Bayonetta 3 developers explain why the game is taking so long

developers Bayonetta 3 Open up about making the game, and they discussed why the project took so long to finish.

PlatinumGames supervising director Hideki Kamiya, producer Yuji Nakao, director Yusuke Miyata and Nintendo producer Makoto Okazaki spoke about this in a recent issue of Famitsu. The two indicated that things didn’t quite go according to plan, but that was more because of the amount of content the team wanted to add. It’s never about getting stuck, Nakao said.

Did development go smoothly as planned?

Okazaki: It’s 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 deliver was greater than expected.

Taking: We certainly didn’t fully start on schedule. Having said that, we were never stuck because we couldn’t figure out what we wanted the gameplay to be, but because we kept wanting to add that aspect and the gameplay, adding all the extra stuff kept us behind schedule. That’s why I felt that our schedule didn’t break down in a negative way, but rather that we were behind schedule in a positive way.

Kamiya: There was never a time when production stopped, or the things we made became useless.

Miata: When Kamiya-san and the others asked, “Aren’t you making too many things?” We blew it up by saying, “We’re not!” And they kept cramming things (laughs).

Since you made a lot, this naturally took a lot of time. So, specifically, in which parts do you think “let’s add more”?

Kamiya: For example with Demon Slaves we initially thought we needed at least five for basic play, then maybe we’d end up with six or seven for variety. But Miao said, “We need at least ten!” And we will not give up. And forget about ten, it ended up having more demons you could summon. But when I said, “Since there are already so many, why not” and asked to add demons I really wanted in the game, Miao never added them…

Miao: (laughs) Seriously, in the second game, there were about twenty demons. I wanted to put them all in, but of course that wasn’t realistic. The problem is that while there were definitely demons that fans would associate with, and we wanted to add as many of them as possible, the lack of new demons would give a sense of loneliness. In an effort to balance these things, I decided that there must be at least that many demons in the game. …With 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 keep a balance, so I wasn’t just ignoring Kamiya-san’s requests.

Kamiya: Since I was the director of the first game, I’ve had a strong emotional attachment to these demons. You’ve shown a lot of favouritism (laughs).

Bayonetta 3 developers also recently talked about how the game will look, with Kamiya saying he “is forever indebted to Nintendo.” You can read more about it over here.

Translation provided by SatsumaFS on behalf of Nintendo Everything.

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