- Aug 28, 2009
Platinum Games director Atsushi Inaba has called the PS3 conversion of Bayonetta, our biggest failure.
Speaking to us as part of a ten-page feature in our new issue, E246, he discusses how Platinum declined handling the port itself, delegating the task to an in-house team at Sega, the games publisher. The resulting release suffered framerate and control issues which blighted the experience for many players, despite receiving largely positive review scores.
The biggest failure for Platinum so far, the one that really sticks in my mind, is that port, Inaba tells us. At the time we didnt really know how to develop on PS3 all that well, and whether we could have done it is irrelevant: we made the decision that we couldnt. But looking back on the result, and especially what ended up being released to users, I regard that as our biggest failure.
Inaba was speaking on the verge of the Bayonetta 2 announcement, which has caused controversy thanks to Platinums exclusivity deal with Nintendo. There was anger when the title wasnt retained as a multi-platform release by Sega. In Edges feature however, the team stipulates that it had a very specific five-game deal with the publisher, and that it was already talking to other parties at the close of its fifth Sega project, Anarchy Reigns.
In a wide-ranging interview, which also covers the state of Japanese game development and the problems with growing team sizes, Inaba told the magazine that the Bayonetta experience provided an important lesson. One thing I will say is that it wasnt a failure for nothing, he explains. We learned that we needed to take responsibility for everything. So on Vanquish we developed both versions in-house.
We learned, so it wasnt a pointless failure, but it was a failure nonetheless.
You can read the rest of the interview in E246, which should be with subscribers in the coming days and will be on newsagent shelves from 27 September.