrambled to get the song composed, many other people were working to get the English and Japanese vocals decided, the lyrics translated, and the recording schedules in order. It is fitting that many people had to work together (unite up?) to get the theme song finished.

The making of this music may have been stormy at times, but the clouds have cleared, and I am very thankful that we can bring you the soundtrack. We all came together to make this soundtrack something that resonates with people. I hope you enjoy it!

That’s all from me. Everyone, please listen to the soundtrack and feel your heroic soul ignite!

Akira Takizawa

Hello, Takizawa here. (I’m the one with the sharp-looking eyes that would make even Wonder-White envious.)

It’s finally out: the wonderful soundtrack we’ve all been waiting for. If I ever don a mask, call me Wonder-Happy! This project was the longest I’ve ever worked on a single title. I could wax nostalgic for hours about the various bittersweet memories and heartwarming moments I had with my teammates over the course of production.

 

Burnt by the searing sun of summer,

Touched by the lonely winds of autumn,

We cross the perilous thin ice of winter,

Will spring never come!?

 

Wow, I’m not sure what came over me. I was about to go into a Wonder-White-esk soliloquy. For sensitive listeners like myself, I recommend the track “A Sign” from Vol. 1. It may seem like just a short atmospheric BGM, but because it is so versatile, we ended up using it as a connecting piece throughout the game! Even the staff have forgotten how many times we used it, but if you have time on a rainy afternoon, feel free to give it a count! Until next time!

Hitomi Kurokawa

Hello everyone, my name is Kurokawa. The soundtrack for The Wonderful 101, the first game I worked on, will be available starting today! I’m speechless! When you spend over a year working on something, you really get emotionally attached. I got really excited when I heard it was going to get a digital release!

The other day I went back and listened to all 127 tracks…wow, that sure is a lot of music. Intense too, especially the second half.

The theme phrase is used in over half the songs, so it is a lot of fun to see how it has been arranged in its various iterations. Before long you’ll be spotting that theme phrase like a champ. To both fans of the game and those of you who have not yet had a chance to play it, I hope you enjoy the music we made and, as you listen, find yourself immersed in the heroic world of The Wonderful 101!

Composers

From left: Akira Takizawa, Hitomi Kurokawa, Hiroshi Yamaguchi

Tagged: , , , , , , ,

Happy Anniversary!

The Wonderful 101

Filed: Games, The Wonderful 101

Hi everyone, The Wonderful 101 director Kamiya here. A full year has passed since the game was released, but I imagine many of you in Europe and Japan were able to give it a try thanks to the recent Mario Kart 8 promotion.

August 24th was the 1-year anniversary of the release of The Wonderful 101 in Japan but, to be honest, since I still receive messages of encouragement from fans around the world on a daily basis, it really doesn’t feel like that much time has passed. I am truly thankful that so many of you hold the game so dearly.

Now that we have the corny introduction out of the way, let’s get down to business. I have some exciting news to bring you today. We’ve been working behind the scenes, trying to find a way to release something many fans have been asking for, and today I can finally announce it: The Wonderful 101 Official Soundtrack is going to get a digital release! It clocks in at a whopping 127 tracks! This would fill 5 CDs, but we are splitting it up into two tidy volumes, each of which you can download for just $10 a piece. With this you can enjoy every track from the game wherever you are.

The sound quality is a step up from the music in the game itself, so even those of you who spent hours in the Sound Test are in for a treat. The theme song for the game, “The Won-Stoppable Wonderful 100”, has also been remastered. The game version of the track was edited to loop endlessly, so we got Hiroshi (lead BGM composer) to go back and give the song a fitting conclusion. The soundtrack is the only place you’ll find this version.

SoundtrackJacket2 Vol. 1 album jacketAlbum jacket images Vol.2 album jacket

To give you some background on the music direction from my perspective as director, I began by explaining to Hiroshi that I wanted to use an orchestral style to capture the feeling of an epic battle. I imagine the initial impression many people have of the game is a bunch of cute characters frolicking around a colorful world. However, my plan from the start was to create a unique feel by having this light-hearted world juxtaposed with the daunting threat of a massive alien invasion. To do this heroic ballad justice, we needed an equally grand orchestra. A cute exterior with an epic and dark heart; you could almost call the game “a wolf in sheep’s clothing”. Of course, having this ferocity extend to the game’s difficulty may have deviated a bit from the plan…

Another episode that deserves mention is the kerfuffle was had making the theme song. Of course, it was mostly my decision to throw out the near-complete version of the song and start from scratch right before the game went gold that put us in that situation in the first place.

I had decided from the start that the song needed to have vocals, but I just couldn’t seem to settle on an overall style. Near the end of the game’s production, we had PG staff lay vocals over some modern anime style tracks, and the song was coming along nicely when, all of a sudden, it hit me: The song had to be in the style of 60s anime / special effect-filled hero TV shows! The music from “Captain Ultra”, “Captain Scarlet” (the original American version), and “Stingray”, the so-called “supermarionation” series, as well as Japanese TV shows like “Pirate Prince”, “Super Jetter”, and “Ultraman”, while classical, somehow manages to seem fresh when you listen to it nowadays. These songs effortless convey the coolness of the hero, and the more you listen to them, the more you feel your own heroic heart begin to stir. This style perfectly captures what The Wonderful 101 is all about! There was no doubt in my mind when I came to this realization…right before the end of production. I went over to Hiroshi, he looked at me, said I was crazy to ask for such a radical change so late in production, and told me it was impossible.

Just kidding, he totally made it happen! :D

It goes without saying, the subsequent process of finding professional vocalists (in both English and Japanese), getting a handle on the 60s anime / supermarionation style, and arranging the song in the time remaining put quite a load on the already-busy Hiroshi. It was crucial to capture that 1960s flair. As I am sure you can imagine, for Hiroshi, born in 1979, grasping the subtle distinction of 60s shows as opposed to those from the 70s (or even recent ones for that matter), was quite the challenge (and time was short, remember.) But this is Hiroshi we are talking about. Having survived many of my selfish requests in the past, I gave him my absolute faith, hardened my heart, and turned down his submissions one after another. The fruit of our labor: an epic song that, I’m sure all who have heard it will agree, truly burns with the passionate soul of a hero.

Despite all this work on a single track, the soundtrack for The Wonderful 101 managed to reach 5 CDs worth of music. I feel this with each project, but there are really not enough words to express my gratitude to my sound staff. Hiroshi has been with me over many years, and I’m sure many of you would recognize his music, but I cannot forget Takizawa, who backed up Hiroshi in his many hours of need, and quickly adapted to a development schedule filled with curveballs to make all kinds of wonderful tunes. I also want to give a shout out to Ms. Kurokawa, the lone women in our mostly-male sound team, whose deep understanding of hero TV shows and powerful compositions betray her outward kitten-like appearance. Some friends also came from outside the company to lend us their strength over the long development period: Mr. Kondo (whose work many of you may recognize from Ōkami ), Mr. Norihiko Hibino (who I’ve worked with since Bayonetta), and Masato Kouda (an old friend who joined Capcom the same year as me and worked with me on Devil May Cry.) Thank you for putting up with my outlandish requests; I couldn’t have done it without you.

The massive number of tracks in this collection, the music that allows the game to reach its full potential, is a testament to the sound team’s hard work and their desire to give players an unforgettable experience. Everyone, please enjoy listening to these songs as you picture each level in your mind’s eye, and when nobody’s looking, I hope you whisper: “Unite Up!”

The soundtrack will be available for download starting September 15th. If you have any messages, please send them to my twitter:

@PG_Kamiya

Until next time!

Download on iTunes / Sumthing.com. The price per volume is $9.99, with individual tracks available for $0.99.

Tagged: , , , ,

Figuring Out Damage Motion

BAYONETTA 2

Filed: Bayonetta 2

Hello everybody! I’m the lead motion designer for Bayonetta 2, my name is Takaaki Yamaguchi. I’ve been making motion in action games for over ten years now. That fact is starting to make me feel old.

Anyway, let’s talk about what a motion designer does. We discussed this back in our old Bayonetta blogs as well, but basically, we give movement to anything in the game that requires motion. We end up playing an important role in several areas of the game—making sure all the characters don’t look like they’re stumbling around, getting the main character’s controls to feel right, making enemy movement easy to understand, and so on.

Working on a sequel, it was our job to carry over the feel of the motion from the original Bayonetta, and make it even better. For this blog, I’d like to talk specifically about damage motion for enemies. You know, that motion you see when you land a huge deathblow on an enemy and they get knocked back and explode or whatever. You might have never thought that deeply about it, but for an action game, getting the right reaction out of the enemy after you’ve pulled off a killer combo is absolutely critical. Do a slack job and the thrill of battle will turn into a total letdown. Enemy damage motion is something I’ve always regarded as highly important in the games I’ve worked on. I always am asking myself if there’s not something new I can try to create more satisfying combat than before.

My challenge to myself for Bayonetta 2 was to create the right enemy motion for each attack. We had plenty of enemy reactions that would change depending on what attack Bayonetta performed, but I wanted to take this further for Bayonetta 2. It’ll probably be easier to understand if you just see it, so take a look at the videos below.

This is Bayonetta:

This is Bayonetta 2:

What’d you think? It’s easy to focus on Bayonetta, but if you watch the enemy in both videos, you’ll notice it plays the same motion for each attack in the first video, while in the second, the enemy’s reaction changes based on the kind of attack being performed.

This is just one example from the game, but each little detail like this I think really added up to make a great feeling game overall. Doing a little research, I realized that the enemies in Bayonetta 2 have an average of 3.5x the number of reactions as those in the original.

Well, I could keep writing and posting videos about how this game feels, but obviously there won’t be any way for you to know until you’ve actually put the controller in your hands and are playing the game yourself. If I’ve driven anyone’s curiosity, please try playing the game after its release.

Until next time!

Tagged: , , , , , , , , ,

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!

collabo_costume

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!

BayoWU_SS_140603_005140617_1ピーチ新規追加並びは最後

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.

140617_5140617_4鍵穴と差し替え

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!

2014e3b2_60fps.mp4.Still0142014e3b2_60fps.mp4.Still013140617_2

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!

Tagged: , , , , ,

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.

BayoWU_SS_140603_004_logo

 

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!

Tagged: , , , , , ,

PlatinumGames and Microsoft Announce Scalebound!

Platinum Games

Filed: Games, Scalebound

PlatinumGames has an announcement to share with the world.

Our newest title was just announced at E3, the biggest game show in the industry, currently underway in Los Angeles.

It is Scalebound for Xbox One.

This is a title of firsts for us at PlatinumGames: our first title on the Xbox One and our first title as a developer in partnership with Microsoft.

Our motto at PlatinumGames is to continue making games in Japan for gamers around the world. We are incredibly grateful for this excellent opportunity to work on a project with a publisher from the US, Microsoft, and we are very pleased to have made this announcement together.

I want gamers to know that PlatinumGames is taking on the challenge presented by the current generation and will use the full power of the Xbox One as a cutting-edge console. I promise that Scalebound will be a game that gives users around the world the ultimate in surprises and smiles.

We can’t show you very much yet, so please look forward to more information and the eventual release of the game!

Thank you very much for your continued support for PlatinumGames.

Tatsuya Minami (@pg_minami)
President & CEO, PlatinumGames

sb_03

This is Hideki Kamiya, creative director at PlatinumGames.

The day has finally come that I can announce my new project to everyone.

I’ve created many original titles over the course of my career. Now I have a great opportunity to launch a new project with a new partner, and I’m excited to bring you a brand new game experience once again.

The focus of my new game is the gigantic beast that reigns over the fantasy genre: the dragon. Dragons have a unique power to capture the imagination, and I’ve loved dragons since I was a child. I’ve always wished that I could create a game featuring this magnificent creature; now the time has come for me to realize my dream.

I can’t share many details about the game yet, but rest assured that the development team and I are working around the clock so that we can show you more as soon as possible. For now, I ask that you let your imagination run wild while you wait.

I promise dragon fans around the world: this game will not disappoint. See you soon,

Hideki Kamiya (@pg_kamiya)
Director, Scalebound

sb_02

Dragons have lived in our fantasies for centuries. They are a common thread that weave between cultures and eras, linking us together under wings and flame; fear and awe.

Scalebound is project that strives to live up to these ideals. A Japanese and American team working together to create the dragon game we’ve always dreamed of, but never gotten to play. Together, we can create something that pushes our team, and the action genre, to new heights.

Our team considers it an honor to take up this challenge. Knowing how many of us have wanted this game forever, I can’t imagine how many of you have wanted the same thing. It’s going to be a wild ride and we can’t wait to take it with you.

Jean Pierre Kellams (@pg_jp)
Creative Producer, Scalebound

Tagged: , , , ,