Known for their stylish action games, Platinum Games have recently taken the gaming world by storm.
With several amazing titles released over the past decade (such as the Bayonetta series, Metal Gear Rising: Revengeance, and the award winning NieR: Automata), and despite the cancellation of Scalebound, Platinum Games has showed no signs of slowing down.
GameInformer recently sat down with Platinum Games’ head of development and producer, Asushi Inaba to discuss the future ventures of the company.
Here are a few snippets we enjoyed from the interview:
Looking at Platinum's history, all the games you've put out, what do you think is the core through line for all those? What do you think defines what you guys do? What makes your games special?
Most of our games have really smooth interfaces. You can control the action without a lot of stress. The combos that you link together, they link together seamlessly in the right way and it just makes sense. But if I was really going to list one thing that ties those games together, that makes Platinum Games unique, it would have to be that every time we come up with a design idea, a game idea, it's based on something original, new. It's not copying some trend that we see and then adding a plus one to it, which a lot of developers you sometimes see do. It is us building up something new that people probably haven't seen before from the ground up.
So what has Platinum been focusing on lately?
One of the things Platinum is focused on is we're looking into creating our own IP, creating our own game. Up until now, obviously we've worked on original IPs for a wide variety of publishers. We've also worked on other Hollywood IPs for other publishers as well. But we're becoming more and more interested in the idea of self-publishing and doing our own title.
So how would that look? What would that process look like for you guys?
Over the last year we've pretty much opened the company up to “Anybody can pitch a game,” and so over the last year we've gotten about 70 design documents from different people. And if you're going list out the other random ideas, the scratched stuff on paper, that's a hell of a lot more. So this year has been about us basically diluting which stuff we wanted to focus on and not focus on, and drilling down to the point where we now have two designs that we're genuinely focused on.
You can read the rest of the interview over at GameInformer.