The developers of Bayonet 3 spoke about the making of the game and why the project took so long to complete.
PlatinumGames Supervising Director Hideki Kamiya, Producer Yuji Nakao, Director Yusuke Miyata, and Nintendo Producer Makoto Okazaki discussed this in a recent issue of Famitsu. Both indicated that things weren’t going exactly as planned, but that was more down to the amount of content the team wanted to add. Nakao said it was never about being stuck.
Did the development go as well as expected?
Okazaki: All according to plan… Not really (bitter laugh). But in terms of content, thanks to PlatinumGames, I think the volume and quality of stuff we were able to put in was more than we expected.
Nako: We certainly didn’t proceed completely according to a schedule. That being said, we were never stuck because we couldn’t figure out what we wanted the gameplay to look like, but because we always wanted to add that gameplay aspect and mechanic, adding all the extra stuff made us fall behind. That’s why I felt that our schedule didn’t fall apart in a negative way, but rather that we fell behind in a positive way.
Kamia: There hasn’t been a moment where production has stopped, or the things we’ve been doing become useless.
Miyata: When Kamiya-san and the others asked, “You don’t do too much stuff?”, we just exploded with “You don’t!” and I kept piling things up (laughs).
As you have created a lot, it naturally took a long time. So specifically, in which parts did you think “Let’s add more”?
Kamia: For example with Demon Slaves, we first thought we needed at least five for basic gameplay, then maybe we ended up with six or seven for variety. But Miyao said, “We need at least ten!”, and didn’t back down. And forget ten, there were even more demons you could summon. But when I said “Since there are so many already, why not” and asked to add demons I really wanted in the game, Miyao never added them…
Miyao: (laughs) To explain this seriously, in the second game, there were about twenty demons. I wanted to put them all on, but of course it wasn’t realistic. The problem is that while there were definitely demons that fans were attached to, and we wanted to add as many as possible, not having new demons would feel lonely. Trying to balance those things out, I decided there had to be at least that many demons in the game. … In that context, the demons Kamiya wanted to add were all from the first Bayonetta. Since we also had demons from Bayonetta 2, we had to maintain balance, so I didn’t just ignore Kamiya-san’s demands.
Kamia: Ever since I was the director of the first game, I had a strong emotional attachment to these demons. I showed a lot of favoritism (laughs).
The developers of Bayonetta 3 also recently explained how the game came to be, with Kamiya saying he’s “forever indebted to Nintendo.” You can read more about it here.
Translation provided by SatsumaFS on behalf of Nintendo Everything.
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