Bayonetta is “the game we’ve always wanted to make” – Kamiya-san
Teaming up with our good friends over at Gamezine, PS3 Attitude had the opportunity to sit down and chew the fat with legendary Japanese director Hideki Kamiya.
Covering a wide range of topics from the game’s influences to Kamiya-san’s views on the afterlife, it’s the director’s comments regarding how Bayonetta compares to his other creations that piqued our interest.
Considering the designer’s impressive pedigree with titles such as the original Resident Evil and the ground-breaking Okami, his statement that Bayonetta is “the game we’ve always wanted to make” should convince the man’s many fans that we’re in for a real treat this fall.
Creator of such seminal titles as Devil May Cry, Viewtiful Joe and the aforementioned Okami, Kamiya-san and his team have been at the forefront of game design for over a decade, bending the rules of conventional design perceptions and producing some truly memorable gaming experiences. From the infectious Viewtiful Joe to the subtle beauty of Okami, Kamiya-san is known to champion the virtues of creativity, espousing the concept of clever design work over the practice of simply throwing as many polygons at the viewer as possible. Not that Kamiya-san’s games are technically inept of course.
It’s the first title in the above list however, Devil May Cry, that most people associate with the Japanese director. And with Bayonetta planned for a September release, a game that, at least ostensibly, bears more than a slight resemblance to the former action title, many are wondering just how similar Kamiya-san’s new supernatural and kinetic title is to his most famous work. And how has Dante and Kamiya-san’s past projects influenced Bayonetta in general?
PS3 Attitude: In an indirect way, Bayonetta will have an in-built fan base made up of those of us who have enjoyed some extremely popular games from you and your team in the past. Viewiful Joe, Devil May Cry, Okami. How has this impressive pedigree influenced Bayonetta – if at all?
Hideki Kamiya: All of the titles myself and the team have worked on have fed into this title to some extent. When you develop games you canâ€™t help but have each project rub off on you, and youâ€™re always looking to learn from each game youâ€™ve worked on so you can use that experience for the future. With Bayonetta weâ€™ve been enabled to make the game weâ€™ve always wanted to make, and we hope is itâ€™s the game that players will really want too.
Check back later for the full interview where we talk sexy witches, the afterlife and how architecture can influence the design of a game.