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	<title>PlatinumGames Inc. &#187; Producer</title>
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		<title>Bayonetta Released in Japan</title>
		<link>http://platinumgames.com/2009/11/06/bayonetta-released-in-japan/</link>
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		<pubDate>Fri, 06 Nov 2009 00:34:47 +0000</pubDate>
		<dc:creator>Yusuke Hashimoto</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
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		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Ads]]></category>
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		<category><![CDATA[Yusuke Hashimoto]]></category>

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		<description><![CDATA[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 “<strong>action game of the highest caliber</strong>,” 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 “<strong>challenge to ourselves</strong>” 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 <strong>the fun of making games, and the fun that can be had from making games</strong>. 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 <strong>important step</strong> 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 <strong>“the desire to have as many people to enjoy Bayonetta as possible.”</strong> 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.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=1990&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>25</slash:comments>
	
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