(Originally posted on the Japanaese Bayo-Blog January 25, 2010)

Hello, everyone. Happy New Year. Bayonetta concept designer Ikumi Nakamura here, humping my beloved Lancer Assault Rifle along with me.

Bayonetta has been released in Europe and North America now. Everyone on staff here is enjoying seeing all your comments about the game everyday.

I wanted to talk about the Premium Theme we made for the Xbox 360.

The main point of departure for the Premium Theme was to place it in the same ballpark as the Bayonetta in-game Chapter Screen (the map screen). I started work on the theme right in the middle of the carnage that is the end of development; naturally, I was sweating bullets as I worked out the design. Originally, we created 10 “stages” that followed the story of Bayonetta for the Friends screen.

However, those of you who purchased the theme got to see 7 of the stages I designed for characters to stand on, if my memory serves me correctly.

Months prior, the world famous Hashimoto Producer had directed me to “Keep the data size down to a third of what you’re using.”

No matter how much Kamiya-san complained, we weren’t able to increase the file size. It caused problems not just for me, but also our programmer, Kenji-san. The only way we could make the limit was to cut some of the stages we created. I’d like to show you the 3 character stages that didn’t make the cut.


Cereza’s stuffed cat stage


Paradiso stage


Ithavoll Building stage

I’ve included Kamiya-san’s avatar in the pictures. I think you should be able to use them as wallpapers if you’d like.

I still have no idea why the Ithavoll Building, a crucial locale, didn’t make the cut…

(EDITOR’S NOTE: The event below is now over.)
By the way, on January 30, 2010, we will be having an official PlatinumGames party with our fans. All of the staff here are looking forward to meeting you all.
We hope to see you there!

Bye for now!