Xbox 360 Premium Bayonetta Theme

Bayonetta

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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Japanese Fan Party

Platinum Games

Filed: Community, PGTV, PlatinumGames

On January 30, 2010, PlatinumGames Inc. held a fan party here in Osaka for our fans.

It was really great to meet all of our fans at the event, give them a glimpse into the studio, and enjoy an evening of dinner, drinks, and ideas. However, since not everyone could attend, we also filmed the proceedings for all to enjoy.

This event was so much fun that we just might have to do it again soon. Tokyo, perhaps?

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

Bayonetta

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

Bayonetta

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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Bayonetta TV Commercial

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

Producer Yusuke Hashimoto here, now with a completely stuffed mail box since all the games I ordered online all showed up the other day. (Strangely enough, my package delivery box was empty though…)

So Bayonetta will be released on 1/5 in North American and 1/8 in Europe and Australia! I hope all of our fans overseas are looking forward to it. It’s been a quick two months since the release in Japan. When I think about the opportunity to expand the borders of the game and have even more people try it out, I can only get excited. So that is why I wanted to write a blog entry about some of the marketing efforts we are partaking in overseas. First up is the TV commercial we will be airing overseas.

The commercial features a soundtrack provided by La Roux, an incredibly popular band in Europe. Compared to the Japanese commercial, it is a much darker, but very cool! For me, this kind of dark commercial hits my personal sweetspot because it fits the game’s atmosphere quite nicely. Actually, for the Japanese MTV Special for Bayonetta, La Roux came in for a chat with MiChi. During filming, the director of the show, Sakuma-san, mentioned that he thought that La Roux were “insane.” We watched one of their music videos, and I had to admit it was pretty cool. What was funny was the we watched the same song that we ended up using in the commercial, “In for the kill (Skream’s Let’s Get Ravey Remix).” When I think about the track, I realized that Bayonetta really has been an incredibly collaborative project, from our cutscene action director Yuji Shimomura’s involvement and on down the line.

Continuing on, I have to mention the Scarborough Fair model that will come as a pre-order bonus for Bayonetta in Europe. At first, I wanted them to make a full set of the four guns, Parsley, Sage, Rosemary, and Thyme, or if they could only make one, to include a set of the four dangling accessories to be attached; however, due to a variety of reasons, including cost, we could only make one gun… It is a shame that we couldn’t make four, but I am still happy to see one of the in-game items come to life. Check it out:

By the way, it seems Bioshock 2, coming out next year, is going to have a vinyl record as one of the items in its Western limited edition. (I wanted to do a gold disc or a vinyl LP for Bayonetta as well…) I’m really looking forward to the game, but I am also a huge fan of these sorts of limited editions, ones that are filled with the spirit of those making the game. I wanted to do all sorts of limited edition items for the Japanese release (Bayonetta/Jeanne glasses, Black cat earrings, lipstick, Bayonetta’s brooch clock, a Cheshire stuffed animal, or even a cellphone strap of the Bayonetta doll from the map screen), but as an original title, it is hard to get these sort of things actually made.

I’m always taking applications for manufacturers who want to make products out of things our users would enjoy, so if you think your company is up to the task, get ahold of us here at PlatinumGames. Also, we’d love to hear from our fans about what things they think would make great items, so make sure to get ahold of us and let us know!

That wraps up the PR related stuff, so I thought I would leave you with some of the character designs for the dance-battle-famed Joy.

There really aren’t that many chances to design female characters, especially in the enemy realm, so it was fun to design Joy. Her weapon changes shape in real time, and I tried adding something at its very tip, like something out of an ancient (?) civilization. However, when I designed her, I had no idea her torture attack would end up being anything like THAT…

We’ve seen quite a few users uploading some impressive gameplay videos, and I am looking forward to seeing what kind of videos users overseas come up with. Finally, we’ve got a really cool thing were planning for that may surprise you, so look forward to what’s coming soon!

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User Interface Design

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello. I’m Okura, a designer here at PlatinumGames, and the oft target of Kamiya-san’s claims that I am the “gulliblest” of the absent-mindedly gullible. Of course, I think that he just doesn’t get it.

I was in charge of user interface design (UI) for Bayonetta. I’ve been in the games industry less than 3 years, so I am still a bit wet behind the ears, but I’d still like to tell you a little about the UI design in Bayonetta.

But before that, Bayonetta came out here in Japan a couple of weeks ago, and I assume that some of you have played it, but have no idea what actually comprises the UI in the game. Allow me to explain:

An interface is something that intermediates the exchange of information between two things and a standard for completing that transaction.

To put it broadly, the user interface tells the player information or provides feedback on the game system. For instance, gauges or menus that appear in the game. In fact, most of the 2D elements on the game screen are UI. When the names are displayed for the angelic enemies in Bayonetta, or when you obtain an item and a window opens, the ending credits, displaying how long it took to complete the game, the title screen, etc…

More…

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Bayonetta Released in Japan

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. I’m Bayonetta producer Yusuke Hashimoto.

Today Bayonetta finally went on sale in Japan! I bet some of you are even playing right now!

Many, many things happened during the development of Bayonetta, a process which started three years ago. However, I’m finally glad that we are able to get the game into the hands of gamers, and at the same time, I am incredibly thankful to all those who have supported Bayonetta, everyone involved in the production, as well as the development team.

We developed Bayonetta with the idea in mind that it should be an “action game of the highest caliber,” and it became a bit of an ultimate title for us, containing everything we are capable of in one package. Put another way, it was a “challenge to ourselves” having been previously involved in numerous action games. We founded a new studio, and had to start everything completely from scratch, but during production we always felt the fun of making games, and the fun that can be had from making games. Since we felt that way, I think we were able to fully exploit our know how to the very limits, and run full steam ahead. Completing Bayonetta was, I feel, and incredibly important step for PlatinumGames as a studio.

Games are entertainment that allow you to forget about time and just have fun. I’ve taken many things through this hobby we call gaming, so I really hope that even just a little piece of Bayonetta stays with all those people who pick up a controller and play the game, as if there was something to learn from the experience. Bayonetta development as a multiplatform title was filled with many experiences, but all I ever felt was “the desire to have as many people to enjoy Bayonetta as possible.” I’m taking them all as lessons myself, and in turn using them as motivation to make something even better in the future, so I would appreciate all of your support.

And if you have played Bayonetta and have opinions, feelings, or even hopes for a sequel (?), please send them my way.

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

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

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

画像①

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

画像②

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

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

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Easy Automatic (I’m Easy. You’re Automatic.)

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hey everyone, it’s been a while, huh? I’m Yusuke Hashimoto, the producer of Bayonetta.

Anyways, in my last blog I said that I would talk about being a producer, but I don’t think that it is actually very interesting, so instead I wanted to talk about what it is like to play Bayonetta. Kamiya-san has previously talked about the Easy Automatic mode before, saying it is a mode “even your mom can play.” I’m actually alright with that.

Why am I alright with that? Because the way the controls feel is different. That may sound simple, but it is actually incredibly important! For me, I wondered what I should do to make sure that people who were interested in Bayonetta but aren’t very good at action games could enjoy the game and have a good time. Was there a way to get even more people to enjoy hardcore action games? With Bayonetta, we didn’t just focus on fine-tuning the difficulty of the game, but also I think we have hit on a new method, in terms of how it feels to play the game, for a wide variety of people to enjoy action games.

Finally, I want to show you some new concept designs:
1_Grace&Glory00
2_Grace&Glory01

These were the initial design concepts for Grace and Glory. I designed them with my own wild concept of a “Heavenly Assassin Corps.”

This is the initial design for Fearless.
3_Fearless

Even though it is a bit cute and cuddly, my idea for it was a seemingly incredibly tough beastly angel.

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

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Of Angels and Monsters

Bayonetta

Filed: Bayonetta, Games, PlatinumGames

Hello, I am the producer of Bayonetta, Yusuke Hashimoto. I wanted to take this chance to give you a glimpse of some of the enemy designs in Bayonetta. While I may be filling the role of producer these days, I was previously a designer, and also in charge of special effects.

When we first started development, I got caught up in the idea that “the enemies are angels,” drawing some sketches of enemies that I showed to the game’s director. He seemed to take a liking to them, and I ended up designing around 70% of all the enemies in Bayonetta. I’d love to say, “And here are those sketches!” but the truth is they are gone. (I threw away all the sketches other than the ones that made the final cut…) So instead, I want to show you the final design for an enemy named “Affinity.”

Affinity Design

Our initial concept was that of a “divine enemy,” so along with the main thematic color of white, I melded a bird with a human to facilitate a decent from the heavens. I paid extra attention to the fact that these characters had to be enemies in a game, so while they may be divine, they still must be monsters.

Which leads us to this:

2_Affinity01

This is a look at the guts of Affinity.

Kamiya-san asked for two things which I incorporated into my design. 1) You should be able to visually see an enemy’s vitality. 2) The internals of the enemy must make them seem to be incredibly strange beasts. When playing the game, as the enemies take damage, their “shells” fall off, no longer covering the exposed, gross internals of the enemy! Most of the enemies in Bayonetta have these sorts of internal views, so if you are into that sort of thing, I hope you look forward to seeing what the other enemies look like on the inside!

Finally, one last shot:

adsaf

This is the design for “Fortitudo,” which was actually the first enemy that won the game director’s approval. It might be a bit hard to pick up in the illustration or in screenshots; however, Fortitudo is a gigantic boss character! When you see him in the game, he will really blow you away!

Next time, I won’t be talking about my role as a designer, but instead plan on telling you about my job as producer.

As an aside, E3 is coming up soon. Of course, you can expect to get brand new information about Bayonetta! Things are really going to ramp up towards the release of the game, so thanks for all your support!!

(NOTE: Check out high resolution versions of these pictures on PlatinumGames’s Flickr account.)

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