Nothing1016
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Gamasutra had an interview with Platinum Games describing their relationship with Nintendo, Bayonetta 2, and why they formed. Its a pretty interesting interview and deserves a read.
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Bayonetta is so gameplay-focused that I honestly feel that Nintendo would understand it very well. Do you find that's the case?
YH: Yes, exactly. And all of the things we want to do in the game, they're not standing in our way, in that sense. But it's almost as if they are a very critical player that can sit back and give us great advice on how we're creating the game.
AI: Working with Nintendo, one thing that comes out of that is that we're not able to cover up weaknesses in the core gameplay by making the graphics prettier or adding cutscenes, or whatever. The concern, first and foremost, is the core of the game and the quality of the gameplay. They really have our back in that sense. And that's actually a little bit unnerving, working with people who are such perfectionists in that sense.
It's a very showy game, and at the same time it's very responsive, quick, and deep. How do you pull both of those things off at the same time? Many games do one or the other.
YH: A lot of that comes down to the battle programmer, Don-san. His sense of being able to establish a feeling that feels right, but also to counter that with the visual representation of something -- so something might feel right, but doesn't necessarily have that action reflected on the screen -- is something that he's very good at.
In a sense you're saying it's really a technical challenge to make it feel that way, rather than a gameplay design challenge?
YH: Yes, that's absolutely the case. From a design perspective, we throw things at the battle programmer. We can come up with materials that say, "We'd like it to be this way." We have requests. In that sense, we do leave it up to the programmer. There's discussion of small things -- "Bring this more to the forefront" or "implement it in this sense" -- but essentially a vision that's then implemented and allowed by the skill of the programmer.
As an example of that sort of relationship, sometimes suddenly you realize the game is really difficult. Then there's a discussion between us that maybe we should ease up on enemies a little bit, or make certain adjustments that way... so it's definitely not a one-way relationship.
Bayonetta was Platinum's first big game. You've come a long way since then. Do you feel you have as much to prove with the sequel as you did with the original?
YH: Of course, this time, we want to prove ourselves in the sense that we want to show we can make something even better than the original. We're known for making original titles -- this is our first sequel. In that sense, there's still a lot to prove. We want to achieve something greater than the original in many ways.
AI: When Platinum Games was first established, we were working on a number of titles. But, in particular, Bayonetta was the first major title, and we felt like we had to put a lot into it -- so much so that we felt like the future of the company depended on the title. So in that sense, everybody in the company had a strong feeling of value placed in that title, so in that sense it was a very, very critical title.
This time around, with Bayonetta 2, we have to increase the bar. So in the same way, not so much in establishing our reputation around this title, but establishing where we can take the company -- and in that sense, again, it's just as critical as the original.
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