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Platinum on their StarFox tribute in Bayonetta 2, dev challenges of StarFox Zero

by rawmeatcowboy
28 December 2015
GN Version 5.0

The following comes from Platinum director Yusuke Hashimoto...

On adding a StarFox tribute to Bayonetta 2:

"When we were making Bayonetta 2, I thought, we should be doing some kind of collaboration. Of course we started talking about how we would do that with Bayonetta and Bayonetta 2, and [Bayonetta creator Hideki] Kamiya-san was the first to jump in and say, 'Okay, I want Bayonetta wearing Mario clothes.' It ended up being a Princess Peach costume, and Samus, and Link, and stuff like that. But I thought, 'What's in this for me?'

Besides just a costume, I thought it would be cool to make a collaboration that changes gameplay, something that maybe changes how you can play the game. That's how we got the idea for the Chain Chomp weapon in Bayonetta 2. But also, I'm a Star Fox fan, back when he was a fan, and I didn't want to do just a costume. Instead we made an Arwing for one section of the game and put them in.

Afterwards we thought, 'Oh, we need to actually ask Nintendo if this is okay. It's okay, right?' And they were cool with it. They were on the same page with us, so that was fun!"

On making the GamePad/TV usage in StarFox Zero fun:

"Obviously we have a very strong history of action games, whereas Miyamoto-san and his team have a strong history of everything, so it's very stimulating for us to work together with him. There's a lot that we learn, lots of different new ideas that get thrown around all the time, so it's very cool for us to be able to have that opportunity.

Thinking about how we can make it fun, how we can make it interesting, "that's something that neither side really has [done]. It's just new for both of us. That's where you get stimulated: what ideas, what can we do there? It's always fun to think about. We've been working with action games long enough. We understand how the players play an action game, how they respond to an action game, how they'll move, what they'll do in the situational stuff. What we're making here now, it's totally a new learning experience for us, which is kind of fun to find out.

We want to make it feel as great as possible, give it that Platinum feel. It's easy to say [it was delayed] to increase its quality, or whatever, but that entails a lot, whether it be visuals, or controls."

[Link]