No one will be surprised by saying that in this house (in some more cases than in others) a special devotion is felt by Bayonet ta and his figure, both for what he represents as a character per se and what the franchise means.
The most special, by definition, is a first installment that expanded the concept of hack and slash through a perfectly orchestrated proposal by big names such as Hide Kamila, Leisure Hashimoto, Hiroshi Shibuya or Hiroshi Yamaguchi.
The place that has left Platinum games’s work is imperishable, latent, as an eternal inheritance of everything to which pure action video games can aspire.
It is easy to stand to ask oneself its history, origin and influences, the beginning of a winding and inevitable ups and downs, but that has served to achieve excellence in much of its works.
From Cap com, Clover and Seeds to Platinum games
You have to look very backwards to get to the origin of a story that began with At sushi India, Shinji Miami and Hide Kamila, three young developers who functioned as key pieces within Clover Studio.
This internal team, owned by Cap com, had the mission of collaborating with the Japanese company in the development of many of its large franchises, a role that were won after their participation in Los Cinco de Capcom, a strategy that went through the
Launch of five titles in Game Cube: P.N.03, Resident Evil 4 (both led by Miami), Fruitful Joe (led by Kamila), Killer7 (from Suda51 and Miami) and Dead Phoenix.
This series of games marked the path of a wave of Japanese talents that was consumed with enormous success at the level of criticism, but their warm results at the commercial level led Cap com to close the study, with okapi and God Hand as the last releases of
The subsidiary before its closure.
Although, again, the reception was excellent in both cases, the numbers did not accompany and could not go beyond their status of cult game.
India, Miami and Kamila decided to leave the team before being absorbed by Cap com to create their own studio, Seeds, a foundation that was consumed in early 2007 despite the fact that he still lacked a last piece to reach its final form.
Satsuma Miami, meanwhile, also left Cap com in 2006 after almost 20 years in the study as a producer.
After participating in franchises such as Resident Evil, Mega Man or Street Fighter, Miami created the Odd Ltd. study, which would definitely merge with Seeds for the Platinum games Foundation in October 2007. However, as a curiosity, the study celebrated its tenth
Anniversary in February 2016, which would lead us to a previous origin even to the launch of okapi and God Hand, and is attributed to a discontent by Platinum members considering that Cap com was obsessed with sequela.
The origin of the witch
With Miami as director, they soon began their journey as a study thanks, in part, to the famous agreement with SEGA for the development of four titles: Bayonet ta, Infinite Space and Mad world, in addition to a vanquish whose name had not yet been revealed.
After the launch of the forceful Mad world (who drank obviously from God Hand, and already introduced many visual and playable elements that would end up defining the study) and Infinite Space, which went especially unnoticed in DS, the team based in Osaka
He was preparing for Bayonet ta’s departure: an action game presented during the Electronic Entertainment Expo (E3) of 2008 was treated and, from very soon, he remembered the origins of the Clover Studio team.
As counted in the dozens of publications on the development of Bayonet ta (there are a few of them on the Platinum website), they began working on it at the beginning of 2007. «My inspiration to create Bayonet ta came from a conversation that
I had Hashimoto, the producer of the game, when Platinum games had just founded, said Kamila.
«He told me that he would love to see me another of my action games and, like the last games he had worked in had male protagonists (Dante, Joe, Leon S. Kennedy, Issue), I decided that I wanted to do something different with this game, and we bet on a female protagonist ».
The one who was director of Bayonet ta also led Devil May Cry (which in turn, is already Vox Popular, came out of an especially radical attempt to convert Resident Evil 4 into a game with much more action), a title where Kamila could
Express many of his ideas to make him a benchmark of the Hack and Slash.
This genre, which somehow is understood as the jump to the three dimensions of the Beat Em Up, still had much more to offer the ex-close, and Bayonet ta would mean one more step in its evolution with respect to its spectacular work in
Cap com
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