PlatinumGames and Microsoft Announce Scalebound!

Platinum Games

Filed: Games, Scalebound

PlatinumGames has an announcement to share with the world.

Our newest title was just announced at E3, the biggest game show in the industry, currently underway in Los Angeles.

It is Scalebound for Xbox One.

This is a title of firsts for us at PlatinumGames: our first title on the Xbox One and our first title as a developer in partnership with Microsoft.

Our motto at PlatinumGames is to continue making games in Japan for gamers around the world. We are incredibly grateful for this excellent opportunity to work on a project with a publisher from the US, Microsoft, and we are very pleased to have made this announcement together.

I want gamers to know that PlatinumGames is taking on the challenge presented by the current generation and will use the full power of the Xbox One as a cutting-edge console. I promise that Scalebound will be a game that gives users around the world the ultimate in surprises and smiles.

We can’t show you very much yet, so please look forward to more information and the eventual release of the game!

Thank you very much for your continued support for PlatinumGames.

Tatsuya Minami (@pg_minami)
President & CEO, PlatinumGames

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This is Hideki Kamiya, creative director at PlatinumGames.

The day has finally come that I can announce my new project to everyone.

I’ve created many original titles over the course of my career. Now I have a great opportunity to launch a new project with a new partner, and I’m excited to bring you a brand new game experience once again.

The focus of my new game is the gigantic beast that reigns over the fantasy genre: the dragon. Dragons have a unique power to capture the imagination, and I’ve loved dragons since I was a child. I’ve always wished that I could create a game featuring this magnificent creature; now the time has come for me to realize my dream.

I can’t share many details about the game yet, but rest assured that the development team and I are working around the clock so that we can show you more as soon as possible. For now, I ask that you let your imagination run wild while you wait.

I promise dragon fans around the world: this game will not disappoint. See you soon,

Hideki Kamiya (@pg_kamiya)
Director, Scalebound

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Dragons have lived in our fantasies for centuries. They are a common thread that weave between cultures and eras, linking us together under wings and flame; fear and awe.

Scalebound is project that strives to live up to these ideals. A Japanese and American team working together to create the dragon game we’ve always dreamed of, but never gotten to play. Together, we can create something that pushes our team, and the action genre, to new heights.

Our team considers it an honor to take up this challenge. Knowing how many of us have wanted this game forever, I can’t imagine how many of you have wanted the same thing. It’s going to be a wild ride and we can’t wait to take it with you.

Jean Pierre Kellams (@pg_jp)
Creative Producer, Scalebound

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Training the New Recruits!

Platinum Games

Filed: Community, PlatinumGames

It’s April, so that means a fresh batch of new recruits has arrived at the office. And here at PG, it is customary for the newcomers to be trained in a variety of subjects over the course of roughly a week.

On the first day, they were instructed on the rules of work attendance, and how to manage confidential information, as well as business manners, organization, and general ways of working.

On the second day, they learned how to write business documents and mails, how to behave during visits or when attending conferences, and where to sit during meetings (an important part of Japanese culture, where the order of seating is related to the attendee’s status at the company!). There was also a lecture on the history and recent trends of the video game industry, and on the process (production/sales) involved in making video games. This is a valuable opportunity for fledgling workers to learn from management and their seniors* about what’s important when working in this industry (*Relationships between “juniors” and “seniors,” or kōhai and senpai are an integral part of Japanese society. See also: http://en.wikipedia.org/wiki/Senpai_and_kōhai).

The third day offered a lecture on”Basic Rules for New Recruits” by two third-year employees (Ryu Hashimoto and Tadanari Takahashi, both graphic designers). This is an important first step when becoming part of an organization!

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It’s a very basic (but important) question, but the new recruits wondered how they were supposed to know whether the people they passed in the Umeda Sky Building (where PlatinumGames is located) and its surroundings are their colleagues or completely unrelated people.

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Of course, staff members carry a card key with the PlatinumGames logo on it around their necks, so that makes it easy to recognize them most of the time, but what if they’re not wearing it yet, because they just arrived at work for the day? There’s not much else you can do but to remember everyone’s faces, but there’s 170 of them!!

The answer their seniors provided was: “No one is going to be offended if you say hello, so when we were new, we just greeted everyone in plain clothing (contrary to many Japanese companies, the staff at PG does not wear suits at the office) that we came across!” (Never mind that there are lots of students and tourists in the neighborhood as well ;) )

It’s not likely that any PG staff member will go “Hey newbie, don’t you know how to greet your senior!?” but there’s no one who doesn’t appreciate a clear and energetic greeting either, so it’s better to be safe than sorry!

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They shared another nugget of wisdom: “Of course, if you run into someone from outside the company, you will be a representative of PG in their eyes, even if you’re new, so you have to be especially careful in those cases, and always strive to come across as friendly and motivated.”

The next topic was ”staff attitude”

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“Immediately respond when people address you > always take notes > swiftly take care of your duties!”
“Regardless of whether the task is big or small, always be responsible until the very end!”

“Report, communicate, and consult” etc.
Of course, understanding all of this is an important part of joining a company, but the most strongly conveyed message of the day was “Whatever you do, be passionate (about your job)!”

It is also customary for new recruits to take charge of collecting garbage, watering the plants, and keeping the various tea/coffee pots filled for a year. “You may think that these chores have nothing to do with game development, but they’re actually directly related to the improvement of the development environment, and, as such, the image of the company!”

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This year, the lectures were held by two third-year employees, but future support for the newcomers will be handled by second-year employees (probably because they’re a bit easier to talk to), who will provide them with advice and counseling. Apparently there will also be a big drinking party between all first-to-third-year employees (oops, perhaps that was supposed to be a secret), so, yeah, we’re all actually pretty jealous… :S

There was another lecture after this, about copyrights and the rules regarding logo usage, but we’ll stop here for today!

<A lecture on copyrights by executive director Kenichi Sato>

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Metal Gear Rising: Revengeance Birthday Messages

METAL GEAR RISING

Filed: Games, Metal Gear Rising: Revengeance, PlatinumGames

We’re not done celebrating Metal Gear Rising’s anniversary yet!
We’ve been giving away some goodies to our fans to celebrate MGR turning 1 year old (Congratulations to everyone who won!), but now it’s time to sit down and have a talk with the people behind the curtains.
First up, we got a message from Yuji Korekado (creative producer at Konami’s Kojima Productions)!

It’s been a whole year since the release of Metal Gear Rising: Revengeance. After being announced in 2009 as “Metal Gear Solid Rising,” it went through various ups and downs, before eventually being released as “Metal Gear Rising: Revengeance” thanks to the people at PlatinumGames.The goal of MGR was to create a new kind of Metal Gear game that, while still clearly inheriting the bloodline of the series, was more oriented at delivering exciting “cutting-edge” (haha) combat.Thanks to the support of all of our fans, we decided to release the “Metal Gear Rising: Revengeance – Ultimate Edition” last year, with all of the DLC included in one neat little package. We’re very happy to know that, even now, new players are still discovering the MGR experience.

Another goal we had when we created this game was to get people to understand the potential of the Metal Gear franchise to give birth to completely new types of games in the series. I think MGR did a good job of making this point.

The development process saw frequent and heated (in the positive sense!) exchanges of opinions and brainstorming sessions between the staff at PlatinumGames, with director Kenji Saito at the forefront, and our staff at Kojima Productions. It proved a very educational experience for all of us.

In the year since its release, we’ve had a variety of feedback from the people who played MGR. Some of it was music to our ears, and some of it made us lose some hairs, but that in itself was an educational experience as well. We learned a lot of things that we will surely be able to use for our next game.

If you’ve only just started playing MGR, or if you’re thinking of picking up the game soon, rest assured that we’ve put lots of mechanisms in place to give the game a lot of replay value. And above all else, remember that MGR is a game that’s all about exciting combat, so if you ever find yourself frustrated by something, just pick up this game and slice the stress away!

I hope you like Metal Gear Rising: Revengeance and I hope you’ll continue to support the Metal Gear series in the future!

Yuji Korekado, Creative Producer at Kojima Productions

Konami Digital Entertainment

 

We asked our very own director Kenji Saito for some comments too!

 

Q: How do you feel when looking back on the past year?

Hey everyone! It’s director Kenji Saito. When we started producing MGR, I decided to cut my hair really short and shaving out some lines as an expression of determination, but nowadays it’s pretty much become my default hairdo.

Man, has it been a whole year!? Looking back (and this may be because it was my first job as a director), the entire process of deciding on how the system would work and how the game would play was just a long string of trial and error: creating and testing, creating and testing, over and over. I was buried under such a pile of work I thought I’d never be done (I didn’t even get to go to regular PlatinumGames events for two years straight…)

The thing I remember most is the Tokyo Game Show that was held in September of 2012. I got to watch a lot of people try out the game, which led me to rebalance the difficulty once again. I was even granted the chance to get on stage at the Konami booth (first time in my development life!), but I got so nervous that I just completely shut down, so it was a TGS full of humbling experiences for me.

Prior to the release, there were advertisements in magazines, on TV, and on internet media that were on a much larger scale than anything I had previously worked on, so I really felt the passion that Konami’s Kojima Production group puts into their promotions.

And after the release as well, I was touched to see how many players responded to us, and I learned a lot from all the feedback I got.

I still can’t believe it’s been a whole year since then…

Now that a year has passed, I’m sure there are lots of people who have already finished the game, but I hope you’ll still be picking up the game regularly, just to get that experience of being a cyborg ninja who goes around chopping enemy robots up into little pieces. I daresay there’s not many games that let you do that.

Never forget about “Metal Gear Rising: Revengeance,” everyone!

Q: As a fan of the Metal Gear series*, is there anything you’re looking forward to for “METAL GEAR SOLID V: GROUND ZEROES” (released in March 2014)? Can you tell us what you were talking about with Korekado-san on Twitter the other day? (*Kenji Saito is a huge fan of the Metal Gear series ;) )

To tell you the truth, I’ve been playing MGSV GZ ahead of everyone else. This game is another completely new Metal Gear experience. There’s a lot of things you can do and a lot of ways you can tackle the stages, so it’s made me even more excited about the upcoming “Metal Gear Solid V: The Phantom Pain”!

Did you know that Raiden will make his appearance in a special mission called “Jamais Vu” on the Xbox One / Xbox 360®? The Raiden in “Metal Gear Solid V: The Phantom Pain” is going to be a bit different from the one in MGR, and he’ll definitely be a sight to see!

Kenji Saito, director at PlatinumGames Inc.

Sorry everyone at Kojima Productions! We were just so excited about this game we couldn’t help ourselves! :D

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The Platinum Collection: Composers, Pt. 1

Platinum Games

Filed: PlatinumGames

The Platinum Collection is a new feature at PlatinumGames.com where we’ll ask our creators to share a little bit on one of their favorite works, and then ask you the fans to tell us your opinion. For this initial segment we’ve caught one of our composers, Akira Takizawa, right before bed to choose a song he’s worked on that he’s particularly fond of.

Hello all, this is Akira Takizawa, music composer from PlatinumGames currently suffering from a few cavities. Up until now, I’ve done everything from hip hop to orchestral arrangements, but the piece I’d like to discuss for this blog is a little different.

When I worked on Metal Gear Rising:Revengeance, I had the opportunity to remix a song by Jamie Christopherson and Ferry Corsten: The Hot Wind Blowing.

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I took Jamie’s mind-blowing heavy metal combined with Ferry’s refined technical synth arrangement and added some notes, played with it, cut and mixed some things up and watched how things turned out. At the time I had just been put on the MGR team and still couldn’t really tell right from left, but I stayed focused on just making good music. It was my first time doing a remix as well, but the original song was so good that I was able to have fun working on it the whole time (I’d really love the chance to do something like it again).

The only place you can hear this in the game is during the Blade Wolf DLC, so it’s a somewhat more rare piece of the MGR sound collection. It fits with the game perfectly so if you haven’t been able to check Blade Wolf’s story out yet, be sure to do so.

Anyway, it’s time for me to brush my teeth, so I’ll end things here. Until next time.

Akira’s a composer who’s been with PlatinumGames since Anarchy Reigns. Below are just an example of a few of the tracks he’s contributed:

Anarchy Reigns (Production)
Kill Em All
Jaw
Rock On
We All Soldiers
Merciless

Metal Gear Rising:Revengeance (Platinum Mix)
Rules of Nature
Dark Skies
Return To Ashes
A Soul Can’t Be Cut
I’m My Own Master Now

What’s your favorite Takizawa piece? Share your opinion in the comments, and if you’ve got a reason why, let us know. We’ll tally up the votes and see which track is the fan favorite next Thursday.

Bayonetta: Bloody Fate

Bayonetta

Filed: Bayonetta, Bayonetta 2, Community, PlatinumGames

As you may be aware, the Blu-Ray & DVD of the Bayonetta: Bloody Fate anime were recently released in Japan, so we think it’s about  time we gave you a bit more info on the movie, which was released in Japanese theaters last year.

Bayonetta: Bloody Fate is a movie adaptation of the first game in the series, created by anime studio Gonzo (http://www.gonzo.co.jp/index.html, Japanese only), known for popular works such as Hellsing, and Rosario + Vampire, as well as for contributing animated cutscenes to various video games such as Super Street Fighter IV, the Lunar series, and the Blazblue series. That’s an impressive résumé!

It also features an all-star cast of voice actors:
Atsuko Tanaka as Bayonetta
Mie Sonozaki as Jeanne
Daisuke Namikawa as Luka
Miyuki Sawashiro as Cereza
Tesshô Genda as Rodin
Wataru Takagi as Enzo
and the inimitable Norio Wakamoto as Balder

We won’t spoil the plot for you (although you’re probably already familiar with most of it), but we do have some other nice background information to share.

Last year, shortly after the movie was released in theaters, a special talk show took place in Osaka, organized by the “Bayonetta: Bloody Fate” staff: Mr. Fuminori Kizaki (director), Mr. Mitsutaka Hirota (script), and Mr. Yuji Naito. Our very own Yusuke Hashimoto (producer on Bayonetta/director on Bayonetta 2, and helped created the draft for the movie) attended as well!

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From left to right: Mr. Hirota, Mr. Hashimoto, Mr. Kizaki (the director), and Mr. Naito

The talk show touched on some of the trouble experienced during the development of the scenario: apparently Mr. Hirota had cried out “Maybe I could do the whole thing as a 3-parter, but you want me to do it all in 86 minutes!?” before exploding in a rain of haloes.

However, it wasn’t all bad: the show also covered some behind-the-scenes topics of the Tokyo International Film Festival in October last year, where the movie was first shown to the public, as well as some anecdotes on Bayonetta’s bathing scene (!), which was decided on “instantly and unanimously” at the first meeting between the movie staff and the staff of the original game.

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After that, it was time for some questions from the audience.

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Of course the crowd was dying to know more about the shocking climax scene, but there was also a healthy amount of interest in the cast of high-profile voice actors, and the BGM used for the movie. Everyone got to ask about their favorite scenes as well, so question time just flew by, and before you could say “Phantasmaraneae,” it was already time for the giveaway!

Character designer Ms. Yokoyama and character planner/supervisor Ms. Shimazaki kindly provided a couple of beautiful signed illustrations, and there was even a surprise present in the form of a framed illustration signed by our very own producer Yusuke Hashimoto and director Hideki Kamiya!

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Excitement filled the air!

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The illustration donated by Mari Shimazaki.

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The illustration donated by Ai Yokoyama.

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And the framed picture signed by Hashimoto and Kamiya

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We’re sure it found a great home somewhere.

For more information (in Japanese) and loads of downloadable goodies, please check the site below:

[Bayonetta: Bloody Fate] Official HP:

http://www.bayonetta-movie.com/

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Follow us on Facebook and Twitter for all the latest PlatinumGames news and events.

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Metal Gear Rising: Revengeance 1st Anniversary Contest!

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance

February 19th marks the 1st anniversary of Metal Gear Rising: Revengeance.

To celebrate, PlatinumGames is holding a contest for our fans!

There are three ways to participate:

1) Download an interactive cuttable screensaver!
Download an MGR screensaver by liking us on Facebook! It allows you to reenact Blade Mode from MGR with your mouse cursor.

2) Tell us something you love about MGR!
Tweet about something you love from MGR using the hashtag #mgrcontest to be entered into a drawing to win 1 of 10 prize packs: a code for the Steam version of Metal Gear Rising: Revengeance* and an MGR T-shirt.

*Before entering the drawing for the Steam code, please confirm the game is available in your region.

3) Make us an MGR-related video!
Using Vine or Instagram, tweet a video that has some connection to MGR. What kind of connection? That’s up to you! Don’t forget to include the hashtag #mgrcontest.

MGR-relevant videos will be entered into a drawing for 1 of 5 grand prizes:
-An MGR soundtrack signed by the artists. (3)
-A Raiden figure by Play Arts Kai (1)
-A limited-edition Metal Gear Rising: Revengeance PUMA down coat (1)

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T-shirt

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Contest details:

Contest period: 2 days
Start time: Wednesday, February 19th 00:01 PST (03:01 EST)
End time: Thursday, February 20th 23:59 PST (02:59 EST)
Entry Limit: 1 per prize** (once for the Steam code / T-shirt, once for the soundtrack / jacket / figure)

**Feel free to post as many tweets / videos as you like, but your name will only be entered into each drawing once.

Check Facebook, Twitter, or this blog on Friday to find out if you won!

Follow us on Twitter for all the latest PlatinumGames news and events.

Good luck everyone!

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Fan Roundup February, 2014

Bayonetta

Filed: Bayonetta, Community, Games, Metal Gear Rising: Revengeance, The Wonderful 101

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At PlatinumGames we are thankful for our fans. You set aside your precious game time to write about our games, make high-quality videos, and create beautiful arts and crafts. We thought we would help spread these creations with regular Fan Roundup posts here on the official blog. Enjoy, and please keep that content coming!

We are sure 101 has been keeping your thumbs occupied, but if your feet are feeling a bit neglected, these wonder shoes should do the trick! Thank you Mairead Ralph.

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When it comes to art on a more traditional canvas, our Japanese fans have got you covered. Here are some of our favorites (with many more on our official Facebook page!)

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Japanese fans aren’t the only artists out there! Check out this creative character blend of Bayonetta and another femme fatal by PlagueOfGripes.

Take a look at this Wonder-Pendant. It may not be functional on a pseudo-digital sub-atomic particle level, but it will complement any outfit. Besides, fan “Bucha” who sent this in is already Wonder Talented.

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Saur’s helpful tutorial series has videos for both newcomers to 101 and veterans hoping to take their game to a higher level. This video gives tips for attaining the coveted Pure Platinum rank.

In a three-part blog on Destructoid, Chimpomagee explores the way 101 uses subtle visual cues to introduce systems to the player. We couldn’t have explained it better ourselves!

Many fans have noticed the DNA 101 shares with past PG titles. Gabriel Turcott-Dube explains what he calls the “secret ingredients” of The Wonderful 101; a truly wondrous concoction.

Speaking of in-depth analyses, check out Matthew Matosis’s review of The Wonderful 101. The video offers a comprehensive look (and at 37 minutes we do mean comprehensive) at 101 while contextualizing it with comparisons to Director Kamiya’s past titles. His critique is fair; his attention to detail second to none. Truly a review for the thinking action game fan.

Have any PlatiumGames related content you would like to share? Please let us know.

Find us on Facebook, or tweet to @platinumgames

Thank you!

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Anarchy Reigns One Year Anniversary

Platinum Games

Filed: Anarchy Reigns

5447anarchy-reigns-logoHey everyone! This is Andrew (@pg_brasher).

This month marks the one year anniversary since Anarchy Reigns’ release in the west. To celebrate, we want to give you the opportunity to play online with us again.

At 11:00 AM JST (9:00 PM EST/6PM PDT) the 23rd and 24th of this month, we are going to be on PSN and Xbox Live, available to play with whoever wants in on the action. Send us a friend request (PG-PAUL and PG-BRASHER on PSN, PG STAFF and PG YAMANAKA on the Xbox 360) and then find us online when the event starts. You’ll have the chance to play with the game’s director Masaki Yamanaka, JP Kellams, and our ringer, the infamous “Kaiser” Taura.

Follow us @platinumgames to keep updated. We look forward to seeing you there!

UPDATE: Sorry for those of you who tried to friend PG-BRASHER on PSN and couldn’t find the account. It should be up and working now. Also, please add PG STAFF and PG YAMANAKA via 360 without dashes in their usernames.

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Bayonetta Developer Commentary Part 69: The End

Bayonetta

Filed: Bayonetta, Bayonetta Commentary, Community, Games, PGTV, PlatinumGames

This is it, folks! It’s the end of the line! The final part of the Bayonetta Developer Commentary!
In this episode we… well, we mostly say goodbye actually. It’s been a long run and we had fun doing it, so we hope you enjoyed watching it as well!

But don’t be afraid, this is only the end of the Bayonetta Developer Commentaries. The world keeps turning!
More content is brewing, so keep an eye on this space! We will be back before long…

Thanks for tuning in, everyone!

Also, be sure to watch the “Developer Commentary” tag for previous episodes. You can get the videos delivered via iTunes or RSS as well.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

This episode was translated by Abebe Tinari. Give him a round of applause, everyone!

If you’re feeling in a talkative mood, why not join our Community and share your feelings on our Forums!?

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Bayonetta Developer Commentary Part 68

Bayonetta

Filed: Bayonetta, Bayonetta Commentary, Community, Games, PGTV, PlatinumGames

Here it is! Part 9 of the Bayonetta Developer Commentary Finale! THE END IS ALMOST UPON US.
Today’s episode mostly deals with Bayonetta spin-off products (sorry, that hug pillow is probably not gonna happen), so if you simply cannot have enough of our angel-slaying witch (and let’s be frank: you can’t), be sure to check out the video below!

Enjoy!

If you want to know more about the upcoming Bayonetta anime movie, clickety-click here (Japanese only).

Also, be sure to watch the “Developer Commentary” tag for previous episodes. You can get the videos delivered via iTunes or RSS as well.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

This episode was translated by Abebe Tinari, who does not like it when I make fun of his name.

If you’re feeling in a talkative mood, why not join our Community and share your feelings on our Forums!?

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