“Bayonetta” Collab Outfit Is Actually Kim Hyun-tae's Original!? Switch 2 “Stellar Blade” Interview Reveals New Outfit, “Blood Rain” Too [TGS2026]

A look behind the scenes at the creation of Bayonetta's costumes.

Features Interviews
Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, is it actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]
  • Even though it’s a “Bayonetta” collaboration outfit, it’s actually an original design by Kim Hyun-tae!? I thought this was going to be an interview about the Switch 2 version of “Stellar Blade,” but they also revealed a new outfit and brought up “Blood Rain” [TGS 2026]

Riding the success of *Goddess of Victory: NIKKE* and the hit *Stellar Blade*—its first foray into the home console market—SHIFT UP continues to make strides. With no signs of slowing down, the studio will release the Switch 2 version of *Stellar Blade* on November 6, 2026.

*Stellar Blade*, a 3D action RPG that has garnered high praise both domestically and internationally, is finally making its long-awaited debut on the Switch 2. What kind of game has it turned out to be? And what was the team’s vision behind its development? To learn more about the story behind it, we interviewed Kim Hyun-tae, the company’s President and CEO.

However, when we arrived at the interview location, the first thing we were handed was an actual Switch 2 console. What’s more, on the screen was Eve, dressed in the “Bayonetta” collaboration outfit created to coincide with the Switch 2 version’s release.

“Please try it out first,” said Kim Hyun-tae with a smile. Please enjoy this unprecedented interview, which kicked off with a hands-on demo of the Switch 2 version of *Stellar Blade*—something we hadn’t anticipated at all.

“The Same Experience as on Other Platforms”—The Commitment Behind the Switch 2 Version

――I’m still buzzing from that
sudden hands-on session, but I’ll share my impressions of the gameplay during the interview. To start fresh, could you please introduce yourself to our readers?

Kim Hyun-tae: My name is Kim Hyun-tae. I am the CEO of SHIFT UP and the director of *Stellar Blade*. I’m delighted to have this opportunity to meet all of you.

I’ve been overseeing every aspect of the development of *Stellar Blade*. Additionally, as part of the development for the Nintendo Switch 2 version, I’m also working on preparations for the *Bayonetta* collaboration.

──Back when you were developing the PS5 version, the Switch 2 hadn’t even been announced yet, so I imagine you literally couldn’t have imagined releasing *Stellar Blade* on a Nintendo console at that time. Could you share your honest thoughts on releasing the Switch 2 version now?

Kim Hyun-tae: I own not only the Switch 2 but also the original Switch, and I’ve always had a deep affection for Nintendo’s hardware.

Back in the day, Nintendo hardware was like a dream come true for me. Since it was too expensive to buy in Korea, I’d go over to friends’ houses who owned Nintendo consoles and ask if I could play their games. Incidentally, the Wii was the first Nintendo console I ever owned myself.

Since it’s a platform I’ve long admired, being able to release my work on a Nintendo console is truly a deeply moving experience.

──Given how much you care about this hardware, it sounds like you’ve set the bar pretty high for yourselves.

Kim Hyun-tae: As we prepared to release our game on a Nintendo console for the first time, our top priority was to deliver a “comparable product” and “equivalent experience” that wouldn’t pale in comparison to other platforms.

To that end, we prioritized the feel of the controls and worked hard to maintain a steady 60 frames per second as much as possible to bring out the satisfying sensation of the action. While we couldn’t maintain it in every scene, we focused our optimization efforts on ensuring it was sustained in the vast majority of them.

We worked hard to ensure that when we unveiled the game to users as our debut on a Nintendo console, they would have a positive impression.

――Before the interview, I was treated to a delightful surprise: the opportunity to play on an actual Switch 2 console. Although it was only about a 10-minute session, it felt just as good as when I played the PS5 version two years ago—I didn’t feel any sense of dissonance at all. I’m truly amazed by this optimization.

Mr. Kim Hyun-tae: This is the result of the entire team’s hard work, but there are a few key members who went above and beyond in terms of optimization. Some of them joined us as interns and are now full-time employees—they truly worked tirelessly to focus on optimization.

Of course, the entire staff worked hard, but I’d like to take this opportunity to once again express my deep gratitude, especially to the programmers who handled the conversion work.

――It’s all thanks to the efforts of these unsung heroes. The Switch 2 version has reached this level of polish—but why did you decide to release it on the Switch 2 as well?

Kim Hyun-tae: When the Nintendo Switch 2 was announced, I thought, “With this level of performance, maybe we could release our game on a Nintendo console.”

After exploring the technical possibilities several times, we felt confident that it was feasible, so we moved forward with the project, thinking, “Since we’ve come this far, we want to reach as many people as possible.”

We made that decision a little over a year ago. And now, we’ve reached the point where the release is just around the corner.

――So, the support from your team gave you the confidence to take the plunge.

Kim Hyun-tae: Our team has grown tremendously while developing *Stellar Blade*. I believe we can showcase the results of that growth in this Switch 2 version as well.

The gameplay experience that makes us confidently say, “Come play *Stellar Blade* with peace of mind”

――It’s said that the Switch user base has a wider age range compared to other platforms, with a particularly large number of younger players. Since this is a high-difficulty action game, did you have any concerns or hesitations regarding the target audience?

Kim Hyun-tae: I believe games that require more active play suit younger players well, and I think *Stellar Blade* is a good fit for them.

It depends on the individual, but to give my own example: I used to prefer games that required complex gameplay, and I actually played them.

However, as my work at the company became increasingly complex, I found that when I came home exhausted, I preferred to pick up games that were relatively simple. After all, I need to give my brain a rest, too.

But young people are full of energy, so it would be rude to assume they think the same way. That’s why I actually think *Stellar Blade* is a better fit for them.

On the other hand, for those who think, “This is hard to play,” we’ve included modes that allow you to adjust the difficulty while still maintaining the feel of an action game. We’d like a wide range of people to play it, without being held back by their action game skills.

――I apologize if this is purely my personal opinion, but while *Stellar Blade* falls under the “high-difficulty action” category, I see it as relatively easy within that genre—boasting a level of difficulty that’s both optimal and perfectly balanced as an “introduction to high-difficulty action.”

Precisely because it’s this kind of game, I personally believe the Switch 2 version has great significance, and I’ve been hoping that SHIFT UP would strongly promote it.

Kim Hyun-tae: I, too, feel strongly about supporting that aspect, so I’m truly grateful you pointed it out.

*Stellar Blade* isn’t what you’d call a “Souls-like” game. At first glance, it might seem like a game where you die a lot, but as you get used to it, the system supports the player.

You can play aggressively if you’re looking for a challenge, or take it slow and enjoy the game at your own pace. It’s designed so you can keep moving forward while adapting to your preferences and mood.

If anyone feels the barrier to entry is too high, I want to assure them that they can come to *Stellar Blade* with confidence. I’m sure that before they know it, they’ll be hooked on the game’s combat.

──We really hope it reaches a new audience. Regarding the Switch 2 version, which is generating a lot of anticipation, you mentioned optimization as a challenge—but conversely, were there any positive aspects?

Kim Hyun-tae: We struggled with optimization, but I truly feel we’ve struck a good balance between resolution and frame rate. I can proudly say that our efforts paid off, and the game is now enjoyable not only in TV Mode but also in Table Mode and Handheld Mode.

The appeal of the Switch 2 hardware is, after all, that you can hold it in your hands to play, so being able to play while lounging around in bed has an irreplaceable charm.

――So from now on, we’ll be able to play *Stellar Blade* while lying in bed. Of course, you can also take it on the go to enjoy it with friends, and if both of you have the console and the game, you might even be able to compete to see who can defeat the same boss faster.

Kim Hyun-tae: It wasn’t exactly the same scenario you described, but we did have some friendly competitions within the development team just for fun. It certainly sounds like it would be fun to do something like that with friends.

However, since I don’t have many friends, I’ll just be playing alone at home (laughs).

――But *Stellar Blade* is fun to play alone, after all! (laughs)

Kim Hyun-tae: (laughs)

――Speaking of the Switch 2 version, I’ve heard that the game’s activities support motion controls via the Joy-Con 2. Could you tell us more about that specifically?

Hyun-tae Kim: First and foremost, if we were to offer an experience different from other platforms, it would create disparities across platforms. We’re doing our best to avoid such elements and are developing the game so that players can enjoy the same experience on any platform.

Therefore, our support for the Joy-Con stems from our commitment to ensuring the gameplay experience and quality don’t suffer compared to other platforms. That said, there are areas where we’ve made full use of the Joy-Con—for example, in the fishing minigame and the TPS shooting scenes from the *Goddess of Victory: NIKKE* collaboration, where we’ve implemented aim controls.

――This might be a bit of a broad question, but could you tell us what you’d like players to pay special attention to when playing the Switch 2 version?

Kim Hyun-tae: Up until now, players have been watching the protagonist (Eve) on the TV screen. However, in Handheld Mode on the Switch 2 version, Eve is right in front of you, allowing you to see her up close. I really hope you’ll experience the immersive feeling that comes with that “closeness.”

Another thing I’d like to highlight is the “costumes.” We’ve implemented a wide variety of costumes, including the *Bayonetta* collaboration outfits.

We really paid close attention to the rendering of the characters’ outfits. We searched for models who matched each outfit and conducted photo shoots with them—about seven models were involved in total.

This allowed us to focus on recreating even the finest details—such as the way laces are tied or how fabric hugs the body—and by having models whose figures really showcase the outfits, we were able to bring out their realistic charm.

I really hope you’ll take a close look at Eve’s outfit in *Switch 2*, which was created through a process of trial and error and meticulous attention to detail.

Though, I’m not entirely sure if Nintendo would be too happy to hear me talk about this (laughs).

──Let’s keep this a secret from Nintendo (laughs).

The final outfit, “Black Tresses,” was—surprisingly—“unveiled in this interview”!

──To coincide with the
Switch 2 release, the implementation of four “Bayonetta” collaboration outfits was also announced. While in-game visuals for three of them have been revealed, the remaining one is still unannounced, isn’t it? When can you tell us about that one?

Kim Hyun-tae: Actually, I was planning to reveal it right now. The final outfit, “Black Tresses,” is an original collaboration costume created specifically for this project, which I was involved in as the designer.

──So even though it’s a collaboration outfit, it’s an original design? Please tell us more about the *Bayonetta* collaboration outfits.

Kim Hyun-tae: First, regarding the *Bayonetta* collaboration, our goal was to create something of a quality that “fans of *Bayonetta* would find satisfying.”

The patterns on the accessories and the embellishments adorning the outfit are actually characters. We paid close attention to every detail to ensure those characters were accurately rendered. Through this meticulous recreation, we put a lot of effort into making sure Eve truly embodies the charm of *Bayonetta*.

──Looking at the in-game footage you showed us earlier, I felt that the *Bayonetta* costumes blended seamlessly into the world of *Stellar Blade*.

Kim Hyun-tae: And regarding the original costume “Black Tresses” we’re announcing at this time—while we designed it here, we focused on ensuring it wouldn’t look out of place in the *Bayonetta* world and that it would blend in naturally.

We intended to design it to match the *Bayonetta* universe as closely as possible. That’s why I really hope you’ll give the *Bayonetta* outfit a try while playing.

――Is the “Black Tresses” design meant to be something like “Eve collaborating with the *Bayonetta* world”?

Kim Hyun-tae: I think there are various ways to interpret it. For example, it could mean that if Eve were to appear in the *Bayonetta* world, she’d probably wear something like this—but it could also mean that it’s a costume Bayonetta herself could wear without looking out of place.

――In a sense, it’s a design that feels like a mutual collaboration. I’d love to see Eve wearing this outfit in the *Bayonetta* universe as well.

Kim Hyun-tae: Well then, once this interview is over, I’ll have to pay PlatinumGames a visit and ask them, “Could you please put this in the game?” (laughs).

――If there’s even the slightest chance, I’d love to make that request with all my might! (laughs)

Kim Hyun-tae: Well then, I guess I really do have to go visit PlatinumGames (laughs).

The World of *Stellar Blade* Expanded by *BLOOD RAIN*

――I’d love to hear more from you, but since we’re running out of time, let me ask one final question.

With the Switch 2 version coming out, I think even more people will find *Stellar Blade* appealing, and even more will become interested in *Stellar Blade BLOOD RAIN*, which is currently in development. What kind of game will *Stellar Blade BLOOD RAIN* actually be?

Kim Hyun-tae: I can’t say much about “BLOOD RAIN” just yet. However, once you play “BLOOD RAIN,” I believe you’ll be able to visualize the story of the first “Stellar Blade” more clearly and gain a deeper understanding of it.

Of course, even if you haven’t played *Stellar Blade* yet, *BLOOD RAIN* is still a thoroughly enjoyable game on its own.

However, if you play *Stellar Blade* first and then pick up *BLOOD RAIN*, you’ll have the opportunity to discover its appeal in many different ways, so I really hope you’ll play both. In that case, I recommend starting with the first game, *Stellar Blade*, and then playing *BLOOD RAIN*.

――So the structure of these two games expands the world of *Stellar Blade* as a whole, and by following that expansion, players can have an even deeper experience.

Kim Hyun-tae: It’s becoming a world you can enjoy on a deeper level. We’re crafting it so that players will think, “Earth in this era is truly fascinating—I’m absolutely intrigued by it,” so please look forward to it.

――We’re eagerly awaiting both the release of the Switch 2 version of “Stellar Blade” and further updates on “BLOOD RAIN.” Thank you very much for your time today!

Interview Cooperation: SHIFT UP

By 臥待 弦(ふしまち ゆずる)