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Platinum's Kamiya talks goals with Bayonetta, harsh directing style & more

by rawmeatcowboy
07 February 2016
GN Version 5.0

Coming from a Famitsu interview with Hideki Kamiya...

- Kamiya's goal with Bayonetta was to make an original game with hardware you’re touching for the first time with no library, no resources, and no game engine
- he wanted to have it published in three years
- Kamiya is noted to have a really harsh directing style
- at the time Bayonetta’s development finished, the company’s atmosphere was so tense and many employees including main programmer Kenji Saito said they didn’t want to work with him again

“As a director, I always told the staff [to implement things] ‘because they’re interesting!’, even if they could be severe demands.” - Kamiya

“After a while later, I understand how Kamiya feels. When Bayonetta 2 was finished, there were many people who don’t want to work with me either.” - Yusuke Hashimoto

“I remembered it when looking at Hashimoto’s face as he’s making Star Fox Zero right now… when we set up this company, we never thought we’d get lent IPs from other companies and create games of them. I think it’s a rare case for a studio to make games of so many IPs from other companies.” - Atsushi Inaba

- IP holders leave the action gameplay parts to Platinum
- this is because other devs/pubs acknowledge the studio’s developing power
- while the original plan was to focus on original IP, Platinum has recently received many offers to collaborate on games
- some of these collaborations still haven’t been announced at this time.

[Link]