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	<title>PlatinumGames Inc. &#187; PS3</title>
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		<title>PlatinumGames Inc. &#187; PS3</title>
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		<title>Last Time Up</title>
		<link>http://platinumgames.com/2010/12/13/last-time-up/</link>
		<comments>http://platinumgames.com/2010/12/13/last-time-up/#comments</comments>
		<pubDate>Mon, 13 Dec 2010 05:42:18 +0000</pubDate>
		<dc:creator>Shinji Mikami</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Atsushi Inaba]]></category>
		<category><![CDATA[Character Design]]></category>
		<category><![CDATA[Concept Design]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Makoto Tsuchibayashi]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[TPS]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2757</guid>
		<description><![CDATA[Well, this is the last entry for “my blog”&#8230; For this entry, I think I’ll let you in on something that went on behind the scenes, and that is what we originally wanted Vanquish to become. In our original vision for Vanquish, no one was actually inside Sam’s suit. Instead, it was a remotely operated [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2757&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>22</slash:comments>
	
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		<title>Working as a Game Programmer</title>
		<link>http://platinumgames.com/2010/11/25/working-as-a-game-programmer/</link>
		<comments>http://platinumgames.com/2010/11/25/working-as-a-game-programmer/#comments</comments>
		<pubDate>Thu, 25 Nov 2010 10:11:27 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Action Shooter]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[Kiyohiko Sakata]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[TPS]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2749</guid>
		<description><![CDATA[Hello, I’m lead programmer on Vanquish, Kiyohiko Sakata. It’s been about a month since Vanquish hit the streets; is everyone is having fun with the game? I wanted to write this blog entry about what it is like to work as a game programmer. I think that people have a vague idea of what game [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2749&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/11/25/working-as-a-game-programmer/feed/</wfw:commentRss>
		<slash:comments>20</slash:comments>
	
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		<title>The Art Pipeline in Vanquish</title>
		<link>http://platinumgames.com/2010/11/22/the-art-pipeline-in-vanquish/</link>
		<comments>http://platinumgames.com/2010/11/22/the-art-pipeline-in-vanquish/#comments</comments>
		<pubDate>Mon, 22 Nov 2010 02:03:21 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Art Pipeline]]></category>
		<category><![CDATA[Kenji Irie]]></category>
		<category><![CDATA[Production Art]]></category>
		<category><![CDATA[Promotional Art]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[TPS]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2738</guid>
		<description><![CDATA[Hello and good day. I’m Kenji Irie, an artist on Vanquish. Vanquish was my first gig in the highly desirable game industry, and I was able to work on a big game right out of the gate, with a really fun team to boot. For Vanquish, I worked on backgrounds towards the beginning of the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2738&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/11/22/the-art-pipeline-in-vanquish/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
	
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		<title>Putting a Face to Vanquish</title>
		<link>http://platinumgames.com/2010/11/11/putting-a-face-to-vanquish/</link>
		<comments>http://platinumgames.com/2010/11/11/putting-a-face-to-vanquish/#comments</comments>
		<pubDate>Thu, 11 Nov 2010 02:28:19 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PGTV]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[Gideon Emery]]></category>
		<category><![CDATA[Masanori Takashima]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Space Opera]]></category>
		<category><![CDATA[Video Game]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2729</guid>
		<description><![CDATA[Hi all, I’m Vanquish facial animator, Masanori Takashima. It’s been a month since the game was released, huh? I suppose that those of you who have become captive to the exhilaration of traversing (gliding) across the battlefield are taking a crack at God Hard mode or possibly going after all the achievements/trophies. For those of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2729&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/11/11/putting-a-face-to-vanquish/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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		<title>Telling the Story in Vanquish: Cutscenes</title>
		<link>http://platinumgames.com/2010/11/09/telling-the-story-in-vanquish-cutscenes/</link>
		<comments>http://platinumgames.com/2010/11/09/telling-the-story-in-vanquish-cutscenes/#comments</comments>
		<pubDate>Tue, 09 Nov 2010 00:44:43 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PGTV]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Editing]]></category>
		<category><![CDATA[Kunihiko Tsuda]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[TPS]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2719</guid>
		<description><![CDATA[Hello. My name is Kunihiko Tsuda and I was in charge of creating the cutscenes for Vanquish.

With a game a speedy, well-paced game like Vanquish, we had to take care to make sure that cutscenes didn’t bring down the tempo of the experience. Normally, cutscenes take a game’s script and expand upon them with direction and ideas; with Vanquish, the focus was on two main types of scenes – the areas where we wanted to show incredibly explosive shots, like the action scenes and opening, and scenes where we needed to push the game forward with exposition. Ultimately, there was a good variety in the scenes when you look at the total volume of what we created.

This post contains content intended for mature audiences. Click more to verify your age.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2719&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/11/09/telling-the-story-in-vanquish-cutscenes/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
	
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		<title>Balancing a game like Vanquish</title>
		<link>http://platinumgames.com/2010/10/28/balancing-a-game-like-vanquish/</link>
		<comments>http://platinumgames.com/2010/10/28/balancing-a-game-like-vanquish/#comments</comments>
		<pubDate>Thu, 28 Oct 2010 00:57:51 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Game Balance]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Junichi Oka]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Strategy Guide]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2711</guid>
		<description><![CDATA[Hi, I am Junichi Oka, one of the game designers on Vanquish. I was also in charge of checking the strategy guides that were produced for the game. Speaking of Strategy guides, I would often look at western guide books while we were producing the game. Since it was my first time working on a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2711&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/10/28/balancing-a-game-like-vanquish/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
	
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		<title>Narrative Design in Vanquish</title>
		<link>http://platinumgames.com/2010/10/25/narrative-design-in-vanquish/</link>
		<comments>http://platinumgames.com/2010/10/25/narrative-design-in-vanquish/#comments</comments>
		<pubDate>Mon, 25 Oct 2010 02:13:03 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PGTV]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Alexander O. Smith]]></category>
		<category><![CDATA[Benito Martinez]]></category>
		<category><![CDATA[Gideon Emery]]></category>
		<category><![CDATA[Hiroki Kato]]></category>
		<category><![CDATA[JP Kellams]]></category>
		<category><![CDATA[Kari Wahlgren]]></category>
		<category><![CDATA[Kris Zimmerman]]></category>
		<category><![CDATA[Lee Meriweather]]></category>
		<category><![CDATA[Marc Worden]]></category>
		<category><![CDATA[Narrative Design]]></category>
		<category><![CDATA[Outtakes]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Soundelux]]></category>
		<category><![CDATA[Steve Blum]]></category>
		<category><![CDATA[Story]]></category>
		<category><![CDATA[Voice Outtakes]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2699</guid>
		<description><![CDATA[Hi. I’m JP, one of the writers on Vanquish. Normally, I fill a role as translator; however, on Vanquish, I also wrote some scenes in the script, added in most of the naming/jargon, and tried to bring that PG flavor to the script. Approaching the story to Vanquish was an interesting endeavor. It isn’t often [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2699&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>10</slash:comments>
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			<media:content url="http://videos.videopress.com/cTQGFW3k/vanquishouttakes-eng-desktop_std.mp4" fileSize="30362624" type="video/mp4" medium="video" bitrate="796" isDefault="false" duration="298" width="400" height="266" />

			<media:content url="http://videos.videopress.com/cTQGFW3k/vanquishouttakes-eng-desktop_fmt1.ogv" fileSize="30362624" type="video/ogg" medium="video" bitrate="796" isDefault="false" duration="298" width="400" height="266" />

			<media:rating scheme="urn:mpaa">r</media:rating>
			<media:title type="plain">Vanquish Voice Over Outtakes</media:title>
			<media:description type="plain">Some outtakes from the English voice over recording sessions for Vanquish.</media:description>
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		<item>
		<title>Vanquish – On Sale Now!!</title>
		<link>http://platinumgames.com/2010/10/22/vanquish-%e2%80%93-on-sale-now/</link>
		<comments>http://platinumgames.com/2010/10/22/vanquish-%e2%80%93-on-sale-now/#comments</comments>
		<pubDate>Fri, 22 Oct 2010 05:09:42 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Atsushi Inaba]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[TPS]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2692</guid>
		<description><![CDATA[Hi everyone. Vanquish Producer Atsushi Inaba here. Finally, Vanquish is on sale now!! It is coming out globally at almost the exact same time&#8230; From today on, Sam will be boosting around like crazy all over the world. From today on, Sam will be triggering AR mode all over the world. From today on, San [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2692&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/10/22/vanquish-%e2%80%93-on-sale-now/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
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		<title>About the Demos</title>
		<link>http://platinumgames.com/2010/10/15/about-the-demos/</link>
		<comments>http://platinumgames.com/2010/10/15/about-the-demos/#comments</comments>
		<pubDate>Fri, 15 Oct 2010 02:23:12 +0000</pubDate>
		<dc:creator>Shinji Mikami</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Challenge Mode]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Velocity Attack]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2685</guid>
		<description><![CDATA[So everyone, did you get a chance to play the Vanquish demos? There have actually been two Vanquish demos so far in Japan. The Vanquish Official Demo – Velocity Attack was taken from the campaign mode of the game, while the Vanquish Challenge Mode Demo (currently available in Japan) is part of an unlockable extra [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2685&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/10/15/about-the-demos/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
	
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			<media:title type="html">smikami</media:title>
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		<title>The Feel of the Game</title>
		<link>http://platinumgames.com/2010/10/07/the-feel-of-the-game/</link>
		<comments>http://platinumgames.com/2010/10/07/the-feel-of-the-game/#comments</comments>
		<pubDate>Thu, 07 Oct 2010 02:32:06 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Eijiro]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Robot Dog]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Takaaki Yamaguchi]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Yoshifumi Hattori]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2673</guid>
		<description><![CDATA[Hello everyone. I’m Takaaki Yamaguchi and I was the animator for the enemies in Vanquish. I’d like to give you an inside look on my work on the game. Have you all given the demo a try? If you haven’t, definitely give it a shot. It might take you a little bit to get used [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2673&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/10/07/the-feel-of-the-game/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
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		<title>Gorgies: The Reds That Have You Seeing Red</title>
		<link>http://platinumgames.com/2010/09/30/gorgies-the-reds-that-have-you-seeing-red/</link>
		<comments>http://platinumgames.com/2010/09/30/gorgies-the-reds-that-have-you-seeing-red/#comments</comments>
		<pubDate>Thu, 30 Sep 2010 01:13:40 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gorgies]]></category>
		<category><![CDATA[Noriyuki Otani]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2665</guid>
		<description><![CDATA[Hi. I’m Noriyuki Otani, and I programmed the Gorgies, Burns, and friendly forces in Vanquish. I thought I would take the chance and write a blog and shed some light on the Gorgies themselves. When I was creating the Gorgies, our “grunts”, the thing I paid most attention to was how to make sure that [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2665&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/09/30/gorgies-the-reds-that-have-you-seeing-red/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
		</media:content>

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			<media:title type="html">no13_01</media:title>
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		<title>Interface Design in Vanquish</title>
		<link>http://platinumgames.com/2010/09/24/interface-design-in-vanquish/</link>
		<comments>http://platinumgames.com/2010/09/24/interface-design-in-vanquish/#comments</comments>
		<pubDate>Fri, 24 Sep 2010 02:19:47 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Interface Design]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Takahiro Fujii]]></category>
		<category><![CDATA[User Interface Design]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2651</guid>
		<description><![CDATA[Hello, everyone! I’m Takahiro Fujii, and I am the designer for the graphical user interface (GUI) in Vanquish. The GUI is in this game spans everything from all of the menus, to the heads up display, to the interfaces that Elena uses in the cut-scenes of the game. Vanquish’s GUI was made at 1280 x [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2651&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/09/24/interface-design-in-vanquish/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
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		<media:content url="http://platinumgames.files.wordpress.com/2010/09/blog_gui_img_01.jpg" medium="image">
			<media:title type="html">blog_gui_img_01</media:title>
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			<media:title type="html">blog_gui_img_02</media:title>
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		<media:content url="http://platinumgames.files.wordpress.com/2010/09/blog_gui_img_03.jpg" medium="image">
			<media:title type="html">blog_gui_img_03</media:title>
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		<title>Things That Go Boom</title>
		<link>http://platinumgames.com/2010/09/16/things-that-go-boom/</link>
		<comments>http://platinumgames.com/2010/09/16/things-that-go-boom/#comments</comments>
		<pubDate>Thu, 16 Sep 2010 06:49:03 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Gun Sounds]]></category>
		<category><![CDATA[Ippei Shiraki]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Sound Designer]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2645</guid>
		<description><![CDATA[Hi. I’m Ippei Shiraki, sound designer on Vanquish. I’ve never worked on an SF title before, so it was kind of a harrowing experience for me. While robots are pretty well known, I would have to say that they are still almost fictional in nature. At least they are to me. Industrial robots are made [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2645&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/09/16/things-that-go-boom/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
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		<title>The Vanquish Soundtrack</title>
		<link>http://platinumgames.com/2010/09/09/the-vanquish-soundtrack/</link>
		<comments>http://platinumgames.com/2010/09/09/the-vanquish-soundtrack/#comments</comments>
		<pubDate>Thu, 09 Sep 2010 00:59:10 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Big Beat]]></category>
		<category><![CDATA[Electronica]]></category>
		<category><![CDATA[Erina Niwa]]></category>
		<category><![CDATA[Gabba]]></category>
		<category><![CDATA[Industrial]]></category>
		<category><![CDATA[Masafumi Takada]]></category>
		<category><![CDATA[Masakazu Sugimori]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Soundtrack]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2638</guid>
		<description><![CDATA[Hello everyone. I’m Vanquish composer Erina Niwa. I’ve been on the Vanquish team for over 2 years now, so my memories of the start of development are a bit hazy these days. However, I’m going to do my best to recall what I can and give you some insider information about the music you will [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2638&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/09/09/the-vanquish-soundtrack/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
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			<media:title type="html">10_01</media:title>
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		<title>On Stage Design</title>
		<link>http://platinumgames.com/2010/09/02/on-stage-design/</link>
		<comments>http://platinumgames.com/2010/09/02/on-stage-design/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 00:59:04 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Stage Design]]></category>
		<category><![CDATA[Tetsuya Sasano]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2632</guid>
		<description><![CDATA[Hi. My name is Tetsuya Sasano, and this is the first time that I’ve ever blogged, either professionally or privately. I was one of the background designers on Vanquish. While I’ve been involved in creating stage backgrounds on numerous action titles, this is my first time working on a shooter, so I started out by [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2632&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/09/02/on-stage-design/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
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			<media:title type="html">09_01</media:title>
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		<title>Programming the Engine Behind Vanquish</title>
		<link>http://platinumgames.com/2010/08/26/programming-the-engine-behind-vanquish/</link>
		<comments>http://platinumgames.com/2010/08/26/programming-the-engine-behind-vanquish/#comments</comments>
		<pubDate>Thu, 26 Aug 2010 00:58:40 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Deferred Rendering]]></category>
		<category><![CDATA[Engine Programming]]></category>
		<category><![CDATA[Hideaki Nakata]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2625</guid>
		<description><![CDATA[Hi. My name is Hideaki Nakata, and I was in charge of Vanquish’s PS3 Engine as well as overall engine tuning. I thought I would write a blog entry to give you some insight into the system programming on Vanquish. So what is system programming? It is actually hard to explain, but it is best [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2625&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>35</slash:comments>
	
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			<media:title type="html">platinumgames</media:title>
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		<title>The Birth of Boost</title>
		<link>http://platinumgames.com/2010/08/20/the-birth-of-boost/</link>
		<comments>http://platinumgames.com/2010/08/20/the-birth-of-boost/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 01:00:22 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Boost]]></category>
		<category><![CDATA[Dislocated Shoulders]]></category>
		<category><![CDATA[Effects Design]]></category>
		<category><![CDATA[Going Really Really Fast]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Takeo Kido]]></category>
		<category><![CDATA[TPS]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2610</guid>
		<description><![CDATA[Hi. Takeo Kido here again. I was in charge of effects on Vanquish. For this blog, I thought I would talk a little bit about Boosting in the game. One of the unique gameplay elements in Vanquish is the main character, Sam, and his ability to boost at high speed across the stage. Our original [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2610&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/08/20/the-birth-of-boost/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
	
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		<title>Shrapnel</title>
		<link>http://platinumgames.com/2010/08/19/shrapnel/</link>
		<comments>http://platinumgames.com/2010/08/19/shrapnel/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 01:14:14 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Effects Design]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Shrapnel]]></category>
		<category><![CDATA[Special Effects]]></category>
		<category><![CDATA[Stuff Blowing Up]]></category>
		<category><![CDATA[Takeo Kido]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2604</guid>
		<description><![CDATA[Hello everyone. Thank you all for reading the blog here. My name is Takeo Kido, and I was in charge of the special effects for Vanquish. Many of you may be wondering what I mean by effects. Simply put, effects can be something in-game that we render to represent explosions, crashes, fragments, smoke, fire, sparks, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2604&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/08/19/shrapnel/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
	
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		<title>Platinum Twilight and Bayonetta Developer Commentary</title>
		<link>http://platinumgames.com/2010/04/14/platinum-twilight-and-bayonetta-developer-commentary/</link>
		<comments>http://platinumgames.com/2010/04/14/platinum-twilight-and-bayonetta-developer-commentary/#comments</comments>
		<pubDate>Wed, 14 Apr 2010 00:53:32 +0000</pubDate>
		<dc:creator>Hideki Kamiya</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PGTV]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[After Burner Climax]]></category>
		<category><![CDATA[Community Event]]></category>
		<category><![CDATA[Developer Commentary]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Platinum Twilight]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2493</guid>
		<description><![CDATA[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, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2493&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/04/14/platinum-twilight-and-bayonetta-developer-commentary/feed/</wfw:commentRss>
		<slash:comments>29</slash:comments>
	<enclosure url="http://videos.videopress.com/A0SCS9tI/kamiyabayochapter0-1-desktop_dvd.mp4" length="120479744" type="video/mp4" />

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			<media:title type="html">hkamiya</media:title>
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			<media:rating scheme="urn:mpaa">r</media:rating>
			<media:title type="plain">Bayonetta Developer Commentary Part 1</media:title>
			<media:description type="plain">Bayonetta Developer Commentary - Prologue Part 1</media:description>
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		<title>First Look at VANQUISH</title>
		<link>http://platinumgames.com/2010/03/04/first-look-at-vanquish/</link>
		<comments>http://platinumgames.com/2010/03/04/first-look-at-vanquish/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 03:19:25 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Vanquish]]></category>
		<category><![CDATA[Action Shooter]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[Shinji Mikami]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2417</guid>
		<description><![CDATA[You've seen the teaser trailer, now take a look at the first screenshots of PlatinumGames's new hotness, VANQUISH.

<img src="http://platinumgames.files.wordpress.com/2010/03/019_new.jpg?w=1024" alt="" title="019_new" width="500" class="alignnone size-large wp-image-2422" />

This content is intended for mature audiences. Click more to verify your age.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2417&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/03/04/first-look-at-vanquish/feed/</wfw:commentRss>
		<slash:comments>32</slash:comments>
	
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		<title>BAYONETTA UPDATE TO BE RELEASED FOR PLAYSTATION 3</title>
		<link>http://platinumgames.com/2010/01/28/bayonetta-update-to-be-released-for-playstation-3/</link>
		<comments>http://platinumgames.com/2010/01/28/bayonetta-update-to-be-released-for-playstation-3/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 01:26:14 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Load Times]]></category>
		<category><![CDATA[Online Update]]></category>
		<category><![CDATA[PS3]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2302</guid>
		<description><![CDATA[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&#8217;s hard drive which significantly decreases the loading times for the game. The update will automatically be downloaded to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2302&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/01/28/bayonetta-update-to-be-released-for-playstation-3/feed/</wfw:commentRss>
		<slash:comments>26</slash:comments>
	
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		<title>Bayonetta Fan Art Contest – The Platinum Awards</title>
		<link>http://platinumgames.com/2010/01/14/bayonetta-fan-art-contest-%e2%80%93-the-platinum-awards/</link>
		<comments>http://platinumgames.com/2010/01/14/bayonetta-fan-art-contest-%e2%80%93-the-platinum-awards/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 06:37:39 +0000</pubDate>
		<dc:creator>Hideki Kamiya</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Lollipop]]></category>
		<category><![CDATA[Fan Art]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Ikumi Nakamura]]></category>
		<category><![CDATA[Mari Shimazaki]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2283</guid>
		<description><![CDATA[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. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2283&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/01/14/bayonetta-fan-art-contest-%e2%80%93-the-platinum-awards/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
	
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		<title>The Weapons of Bayonetta – Special Edition</title>
		<link>http://platinumgames.com/2010/01/08/the-weapons-of-bayonetta-%e2%80%93-special-edition/</link>
		<comments>http://platinumgames.com/2010/01/08/the-weapons-of-bayonetta-%e2%80%93-special-edition/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 05:09:18 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[All 4 One]]></category>
		<category><![CDATA[Bayonetta Guns]]></category>
		<category><![CDATA[Concept Design]]></category>
		<category><![CDATA[Jeanne]]></category>
		<category><![CDATA[Muneyuki Kotegawa]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Scarborough Fair]]></category>
		<category><![CDATA[Weapon Design]]></category>
		<category><![CDATA[Weapon Reference]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2262</guid>
		<description><![CDATA[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 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2262&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2010/01/08/the-weapons-of-bayonetta-%e2%80%93-special-edition/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
	
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			<media:title type="html">A-LT</media:title>
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			<media:title type="html">A-R</media:title>
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			<media:title type="html">A-L</media:title>
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			<media:title type="html">A-FRUD</media:title>
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		<title>Announcing (A Bit Early) a collection of Bayonetta Design Artifacts</title>
		<link>http://platinumgames.com/2010/01/07/announcing-a-bit-early-a-collection-of-bayonetta-design-artifacts/</link>
		<comments>http://platinumgames.com/2010/01/07/announcing-a-bit-early-a-collection-of-bayonetta-design-artifacts/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 02:31:33 +0000</pubDate>
		<dc:creator>Mari Shimazaki</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Art Book]]></category>
		<category><![CDATA[Character Design]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Mari Shimazaki]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Yusuke Hashimoto]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2241</guid>
		<description><![CDATA[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:

<blockquote>Bayonetta Design Collection (Temporary Title)
Release Date: Q1 2010 (Planned)
Price: TBD
Publisher: Enterbrain</blockquote>

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.

<a href="http://platinumgames.wordpress.com/files/2010/01/b_illust_xmas.jpg"><img class="alignnone size-full wp-image-2242" title="b_illust_Xmas" src="http://platinumgames.wordpress.com/files/2010/01/b_illust_xmas.jpg" alt="" width="500" /></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2241&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>14</slash:comments>
	
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		<title>New Year’s Greetings and Bayonetta’s Western Release</title>
		<link>http://platinumgames.com/2010/01/06/nygreeting/</link>
		<comments>http://platinumgames.com/2010/01/06/nygreeting/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 03:17:53 +0000</pubDate>
		<dc:creator>Yusuke Hashimoto</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
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		<category><![CDATA[Yusuke Hashimoto]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2236</guid>
		<description><![CDATA[Hi all. Producer Yusuke Hashimoto checking in again.

Happy New Year!

<a href="http://platinumgames.wordpress.com/files/2010/01/bayonetta2010.jpg"><img class="alignnone size-full wp-image-2237" title="bayonetta2010" src="http://platinumgames.wordpress.com/files/2010/01/bayonetta2010.jpg" alt="" width="500" /></a>

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.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2236&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>14</slash:comments>
	
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		<title>Bayonetta TV Commercial</title>
		<link>http://platinumgames.com/2010/01/04/bayonetta-tv-commercial/</link>
		<comments>http://platinumgames.com/2010/01/04/bayonetta-tv-commercial/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 00:57:26 +0000</pubDate>
		<dc:creator>Yusuke Hashimoto</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
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		<category><![CDATA[In for the kill]]></category>
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		<description><![CDATA[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.

[wpvideo Yp5oR4I3]

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:<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2227&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>18</slash:comments>
	<enclosure url="http://videos.videopress.com/Yp5oR4I3/bayonetta-demo-trailer-hi_hd.mp4" length="11325440" type="video/mp4" />

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		<title>The Weapons of Bayonetta – Vol. 3</title>
		<link>http://platinumgames.com/2009/12/24/the-weapons-of-bayonetta-%e2%80%93-vol-3/</link>
		<comments>http://platinumgames.com/2009/12/24/the-weapons-of-bayonetta-%e2%80%93-vol-3/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 07:37:24 +0000</pubDate>
		<dc:creator>Muneyuki &#34;Johnny&#34; Kotegawa</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
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		<category><![CDATA[Japanese Rope Bondage]]></category>
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		<category><![CDATA[Torture Attacks]]></category>
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		<guid isPermaLink="false">http://platinumgames.com/?p=2216</guid>
		<description><![CDATA[Hey, everyone! Did anyone get a chance to see episode 8 of BayoTV on our Japanese site? I tried to watch it myself, but I was so messed up that I couldn’t make it to the end!

If you are wondering what that costume was about, it is the same costume as I use in my avatar here on the blog.

<a href="http://platinumgames.wordpress.com/files/2009/12/jhonny.jpg"><img class="alignnone size-full wp-image-2217" title="jhonny" src="http://platinumgames.wordpress.com/files/2009/12/jhonny.jpg" alt="" width="74" height="74" /></a>

Last I heard from Hashimoto-san, we still don’t have firm plans for a western version of Bayo-TV, so if it doesn’t make it out there, check out Bayo-TV at http://bayonetta.jp/bayotv/

This was also a character I used when I was writing on the PlatinumGames corporate blog when we started the company. (Japanese)

http://platinumgames-blog.cocolog-nifty.com/blog/2008/01/post_0bc9.html
http://platinumgames-blog.cocolog-nifty.com/blog/2008/02/post_5856.html

I’d love to write on there again if I ever find some more free time.

So, have any of you had the chance to check out the higher difficulty levels in Bayonetta? Actually, I did some of the spot checking on the upper two levels of difficulty during the end of the development. The request was to make sure “a normal human being can get pure platinum if they try really hard.” As I am apparently “representative of normal human beings” I worked on balancing the game up until the last days before the deadline. In Bayonetta, accumulating points is a rather important element of the gameplay, and one of the ways this can be accomplished is via the various interactive action events. I tried to avoid really complicated inputs, and focused directly on pressing the buttons and rotating the analog stick during these sections...

Suffice it to say, in order to earn points, I would play from morning until night, pressing buttons and rotating the analog stick to the very limit over multiple play-throughs, and ending up with a fat right forearm in return. I think I hit on a new sort of exercise equipment. (That only works for your right forearm...)

Amongst all her moves, from the guns to the summons, there is one pillar that explores the more sadistic side of Bayonetta’s actions – the anti-Witch Hunt moves known as Torture Attacks.

<a href="http://platinumgames.wordpress.com/files/2009/12/e794bbe5838f2.jpg"><img class="alignnone size-full wp-image-2219" title="画像2" src="http://platinumgames.wordpress.com/files/2009/12/e794bbe5838f2.jpg" alt="" width="500" /></a>

<em>Iron Maiden &#38; Guillotine</em>

The first one that I thought up was the Iron Maiden. It was the easiest one to think up, and very fast to nail down, thus becoming the basis for all the designs that came after. The main part of the design is the face design patterned off of real Iron Maidens used during the Middle Ages. However, just tossing something into the game like that wouldn’t be very interesting, so I gave it a little extra organic movement for kicks. That we went all the to making the Iron Maiden belch is kinda in line with what you see in the game.
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2216&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>6</slash:comments>
	
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		<title>More Exciting Announcements</title>
		<link>http://platinumgames.com/2009/12/16/more-exciting-announcements/</link>
		<comments>http://platinumgames.com/2009/12/16/more-exciting-announcements/#comments</comments>
		<pubDate>Wed, 16 Dec 2009 05:14:22 +0000</pubDate>
		<dc:creator>Hideki Kamiya</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
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		<category><![CDATA[Hideo Kojima]]></category>
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		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2202</guid>
		<description><![CDATA[A confused Kamiya here... I finally fixed the settings on my router the other day, and now my iPod touch gets online no problem, so I can lie around watching Nico Nico videos and wasting money on the App Store, not to mention that I don’t have to go through the connection process every time I turn on my Macbook Air as it just works now! It’s great! But when I think that, I also think that I bought the thing a year ago, and I have no idea what the heck I was doing...

Bayonetta has seen release, and I’m happy that I’ve been able to see Japanese fans getting excited these days, but now we have the Western release to look forward to, and I am getting excited all over again. For instance, the demo was made available to fans on December 3! I’d love for you all to get a feel for Bayonetta personally, as action games live and die on how they feel to play, and the best way to experience that is to pick up a controller and give it a shot yourself. I’ve always said that I don’t say, “I want you to buy our game.” I say, “I want you to play our game.” So, the first thing that I would like you to check out is how it feels to play Bayonetta, as that feeling is something that is very important to us.

Also, for every blog that I write, I do get the chance to read all of the comments that you send in. Thank you all so much! I know we made many of you wait for a while after the Japanese release, but even if it is just a day closer, I hope to share the excitement of Bayonetta with you all soon.

I forgot to blog about this earlier, but did you all get the chance to check out the MTV Japan Bayonetta special that aired on October 28? During the show, Hashimoto came out and was so incredibly nervous that his face turned a strange color, but more importantly, I want to write about recording the narration for the show. The recording took place on October 25, and I was able to sit in.

Bayonetta was narrated by the same voice actress that did the voice-over for the Japanese Bayonetta TV commercials, Ms. Atsuko Tanaka. Amongst members of the team, we would often ask the question, “If someone were to play Bayonetta, who would be good?” Tanaka-san’s name always came up in these conversations, and I, too, was looking forward to the recording.

Once we got into the studio, I saw Tanaka-san already reading the script and practicing her lines. It was my first time meeting her, and my impression of her was different than I had imagined. She has a quiet aura to her, and was soft spoken. However, the voice I heard through the speakers reading Bayonetta’s lines was powerful and vigorous, just like our heroine. Maybe it was because of the gap between her appearance and her performance, but I was left speechless.

I was sitting in on the sessions to explain Bayonetta’s character traits to Tanaka-san, and I thought that I would have to occasionally step in to direct her, but the fear that I would have to do was a bit over-the-top. I ended up just being in awe of her the entire time... In fact, there was really no reason for me to even be there in the end. (LOL) Of course, I was incredibly pleased because it was a great experience for me. The wild ideas in my head really expanded in scope. For instance, if there is ever a chance for Bayonetta to have Japanese voices, I definitely want to ask Tanaka-san to fill the part...

The TV show’s director, Mr. Yoichi Sakuma, is truly a creative individual, and being able to watch from the sidelines was really great fun. Working with people like these really made me feel like we were going to make a great show. It was a wonderful day for me.

<a href="http://platinumgames.files.wordpress.com/2009/12/f1000293.jpg"><img class="alignnone" src="http://platinumgames.files.wordpress.com/2009/12/f1000293_thumb.jpg" alt="F1000293" width="500" height="666" /></a>

Picture: I got an autograph from Ms. Atsuko Tanaka! I asked her to write it out to “Hideki-kun,” just like Bayonetta would write it. Hehehe. Thank you so much for listening to my ridiculous request!

This is something I mentioned a while ago, but Hashimoto and I appeared on a <strong>Nico Nico live broadcast November 15 called “Xbox LIVE Park – Bayonetta Day!”</strong> This was my third time being on a live net broadcast. There was nothing like this when I was working on really highly anticipated titles like Resident Evil 2 or Devil May Cry. <strong>(Let’s not even get into the worldwide levels of anticipation for Viewtiful Joe or Okami...</strong> Suffice it to say, there were no live broadcasts either.) With Bayonetta, it seems that we are getting attention from a variety of places, which is something I am incredibly thankful for as this is an original title.

So on to the show... The show was set up where there was a section where we would answer user questions, another where we would show gameplay footage, etc., so we filled up our allotted 90 minutes. For someone who tends to say things off the record during interviews that would end up causing tons of problems, I get a little bit nervous with the live stuff because <strong>I know that I have to be a good boy</strong>... However, being able to talk with users directly over voice chat and the like, I was really able to get a taste of the fun that live presentations bring. I am already a big fan of Nico Nico videos, so it was incredible fun for me to see the comments streaming along to my own video.

The other thing that was, needless to say, hotly anticipated, was Japanese celebrity personality Kayo Police-san donning the Bayonetta cosplay costume! The costume, as you may know, has a bit of an audacious open-back design, but seeing her wearing it in person was really floored me. Being so innocent myself, I got so excited that I couldn’t look directly at what was going on... But I digress... Anyways, Kayo Police-san seems to be a pretty staunch fighting game fan when she games, but to make sure she was ready for the shoot, she put a good chunk of time into the retail version of Bayonetta (I hear she has even beaten the game now!) I am incredibly grateful for her enthusiasm towards Bayonetta. She even did a great job of picking up the slack when it looked like I was going to foul things up... Thank you so much, Ms. Kayo Police!

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Picture: Ms. Kayo Police surrounded by a couple of old dudes. She has a style that makes you think she isn’t Japanese, and she wore the costume perfectly! Standing next to her, I really end up looking like Doraemon or something...<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2202&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>18</slash:comments>
	
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		<title>Butmoni Coronzon (From the Mouth of the Witch)</title>
		<link>http://platinumgames.com/2009/12/11/butmoni-coronzon-from-the-mouth-of-the-witch/</link>
		<comments>http://platinumgames.com/2009/12/11/butmoni-coronzon-from-the-mouth-of-the-witch/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 01:53:40 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Character Traits]]></category>
		<category><![CDATA[English Adaptation]]></category>
		<category><![CDATA[Enochian]]></category>
		<category><![CDATA[Jeanne]]></category>
		<category><![CDATA[Joy Torture Attack]]></category>
		<category><![CDATA[JP Kellams]]></category>
		<category><![CDATA[Localization]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2188</guid>
		<description><![CDATA[Hi. I’m JP Kellams. While I normally blog about other things, this time I’d like to talk about my role in the English adaptation of BAYONETTA here at PlatinumGames.

I suppose the first thing that stands out is why I did not use the word localization. Localization is a very software specific term, and while games are software, you have to consider what really comprises the bulk of getting a Japanese game into English. Sure, translating menus and such are classical localization tasks; however, the most important part of the job I had on Bayonetta taking the compelling script that Kamiya-san had written for the game and getting it into English.

Prior to joining PlatinumGames, I worked on a variety of titles, including the English script for Shinji Mikami’s God Hand, but this is my first opportunity to work with Kamiya-san. In fact, I was a bit intimidated, as it seems to me that the worlds his games encompass exist fully realized in his head, and to deviate even a little would be both a disservice and unacceptable. Yet, one of the lessons I learned from God Hand was that deviation is necessary and productive to adapting these stories into English (especially since God Hand was basically a love letter to obscure 70s and 80s Japanese pop culture). Surprisingly, Kamiya-san was very open to my ideas, and we would collaborate on ideas ranging from character and location names to the little details like what should be written on Rodin’s apron (“I love chicks” with a small baby chick logo). In fact, during translation, Kamiya-san would sit with me at my desk going over my day’s translation work, discussing lines, doing rewrites, and approving/rejecting additions or rearrangements I had made. His time and input really helped me, and it is incredibly rare for that kind of attention to be paid by the Japanese director.

So what were the challenges of realizing Kamiya-san’s story in English? Well, Bayonetta herself presented a number of issues. How would a European witch from 500 years ago talk if she had been exposed to grimy pseudo-American urban culture for 20 years? Kamiya-san was very specific about making sure Bayonetta spoke in a British accent, and while I have a basic understanding of the King’s English, I was blessed with the input of numerous British editors. Also, the Americanisms that would surely come into her vernacular aren’t something that can’t be accounted for in a Japanese script, so I was always thinking of how to incorporate those into her lines.

Then there was the issue of Bayonetta’s character.（Sorry for throwing in my own interpretation...）To me, Bayonetta had to be posh, sassy, and totally aware of herself. When Bayonetta is cheesy, she knows she is cheesy. When she is teasing, she knows she is teasing. Her inner monologue is fast enough to get out the line a normal person only wishes they would have said, and she exudes confidence in everything she does. There is nothing subtle about her, but that is exactly what you want her to be, and she knows it. This proved to be the hardest part of the translation to balance.

To counter-balance her you have Jeanne, who is more reserved, more sinister – an ice queen’s ice queen – with far more going on behind her eyes than you realize. Throw Luka, a not-so-innocent character (he does love chasing the girls), but ultimately a driven, passionate, kind-hearted soul, into the mix and you have the makings for some interesting situations. You also have your full compliment of character types with the child (Cereza), the wise old man (Rodin), the jester (Enzo), and the trickster (I’ll leave this one to your imagination). Kamiya-san’s interesting Japanese script, with its strong characters, and the wonderful direction of Yuji Shimomura, really lent itself to a compelling story. I hope you all enjoy the ride.

There were also copious amounts of in-game text, background text, and non-story lines that had to be translated, and in many cases written in English with Kamiya-san’s direction. They all hold meaning, both literal and hidden, so make sure to look over them thoroughly. This meaning extends to one of my favorite parts of the game, the Angels’ voices. Kamiya-san first asked me to come up with sounds for when Bayonetta would summon demons for her Infernal Demon attacks – something disconcerting but powerful. Research led me to an answer not only for her Wicked Weaves, but also for the Angels themselves. A dead, invented (?) language known as Enochian. Transcribed or invented by mathematician and occultist John Dee, a 16<sup>th</sup> century advisor to the English throne, Enochian is said to be the language of Angels. Dee spent the latter part of his life trying to arrive at a universal language spoken prior Babel and the confounding of language. In Bayonetta, we use Enochian in various places. All of Bayonetta’s summons, both torture attacks and Infernal Demons, are triggered by an Enochian phrase, and all the angelic enemies in the game speak in Enochian.

There are few resources for Enochian, other than some simple dictionaries, so I tried to create an idea of syntax and semantics in my head based loosely around interlinear glosses (in this case a morphophonemic transliteration) used in linguistics. Here is an example of how we did things:

<a href="http://platinumgames.files.wordpress.com/2009/12/enochian.jpg"><img class="alignnone" src="http://platinumgames.files.wordpress.com/2009/12/enochian_thumb.jpg" alt="enochian" width="500" height="795" /></a>

Kamiya-san would then go back to my original English translation for all of the lines and rewrite the Japanese subtitles for readability and to match the nuance of the English translation. I think his work here gave the game an even higher level of polish for Japanese users, and was another one of the many times I was happy I could rely on Kamiya-san’s above average English abilities. Thanks for that, Kamiya-san! ...Even though he would always get on my case about things! Hehe.

BTW-Here is another bit of Enochian. For Joy’s torture attack, Bayonetta is saying Piadph (in the jaws of [death]). Sorry to disappoint some of our Japanese fans.

So have fun searching the game for Enochian, whether it be hidden in magical seals or spoken by our cast of characters. Next time, I will go more into the dialogue of the game, and introduce you to our outstanding cast of voice actors!

Qaal ovof vomsarg! (More Enochian!!)<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2188&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>11</slash:comments>
	
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		<title>The Ever-Changing Game Design of Bayonetta</title>
		<link>http://platinumgames.com/2009/12/02/the-ever-changing-game-design-of-bayonetta/</link>
		<comments>http://platinumgames.com/2009/12/02/the-ever-changing-game-design-of-bayonetta/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 00:56:35 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Crystal Skulls]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Kinnikuman]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Vigrid]]></category>
		<category><![CDATA[Witch Time]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Yama-chan]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2155</guid>
		<description><![CDATA[Hi everyone! I’m Yama-chan, a game designer here.

I was told to write about blog about the game design elements of Bayonetta, so here we go...

Even after we finished work, time passed as I got caught up in anticipation of this and that, but somehow, once I finish something, it seems like I have a disposition to forget what I’ve done. This time is no exception, and I feel my recollections may be rather dim...

That’s why I reintroduced myself to some of the old documents and such that I made. While I was looking at them, I would see things that would make me say, “Oh yeah, we had this!!” So I thought that I’d regret... I mean release these things and everyone could experience some of the trial and error that we went through at the beginning of Bayonetta.

<strong>The area around Vigrid Station is 50% larger than the original</strong>

<a href="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku01.jpg"><img class="alignnone" title="r111_hikaku01" src="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku01_thumb.jpg" alt="r111_hikaku01" width="500" height="563" /></a>
<a href="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku02.jpg"><img class="alignnone" title="r111_hikaku02" src="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku02_thumb.jpg" alt="r111_hikaku02" width="500" height="563" /></a> 
<a href="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku03.jpg"><img class="alignnone" title="r111_hikaku03" src="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku03_thumb.jpg" alt="r111_hikaku03" width="500" height="563" /></a>
<a href="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku04.jpg"><img class="alignnone" title="r111_hikaku04" src="http://platinumgames.files.wordpress.com/2009/12/r111_hikaku04_thumb.jpg" alt="r111_hikaku04" width="500" height="563" /></a>

The image above is the original size, and below is the same size as the shipping version, or 50% bigger than the upper image. The health bar is also an old version. At the beginning we decided that we wanted to make things real, which guided our decision making on size, but Bayonetta’s actions were much larger than we imagined, and that plan flew right out the window. Thus, we made the change towards bigger areas. Another reason was because we needed extra distance to compensate for Bayonetta’s fast movement and allow us time to load the stages into memory. The image quality differences are due to the implementation of graphical filters.
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2155&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>9</slash:comments>
	
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		<title>The World of Bayonetta &#8211; Maps and Props</title>
		<link>http://platinumgames.com/2009/11/30/the-world-of-bayonetta-maps-and-props/</link>
		<comments>http://platinumgames.com/2009/11/30/the-world-of-bayonetta-maps-and-props/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 01:58:51 +0000</pubDate>
		<dc:creator>Ikumi Nakamura</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
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		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Doll]]></category>
		<category><![CDATA[Concept Design]]></category>
		<category><![CDATA[Ikumi Nakamura]]></category>
		<category><![CDATA[Ithavoll]]></category>
		<category><![CDATA[Nipple Rebellion]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2130</guid>
		<description><![CDATA[<a href="http://platinumgames.files.wordpress.com/2009/11/top00.jpg"><img class="alignnone" title="top00" src="http://platinumgames.files.wordpress.com/2009/11/top00_thumb.jpg" border="0" alt="top00" width="500" height="135" /></a>

Hello all! I’m Ikumi Nakamura, concept designer on Bayonetta. It has been three weeks since Bayonetta was released in Japan... I bet there are many of you who have completed the game, and one of the things I’ve seen quite a bit of are comments referring to Bayonetta as “middle aged.” (LOL) Considering she is a witch who has been living for hundreds and hundreds of years, I think she has transcended middle age; however, these days I’m just happy that it seems people are into an attractive older woman like Bayonetta.

For this entry, I thought I’d bring you up to speed on some of the prop design in the game. First of all, in Bayonetta, there are certain treasure boxes that can show up at certain points in the game. However, one of Kamiya-san’s hallmarks is to make these treasure boxes engaging by giving them a sense of a bit more backstory and relevance... I think.

<a href="http://platinumgames.files.wordpress.com/2009/11/f3108cc92138.jpg"><img class="alignnone" title="宝箱詳細" src="http://platinumgames.files.wordpress.com/2009/11/thumb1.jpg" border="0" alt="宝箱詳細" width="500" height="312" /></a>

This treasure box was designed to actually have been a witch’s grave, but as they were persecuted by the Sages, the Sages placed a blessed counterweight on top of the grave to seal them. Over time, the remains of the witch inside actually became an item. By destroying the counterweight, Bayonetta is able to release the soul of witch within, and gain her strength in the form of the item. Pretty engaging, huh?

These small items get destroyed immediately, or are only on screen for a split-second, but they are still satisfying to design, and I get excited designing them.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2130&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>6</slash:comments>
	
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		<title>It’s a Celebration! Bayonetta on Sale in Japan!</title>
		<link>http://platinumgames.com/2009/11/27/its-a-celebration-bayonetta-on-sale/</link>
		<comments>http://platinumgames.com/2009/11/27/its-a-celebration-bayonetta-on-sale/#comments</comments>
		<pubDate>Fri, 27 Nov 2009 09:47:25 +0000</pubDate>
		<dc:creator>Hideki Kamiya</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
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		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2110</guid>
		<description><![CDATA[(This blog post originally appeared on the Japanese Bayo Blog on November 12, 2009.)

Hello again, everyone. Hideki Kamiya here. I just wanted to tell you all that I’m really getting a kick everyday out of watching the gameplay videos you are uploading. Uploading and watching videos of gameplay on the net was something I couldn’t do when I was a kid... I would stand behind people in the arcade and watch them play, figuring out strategies, or have a gallery of people behind me, pleased that they watching... Times have changed, right. I really don’t have anything to say against it personally. As long as people behave themselves and have fun, I’m happy.

Which brings us to my next point. I’m a little late to the party with this, but Bayonetta went on sale without a hitch! For the games that I’ve worked on up until now, I would hang out in the corner of a big box store and watch over sales that day; however, this time I had some work to do in Tokyo, so while I was there on the business trip, I checked out quite a few stores in Shinjuku, Shibuya, and Akihabara that were selling the game.

So how did it go? Well, to be honest, I couldn’t really tell! LOL. We were going around to the stores around lunchtime on a weekday, so there weren’t really that many customers in the aisles, and nowadays stores don’t really have people carry games up to the register, but instead look at a row of empty boxes and just tell the staff member which game they want. I didn’t really get to see the old school moment of someone picking up the game and taking it to the register to purchase... But what I did see were people standing in front of the empty boxes thinking about things, so I tried to send them a really strong telepathic message – “Just buy it already, go home, and have some fun!”

<a href="http://platinumgames.files.wordpress.com/2009/11/f1000161.jpg"><img title="F1000161" src="http://platinumgames.files.wordpress.com/2009/11/f1000161_thumb.jpg" border="0" alt="F1000161" width="500" height="667" /></a>

<em>Picture: It’s definitely lunch time on a weekday. So I ended up by myself in the store since no one was around...</em>

<a href="http://platinumgames.files.wordpress.com/2009/11/f1000162.jpg"><img title="F1000162" src="http://platinumgames.files.wordpress.com/2009/11/f1000162_thumb.jpg" border="0" alt="F1000162" width="500" height="667" /></a>

<em>Picture: What the hell is this!? LOL.</em>
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2110&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>15</slash:comments>
	
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		<title>Bayonetta Japanese Pre-Order Bonus – Rodin’s Selection (Original Soundtrack)</title>
		<link>http://platinumgames.com/2009/11/25/bayonetta-japanese-pre-order-bonus-rodins-selection-original-soundtrack/</link>
		<comments>http://platinumgames.com/2009/11/25/bayonetta-japanese-pre-order-bonus-rodins-selection-original-soundtrack/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 07:43:13 +0000</pubDate>
		<dc:creator>Ikumi Nakamura</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Climax Edition]]></category>
		<category><![CDATA[Bayonetta soundtrack]]></category>
		<category><![CDATA[Game Music]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Ikumi Nakamura]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Rodin]]></category>
		<category><![CDATA[Rodin's Selection]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2041</guid>
		<description><![CDATA[Hello everyone. I’m Bayonetta concept designer Ikumi Nakamura.

I was wondering if you had heard about the Rodin’s Selection soundtrack you get with Bayonetta? What you didn’t know, and I am here to tell you about, is the strange set of circumstances that occurred as we set off to produce this bonus item.

Years ago... There was a phone. In front of me.
<a href="http://platinumgames.wordpress.com/files/2009/11/nakamura.jpg"><img class="alignnone size-full wp-image-2049" title="nakamura" src="http://platinumgames.wordpress.com/files/2009/11/nakamura.jpg" alt="" width="500" height="330" /></a>
<blockquote>RODIN
Hey. Ikumi. I’ve got a job for you.

IKUMI
Huh? Who is this!? No solicitors!!

RODIN
I’m a bartender… In a wretched hive of
scum and villainy. I heard you got some
skills, and I want you to design my menu.
You gotta make it… Dangerous. And Hot.</blockquote>
*click* *beep beep beep*

And then phone call ended.

A few days later, I found myself in one of America’s grimiest cities. Searching around, I found a witch’s seal on the floor in front of me. I stood on it, then collapsed, as it felt as though my entire body was being dragged away.

That is when I realized where I was...
<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2041&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/11/25/bayonetta-japanese-pre-order-bonus-rodins-selection-original-soundtrack/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
	
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		<title>Dance Movie Prototype</title>
		<link>http://platinumgames.com/2009/11/24/dance-movie-prototype/</link>
		<comments>http://platinumgames.com/2009/11/24/dance-movie-prototype/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 06:15:45 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Bayonetta Dancing]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Uchi]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2033</guid>
		<description><![CDATA[Hi everyone. 
I’m Uchi, an animator here at PlatinumGames. 

Is everyone having fun with Bayonetta?

I joined the Bayonetta team towards the end of the project, and my main job was working on the in-game animations. You’ve already heard about the player and enemy animations from some of the more senior members of the team, but I’d like to tell you a little about what I was in charge of: the dance movie. 

During the game, Bayonetta puts on quite a few of her own magnificent dance shows, but these dances are mainly based off of dance data we motion captured. Motion capture allows us to use computers to play back in real-time data we captured of a real person moving, so we filmed a wide variety of motion capture actors for the game, whether they were dancers, actors, or martial artists, and then matched their data up to a character model/situation in the game.
For Bayonetta, we held auditions, and then found and motion captured a professional dancer who fit Bayonetta to a T. We used this dancer’s data in a variety of areas, from when Bayonetta summons an Infernal Demon to her dances during the game’s cutscenes.

[wpvideo 2MPbztWo w=500]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2033&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/11/24/dance-movie-prototype/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
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		<title>User Interface Design</title>
		<link>http://platinumgames.com/2009/11/20/user-interface-design/</link>
		<comments>http://platinumgames.com/2009/11/20/user-interface-design/#comments</comments>
		<pubDate>Fri, 20 Nov 2009 06:47:34 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[User Interface Design]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Yusuke Hashimoto]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2026</guid>
		<description><![CDATA[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...

<a href="http://platinumgames.wordpress.com/files/2009/11/e3819de3828ce3819ee3828ce381aeide794bbe99da21.jpg"><img class="alignnone size-full wp-image-2027" title="それぞれのID画面1" src="http://platinumgames.wordpress.com/files/2009/11/e3819de3828ce3819ee3828ce381aeide794bbe99da21.jpg" alt="" width="500" /></a>

<a href="http://platinumgames.wordpress.com/files/2009/11/e3819de3828ce3819ee3828ce381aeide794bbe99da22.jpg"><img class="alignnone size-full wp-image-2028" title="それぞれのID画面2" src="http://platinumgames.wordpress.com/files/2009/11/e3819de3828ce3819ee3828ce381aeide794bbe99da22.jpg" alt="" width="500" /></a>

<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2026&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/11/20/user-interface-design/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
	
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		<title>Miscellaneous</title>
		<link>http://platinumgames.com/2009/11/20/miscellaneous/</link>
		<comments>http://platinumgames.com/2009/11/20/miscellaneous/#comments</comments>
		<pubDate>Fri, 20 Nov 2009 06:38:53 +0000</pubDate>
		<dc:creator>Hideki Kamiya</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Famitsu]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Iccho Mori]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Web Radio]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/2009/11/20/miscellaneous/</guid>
		<description><![CDATA[（NOTE: This post appeared on the Japanese Bayo Blog on October 28, 2009.）

Hideki Kamiya here... I bought an iPod touch thinking, “I can use this to screw around on the internet while laying in bed!” So I hopped into bed all excited only to find out that it doesn’t support the security settings on my router, and I am too lazy to change the settings. Thus, I am in bed laying like a sea otter with my heavy laptop on top of me. BTW – Why is the theme to Ōedo Untouchables (Ōedo Sōsamō) so damn cool? I’ve got it on heavy rotation.

It seems that silver members can finally download the Bayonetta demo, so I think lots of people are playing it now. However, lately I’ve been hearing a lot of comments that say “skipping these cutscenes is a pain in the butt!” We put selecting skip into the pause menu to make sure someone wouldn’t accidently skip the cutscenes, but there is also a “Quick Skip” in the game as well, so those playing over and over can access the skip function faster. (Please figure out the command yourself though.) Also, I’ve been hearing people say that the “Item Window” when you get a new item is annoying. The thing is, you only see it the first time you get that item, and there aren’t that many items that even trigger that window, so those of you who are going to play the hell out of the game don’t have anything to worry about in the final version.

What else... Oh yeah... There have been a lot of questions about secrets in the game. I’m sure that if we revealed all of these before the game came out, it would have a positive knock-on effect for sales of the game (LOL); however, for all of those looking forward to playing the game themselves, let’s keep the secrets of the game secret.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2021&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/11/20/miscellaneous/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	
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			<media:title type="html">hkamiya</media:title>
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		<title>Tokyo Game Show</title>
		<link>http://platinumgames.com/2009/11/15/tokyo-game-show/</link>
		<comments>http://platinumgames.com/2009/11/15/tokyo-game-show/#comments</comments>
		<pubDate>Sat, 14 Nov 2009 17:17:21 +0000</pubDate>
		<dc:creator>Hideki Kamiya</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Future Game Award]]></category>
		<category><![CDATA[Ghost Trick]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Hiroyuki Kobayashi]]></category>
		<category><![CDATA[Matsumoto]]></category>
		<category><![CDATA[Nagano]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Shinshu]]></category>
		<category><![CDATA[Shu Takumi]]></category>
		<category><![CDATA[Tokyo Game Show 2009]]></category>
		<category><![CDATA[Valkyaria Chronicles]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=2000</guid>
		<description><![CDATA[(NOTE: This post originally appeared on the Japanese Bayo-blog on October 13, 2009.)

Been a long time, huh? Kamiya here, pleased that I was able to turn my recently purchased CD box set of the latest Beatles digital remasters, 20 years since they first appeared on CD, into MP3s. However, you know I’d really love to hear them on an excellent stereo system. 

A little while ago, on the PlatinumGames homepage, our CEO Tatsuya Minami spoke about the PS3 version of Bayonetta. We’ve also received many opinions from users via the comments field. What I can say with complete conviction is that we want to tell you as much as we can as best we can, and above all, we want you to play our games. The demo of the game was also released on October 8 in Japan. Since we first revealed the game, I’ve always been talking about the “feeling of the game.” I never say, “I want you to buy our game.” Instead, I keep saying, “I want you to try our game!” I sincerely hope that everyone experiences what it feels like to play Bayonetta, and then make your decisions from there.

This is the only way I can broach the subject, so my apologies on that. As for this blog, there are plenty of things to cover, so let’s go through them one by one. First of all, there was Tokyo Game Show. I was busy with many things, so the novelty of a TGS report might have worn off; however, I still think I’d like to take a crack at writing one in obscurity.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2000&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/11/15/tokyo-game-show/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
	
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		<title>Bayonetta Released in Japan</title>
		<link>http://platinumgames.com/2009/11/06/bayonetta-released-in-japan/</link>
		<comments>http://platinumgames.com/2009/11/06/bayonetta-released-in-japan/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 00:34:47 +0000</pubDate>
		<dc:creator>Yusuke Hashimoto</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Ads]]></category>
		<category><![CDATA[Producer]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Shibuya 109]]></category>
		<category><![CDATA[Shinjuku Station]]></category>
		<category><![CDATA[Video Game]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Yusuke Hashimoto]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=1990</guid>
		<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>
		<wfw:commentRss>http://platinumgames.com/2009/11/06/bayonetta-released-in-japan/feed/</wfw:commentRss>
		<slash:comments>25</slash:comments>
	
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		<title>The Technology of Bayonetta &#8211; Effects</title>
		<link>http://platinumgames.com/2009/11/04/bayo-technology/</link>
		<comments>http://platinumgames.com/2009/11/04/bayo-technology/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 00:51:30 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PGTV]]></category>
		<category><![CDATA[Crash and Build]]></category>
		<category><![CDATA[Game Development Tools]]></category>
		<category><![CDATA[Kenji Saito]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Special Effects]]></category>
		<category><![CDATA[Video Game]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=1981</guid>
		<description><![CDATA[Hi everyone. Kenji Saito here once again.

For this entry, I wanted to talk a little bit about the effects engine in Bayonetta.

Our effects designer, Kudo-san, wrote about effects in his previous blog post, but what you probably didn’t know was that the tools he used to create these effects were actually developed in-house. Moreover, these effects can be created from while manipulating the game in real-time.

It’s a little hard to explain with words, so please take a look at a real-world example of what I mean.

[wpvideo w=500 pLBb44Ov]

This video shows creating special effects as we control the character.

So why did we create an environment for real-time effects creation? At PlatinumGames, we use a “crash and build” development style, so things are often changing in the design. To match up with that style, as well as to match with the effect designer’s request that we have an environment where they can quickly check the effects they create, we set-up the in-game effects creation engine. This allowed us to give the effects designers the ability to go about their work in a final game scene-like environment, which in turn allowed them to create high-quality effects in a very productive manner.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=1981&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/11/04/bayo-technology/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
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		<title>Bayonetta Soundtrack On Sale!</title>
		<link>http://platinumgames.com/2009/11/02/soundtrack-on-sale/</link>
		<comments>http://platinumgames.com/2009/11/02/soundtrack-on-sale/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 04:34:21 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta soundtrack]]></category>
		<category><![CDATA[Game Music]]></category>
		<category><![CDATA[Helena Noguerra]]></category>
		<category><![CDATA[Hiroshi Yamaguchi]]></category>
		<category><![CDATA[Masami Ueda]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[SEGA]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=1970</guid>
		<description><![CDATA[Hi everyone, Bayonetta composer Hiroshi Yamaguchi checking in.

Bayonetta was released in Japan last week! It was a moment that I was truly waiting for. Someone of you may have even finished everything the game has to offer, and I am truly excited to hear what you thought about the game. But the big news is that in 2 days, on November 4, Bayonetta’s soundtrack will also be released in Japan.

<img class="alignnone" style="border:0 none;" title="clip_image002" src="http://platinumgames.files.wordpress.com/2009/11/clip_image002.jpg" border="0" alt="clip_image002" width="500" height="375" />

Here it is! It is an elegant design that I think is really, really cool.

It’s a huge soundtrack, spanning 5 discs, and it hold nothing back from the tracks we used in the game. We’ve even added a few bonus tracks to the mix. There are also 36 pages of liner notes featuring comments from Kamiya-san, Hashimoto-san, all the members involved in creating the Bayonetta soundtrack, commentary on all the tracks, lyrics, a special note from vocalist Helena Noguerra, art, etc. There is plenty to read there. I think you will find your enjoyment of the soundtrack vastly increased if you read the track commentaries while listening.

It is a soundtrack that will let you relive your memories of the game. Since it spans a full five discs, it is a bit expensive, but I really hope all of you give it a listen.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=1970&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/11/02/soundtrack-on-sale/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
	
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		<title>Designing Bayonetta 4 – Luka (And a Special MTV Announcement)</title>
		<link>http://platinumgames.com/2009/10/25/designing-bayonetta-4-%e2%80%93-luka-and-a-special-mtvbayonetta-announcement/</link>
		<comments>http://platinumgames.com/2009/10/25/designing-bayonetta-4-%e2%80%93-luka-and-a-special-mtvbayonetta-announcement/#comments</comments>
		<pubDate>Sun, 25 Oct 2009 05:29:25 +0000</pubDate>
		<dc:creator>Mari Shimazaki</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[2D Concept Art]]></category>
		<category><![CDATA[Character Design]]></category>
		<category><![CDATA[Luka]]></category>
		<category><![CDATA[Mari Shimazaki]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=1938</guid>
		<description><![CDATA[Hello all. Character designer Mari Shimazaki reporting in. We are now less than one week away from the Japanese release of Bayonetta. When the game comes out, I’m really excited about going to a huge store close-by and spreading out all the copies of the game! (A bit of a nuisance to the staff though&#8230;) [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=1938&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/10/25/designing-bayonetta-4-%e2%80%93-luka-and-a-special-mtvbayonetta-announcement/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
	
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		<title>Hideki Answers Vol. 2 Part 2!</title>
		<link>http://platinumgames.com/2009/10/19/hideki-answers-vol-2-part-2/</link>
		<comments>http://platinumgames.com/2009/10/19/hideki-answers-vol-2-part-2/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 07:23:32 +0000</pubDate>
		<dc:creator>PlatinumGames</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PGTV]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[After Burner Climax]]></category>
		<category><![CDATA[Hideki Answers]]></category>
		<category><![CDATA[Hideki Kamiya]]></category>
		<category><![CDATA[Indian Curry]]></category>
		<category><![CDATA[JP Kellams]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Skipping Homework]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=1933</guid>
		<description><![CDATA[Hideki Kamiya returns for the second part of Hideki Answers Vol. 2, where he answers questions submitted by users to the PlatinumGames Japanese and Western blogs. You can submit your questions for Vol. 3 in English by visiting the PG Forums. Just click the forum link above. As always, you can direct download the podcasts [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=1933&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/10/19/hideki-answers-vol-2-part-2/feed/</wfw:commentRss>
		<slash:comments>35</slash:comments>
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			<media:title type="plain">Hideki Kamiya Answers Your Questions Vol. 2 Part II</media:title>
			<media:description type="plain">Hideki Kamiya returns for a second round of questions submitted by users to the PlatinumGames Japanese and Western blogs. Submit your questions in English by visiting http://forums.platinumgames.com/</media:description>
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		<title>Bayonetta TGS Consoles and Photo Collection!</title>
		<link>http://platinumgames.com/2009/09/25/bayonetta-tgs-consoles-and-photo-collection/</link>
		<comments>http://platinumgames.com/2009/09/25/bayonetta-tgs-consoles-and-photo-collection/#comments</comments>
		<pubDate>Fri, 25 Sep 2009 06:19:54 +0000</pubDate>
		<dc:creator>Mari Shimazaki</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Photo Collection]]></category>
		<category><![CDATA[Colorware]]></category>
		<category><![CDATA[Custom PS3]]></category>
		<category><![CDATA[Custom Xbox 360]]></category>
		<category><![CDATA[Mari Shimazaki]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Tokyo Game Show]]></category>
		<category><![CDATA[Witch of Vigrid]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.com/?p=1862</guid>
		<description><![CDATA[Hi everyone. Character designer Mari Shimazaki here. Tomorrow is the opening of Tokyo Game Show 2009 to the general public. I’m sure by the time this is posted, we will already be on the show floor getting ready for your arrival. Make sure to come visit us! We’ve even got a little souvenir to give [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=1862&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://platinumgames.com/2009/09/25/bayonetta-tgs-consoles-and-photo-collection/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
	
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		<title>Fall Harvest</title>
		<link>http://platinumgames.com/2009/09/18/fall-harvest/</link>
		<comments>http://platinumgames.com/2009/09/18/fall-harvest/#comments</comments>
		<pubDate>Fri, 18 Sep 2009 08:50:08 +0000</pubDate>
		<dc:creator>Tatsuya Minami</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Tatsuya Minami]]></category>
		<category><![CDATA[Tokyo Game Show]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=1856</guid>
		<description><![CDATA[Hello everyone. It has been quite a while since I’ve blogged&#8230; Don’t think I’ve been resting on my laurels though. I’ve been quite busy with a number of projects here at PlatinumGames, and I haven’t had time to update my blog. For this, I apologize. Thanks to all your support, our projects have begun to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=1856&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>82</slash:comments>
	
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