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PlatinumGames

Putting the video after the break just to be safe with spoilers!

There are a few differences in the Wii U version of Bayonetta 1 compared to the original PlayStation 3 and Xbox 360 games. There’s off-TV play and touchscreen support on the GamePad. A few Nintendo costumes are also included. As it turns out, PlatinumGames also made a change to Jeanne’s model.

As explained by the studio’s JP Kellams:


Source

According to Media Create, Bayonetta 2 sold roughly 39,000 units in its first week. But this doesn’t paint the full picture.

Bayonetta 1 sold 200,000 copies when it launched for the PlayStation 3 and Xbox 360 back in 2009. In a follow-up report, Media Create mentions that the decline in sales for the sequel comes down to the Wii U’s smaller install base and different demographics.

Media Create also shares a bit more about Bayonetta 2’s sales. The game actually managed to sell through 67.29 percent of its initial shipment. There weren’t sell-outs, but Bayonetta 2 did end up shifting approximately two-thirds of the shipment.

It’s also important to remember that Bayonetta 2 launched in Japan on September 20. Media Create’s reporting period for the week ended on September 21, so the game did not come close to experiencing a full week of sales.

Source

PlatinumGames has posted a new Bayonetta 2 blog post covering the game’s character models.

First, check out a few excerpts below:

So, when you make something, not just for a game, but anything, you need some kind of direction in your process. When you’re making a 3D model for a game, your direction is usually provided by concept art. Because, first, you have to know what it looks like, right? Different projects will have varying levels of detail for their concept art, but, well, as long as you have one, you can start putting a model together, I guess. So, what exactly does “put together” mean?

I mean, even if you have a still image, there’s a lot of work left to be done. This character is an enemy, so it has to fulfill the role of being a THREAT to the player. So first of all, we have to make it MOVE. All we have is this piece of concept art. From that one image, we have to decide each movement, each attack the enemy can make. This means that part of the model designer’s job is to really understand the minute details of the enemy they are creating. Since it’s snake-like, it’ll probably slink around. Since it’s got wings, obviously it can fly. Does it chomp at the player? Maybe spit something at them? Also, this thing has two faces. Which is the real one? How does it make its appearance in the game, what is its personality, is it male, female…???

Initially, I see what I can come up with by myself.

And be sure to read the full thing here with lots of information (and extra clips).

PlatinumGames has posted a new Bayonetta 2 blog post covering scenario writing. Hideki Kamiya himself wrote the piece.

First, check out a few excerpts below:

At long last, the release date is right around the corner! It’s been a long road getting here, filled with bumps, twists, and turns. There was even a time when we almost lost hope of releasing the game altogether. It makes me happy that we can bring you Bayonetta 2, and I would like to extend my personal thanks to Nintendo for stepping in and making this game a reality.

But before we get into that, I’m sure many of you are a bit confused about what a game supervisor does. It is quite an important-sounding title, but to put it simply, they supervise the project from a position one-step removed from development. At PlatinumGames, the person who has the final say on what goes into a game, and who is ultimately responsible for how it turns out, is the director. I believe that every game should be infused with the unique color of its director. Because of this, my involvement in Bayonetta 2 consisted of regular meetings with Director Hashimoto where I only provided advice when necessary. The one exception perhaps, was Jeanne; when it came to her character, I butt in with my comments at every opportunity.

Planning for the Bayonetta 2 scenario began during a discussion with Hashimoto. It was almost like a casual chat, where we went back and forth saying “what if this happened?” and “what about this character?”, deciding the overarching story and overall structure of the stages. Once the rough outline was in place, we brought Bingo into the discussion and had him fill in the details. Next, we had Bingo turn this outline into a game scenario. This became the first draft of the scenario: a detailed plan for each stage explaining when each cut scene would play, how each character would make their appearance, and the way each story beat would unfold. From here, I worked on the flow of the characters’ dialog and added scenes to bring out that unique Bayonetta flavor. At this point it was basically the text equivalent of a storyboard; everything was in place. Since the first draft was well structured, I was able to concentrate on bringing out the personality of the characters and fleshing out the world without having to worry about the story / action balance. At the end of this process, we completed the final draft of the scenario.

And be sure to read the full blog post here with lots of information.


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