Nintendo announced plans to remove both Bayonetta and Bayonetta 2 from the Japanese Wii U eShop on Sept. 18th, 2019. Nintendo has not given a reason for this removal. Thankfully, the Switch versions of both games will remain available to purchase.
Platinum Games’ Atsushi Inaba and Hideki Kamiya were in attendance at ChinaJoy 2019 this year, and gave a detailed talk on the company's history. Check out some highlights from the event below.
- Platinum Games began with no money; only talent
- the goal was to make something completely different from other games.
- Kamiya was confident that they could make games never seen before with their own studio
- Kamiya remembers originally proposing games for the Wii that would use its motion aiming in unique ways
- Inaba was opposed in terms of sales reasons
- Inaba stated that challenging themselves on new concepts was good, but he wanted to create an influential game
- this title ended up being Bayonetta
- Bayonetta wasn’t in the plans at all from their initial strategy
- Kamiya was inspired by a colleague who offhandedly mentioned he wanted to play another 3D game by Kamiya again
- Kamiya says no matter what game it is, he feels that action games need special actions that will make players feel good
- Kamiya remembers to put in limitations on player actions, which is inspired by his history of playing retro games with limitations
- Kamiya doesn’t want Platinum Games to only be action games
- while the Bayonetta series is still important, he wants players to reach a point where they’ll try other brand-new games
- while Bayonetta 3 is still in development, Inaba wants Platinum Games to stand on its own even without the series
- Kamiya regrets that he wasn’t able to work on Capcom games like the Devil May Cry series beyond the first game
- on the flip-side, this let Kamiya work on Bayonetta
- Kamiya hopes Bayonetta will be able to become a classic series with a well-established world that can continue on expanding
Many fans were hoping to see Bayonetta 3 pop up during Nintendo's E3 2019 Direct, but the game was nowhere to be found. Don't worry, though, as Platinum Games studio head Atsushi Inaba said all is well.
“...development is actually going quite well. Games aren’t usually done in a year or two… it takes a while. That’s all. Things are going well and I know a lot of people are asking for it. Giving updates for everything at E3 isn’t the smartest PR strategy to begin with, so just because we’re not showing it here doesn’t mean it’s not going well. ...it’s going to be a high quality title and we’re putting our all into it. That is what you’re seeing [with the silence].”
There's no doubt we're going to hear more about the various projects PlatinumGames has been up to at this year's E3. While we wait for those details, Platinum Games executive director and producer Atsushi Inaba and game designer Takahisa Taura sat down with Gematsu to share status updates and tease a few things to come.
On 2019 titles and other new titles
Inaba: “Well first, Taura’s Astral Chain is going to be released. And other than that there’s potential to release news about new titles we have on the way. And all this news would bring a major change to Platinum Games, I believe.”
On bringing up the idea of porting The Wonderful 101 to Switch
Inaba: “Yeah, I think I said that on multiple occasions. And I’m glad that I did. So if you could be patient with it, that’ll be great.”
On Bayonetta 3 development
Inaba: “Sorry, again we can’t share anything. Although I can assure you, development is going smoothly. So please wait for further updates.”
On Astral Chain
Inaba: “We want to share more, but we can’t.”
Taura: “It’s not far from release, so there will be news soon. ...Astral Chain is coming out on August 30, so stay tuned for more information. We hope you can get a copy of the game and enjoy it, and we can guarantee that its good.”
Yesterday we learned that Bayonetta 3 is seeing a change in design process as compared to the first two titles. Looking for more details than that? Platinum head Atsushi Inaba is remaining rather tight lipped, but he did share this one tiny tidbit.
With Bayonetta 1 and 2 we had basically an orthodox development process, at least for us. We did stage one, then stage two, then stage three and built up the drama and the pacing chronologically. For Bayonetta 3, we can say that we learned enough from making the past two games to change our process in a way that’s different to what I just described. Maybe the players will recognize this as well. And that’s all the hints you get!”
It seems that Platinum Games is going through some changes. Studio head Atsushi Inaba has confirmed that Platinum has switched things up in their game design process, and it applies to how they're handling Bayonetta 3. Check out details on these changes and more below.
- 2019 will be an “incredibly important” year for the developer
- PlatinumGames is set to benefit from “major” new approaches aimed at shaking up both its business and design strategies
- this includes new approaches in how Platinum designs its games
- this is in an attempt to build a “new foundation” for the company
- Bayonetta 3 will see a change in design process based on Platinum’s experience creating the first two games
- the company is midway through creating an unannounced title which “has never been done before”
- Platinum will move towards a self-publishing model for its games
- the studio hopes to eventually reach the point where it has the “freedom” to own its IP and make independent decisions
- the studio is working to move away from relying on external publisher funding
- that said, there are still going to potentially be games in which Platinum partners with publishers to do big things with big IPs
- Astral Chain is being created under an agreement that sees the IP remain with Nintendo and not Platinum
- Platinum is determined to break the cycle with the creation of two new independent IPs owned entirely by the studio
- in the case of Bayonetta, it took a lot of time and energy to get to the point where sequels could be made
Over the last few years, Platinum Games and Nintendo have become very close with one another. This is through multiple collaborations, including the addition of Bayonetta to the Smash Bros. roster. In the blog below, Platinum discusses not only Bayonetta's inclusion in Smash, but the various work that was done on music for the game.
Super Smash Bros. Ultimate, the latest entry in the beloved Super Smash Bros. series, hit store shelves on December 7 of this year! Bayonetta made her Smash debut in 2016, in Super Smash Bros. for Wii U and 3DS. Now she’s back for Ultimate – and she’s brought her pal Rodin, gunsmith to the gods, along as an Assist Trophy.
Bayonetta’s Smash Bros. arsenal is familiar to anyone who’s played Bayonetta or Bayonetta 2. In addition to summoning massive, demonic limbs into the battlefield for smash attacks, Bayonetta uses Scarborough Fair – her iconic set of four handguns (err, hand-and-footguns) – for thrilling Bullet Climaxes, and she can even slow her opponents’ movements with Witch Time. Her silky-smooth combos and climactic special moves make her a unique addition to the Smash Bros. roster.
Time for the Day 3 images counting down to Smash Bros. Ultimate. We get some Fire Emblem action, as well as a special piece of art with Bayonetta!
You got this! 🙌🏻— Nintendo of America (@NintendoAmerica) November 4, 2018
Lady Gaga and Bayonetta seem like a match made in heaven, don't they?! It's no surprise to see she's a big fan. I love that Nintendo swooped in for a little Twitter encouragement as well!
PlatinumGames’ Hideki Kamiya and Atsushi Inaba were on-hand for a stage event at the Bitsummit Roadshow: Tokyo earlier today, and they shared an update on Bayonetta 3. You can get all the details below.
- the game is “on course”
- everybody in the development team is “in sync”
- development is proceeding smoothly.
“It’s nice to be able to tell you that everything is going very, very well. We’re all very excited about what we’re doing on that game.”
The pair also shared a small tidbit on the development of the original Bayonetta. While Kamiya had the idea of having guns that you both shot at and hit enemies with, the idea of kicking with guns came from an animator on the team. Kamiya went to the animator with his original idea, and when the animator heard the idea of about hitting with guns, he suggested they should add the kicking element as well.