How does it feel to be bringing mature themes to Nintendo hardware? Do you think Bayonetta 2 sits comfortably in Wii U’s lineup?
I think it is great that Wii U owners get to enjoy a variety of genres. I am glad we can help expand the console’s reach, and change the perception of what it is capable of.
Apart from the main character, what did you consider the most important parts of the first game to bring across to this sequel?
We strived to make sure that both games feel like they take place in the same universe. So while the returning cast retain their distinctive personalities, we gave them all a new design. Nearly all the enemies are new as well. So, although Bayonetta 2 is a sequel, we almost think you could play it as a standalone title.
Part of the game will see Bayonetta in a mech – how does that work in the context of her moveset?
The mech preserves the classic Bayonetta gameplay of gun, punch and kick combos, but with amplified power that will send enemies flying. It can also fly, which opened up a lot of other ideas for some really thrilling battles. As for any other vehicles, I’ll leave that up to your imagination.
It seems like there are fewer action games being made in Japan nowadays, at least from a western perspective, but how do you feel about the Japanese development scene in general right now, and how do you think it will evolve over the next few years?
I cannot speak as the entire Japanese gaming industry, but I will say that I do not see the declining number of action games as a problem, but as an opportunity. Action games are our speciality and passion; I know there are still many people out there who love action games as much as we do.
If you had to summarise Platinum’s style of game development, how would you describe it?
We are constantly looking to challenge ourselves. It’s hard to speak objectively, since I am so close to the project, but I feel the new touch controls and online co-op with Tag Climax in Bayonetta 2 are a direct result of this approach. We always strive to try new things.