10 Years of PlatinumGames!

Platinum Games

Filed: Community, PlatinumGames

Hello, everyone. Ten years have passed since PlatinumGames was founded in 2006!

Even though our company was founded by a group of people with a decent amount of experience in the video game industry, our name recognition in the beginning was obviously nonexistent. We weren’t really in the position to make a big fanfare about establishing our company, either. I distinctly remember setting sail quietly, without really being noticed by consumers. But our goal right from the start was to create high-quality video games, and we’ve been working towards that goal ever since.

We released our first title in 2009. We used the publicity for that product to introduce ourselves to the world, and by the time the game was on shelves, we’d finally managed to establish a clear profile as a company. I strongly feel that we are still able to take our straightforward stance towards game development today thanks to a decade of support from the many fans who play our games. I am very grateful to all of you for this support.

In recent years, perhaps slightly presumptuously, we’ve adopted the slogan “Taking on the World as the Representative of Japan.” Japan used to lead the worldwide video game industry, but we can’t help but feel that it has lost some of its vitality in recent years. Yet we are using this state of affairs to motivate and inspire ourselves. If there is any conclusion that can be gleaned from this statement, it’s that we are dependent on the continued support of our fans. We will keep up our fighting stance. We will keep working hard to bring even more high-quality entertainment to all our fans all over the globe.

PlatinumGames has a bright, shining future ahead of itself, and we hope you’ll come along with us to see it.

Tatsuya Minami
President and CEO, PlatinumGames Inc.

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Celebrate this milestone with us with this anniversary wallpaper by PlatinumGames artist Yong-hee Cho! Get yours at your preferred resolution below:

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TMNT: MUTANTS IN MANHATTAN COMING THIS SUMMER!

TMNT: MiM

Filed: Games, TMNT: Mutants in Manhattan

ACTIVISION PUBLISHING, INC. AND PLATINUMGAMES INC. ANNOUNCE TEENAGE MUTANT NINJA TURTLES™: MUTANTS IN MANHATTAN

Nickelodeon’s Half-Shell Heroes Return for Four-Player Online Co-op Action This Summer

SANTA MONICA, Calif. – Jan. 26, 2016 – Activision Publishing, Inc. and PlatinumGames Inc. have joined forces to create Teenage Mutant Ninja Turtles™: Mutants in Manhattan, a third-person action game featuring New York City’s crime-fighting Heroes in a Half-Shell. Players will protect The Big Apple from aliens, mutants and the Foot Clan in a single-player campaign or partner with up to three friends in four-player online co-op. But be prepared – defeating Bebop, Rocksteady, Shredder and other iconic bosses won’t be easy.

PlatinumGames’ flair for stylish visuals and fluid combat are on full display in Teenage Mutant Ninja Turtles: Mutants in Manhattan. Fast-paced, team-based brawling will challenge gamers of all skill levels. Each Turtle has a distinctive combat play style and can be customized with a unique set of Ninjutsu moves, combat items and special bonuses.

Teenage Mutant Ninja Turtles: Mutants in Manhattan also features gorgeous, cel-shaded art design, with an original story from prolific author of IDW Publishing’s acclaimed ongoing Teenage Mutant Ninja Turtles series, Tom Waltz.

Teenage Mutant Ninja Turtles: Mutants in Manhattan is expected to arrive this summer as a retail and digital release on the PlayStation®4 and PlayStation®3 computer entertainment systems, Xbox One, Xbox 360, and Windows PC via Steam.

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About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment. Activision maintains operations throughout the world. More information about Activision and its products can be found on the company’s website, www.activision.com, or by following @Activision.

 

About Nickelodeon

Nickelodeon, now in its 36th year, is the number-one entertainment brand for kids. It has built a diverse, global business by putting kids first in everything it does. The company includes television programming and production in the United States and around the world, plus consumer products, online, recreation, books and feature films. Nickelodeon’s U.S. television network is seen in almost 100 million households and has been the number-one-rated basic cable network for 20 consecutive years. For more information or artwork, visit http://www.nickpress.com. Nickelodeon and all related titles, characters and logos are trademarks of Viacom Inc. (NASDAQ: VIA, VIAB).

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about Teenage Mutant Ninja Turtles: Mutants in Manhattan are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2016 Activision Publishing, Inc.  All other trademarks and trade names are the properties of their respective owners.

Media Contact

Amanda Young

Sandbox Strategies for Activision Publishing, Inc.

Amanda@sandboxstrat.com

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An Update from the Scalebound Team

Platinum Games

Filed: Games, PlatinumGames, Scalebound

Hi everyone,

We hope you had a great New Year’s!

As we enter into 2016, we want to provide you with an update on Scalebound, the upcoming Xbox One-exclusive action-RPG that lets you fight alongside a fearsome dragon named Thuban.

Development on the game is going well and we’re really happy with how it’s coming together. Scalebound is one of the biggest games PlatinumGames has ever created: an epic adventure filled with exploration and fantasy gameplay, inventive multiplayer, and action-packed battles on an unbelievable scale – all set in a beautiful and evolving world. It’s the game our team has always dreamed of making.

In order to deliver on our ambitious vision and ensure that Scalebound lives up to expectations, we will be launching the game in 2017. This will give us the time needed to bring to life all the innovative features and thrilling gameplay experiences that we have planned.

We know you’re excited to see more and thank you for your patience. Scalebound is a truly special project that’s been several years in the making, and we are very proud and inspired by all the work our team has done so far.

We will be sharing more about our vision for Scalebound later this year and can’t wait to give you a closer look at the world of Draconis and the incredible creatures and experiences we’re building.sb_display

Thank you again for your support and enthusiasm!

Hideki Kamiya, JP Kellams, Atsushi Inaba, and the Scalebound Team

Happy 2016!

Platinum Games

Filed: Community, PlatinumGames

Happy New Year from everyone at PlatinumGames!

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(Our New Years’ Greeting postcard)

2016 will mark 10 years since we established our company.
As always, our resolution is to continue our strongest efforts toward game development.

We hope that this will be an incredible year for everyone.
Look forward to what we have in store!

 

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Platinum running the Honolulu Marathon!

Platinum Games

Filed: PlatinumGames

Hello, everyone. PlatinumGames PR head Kazuyo Tsukuma here!

 

As you may know, PG will be celebrating our 10th anniversary next February. We’ve been hard at work thinking up all kinds of ways to commemorate this milestone over the next year, to show our company spirit and our gratitude towards all our business partners and collaborators – and, of course, our fans.

And what better way to take a running start into our next ten years than by sending an official PlatinumGames team to this year’s Honolulu Marathon?

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Though we’re entering as a team, it’s not a relay, and each one of us will be proudly representing Platinum for the full 42.195 kilometers (that’s over 26 miles).

We’ll show Honolulu just how tough PlatinumGames can be!

 

Without further ado, let’s meet the team!
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Hirokazu Takeuchi, animator
Running experience: Four years
Full marathons: Five
Goal time: Four and a half hours

“When you make video games, you spend the better part of every day sitting in front of a computer. So as part of our welfare package, PG employees have free access to a gym. I started going just to get a bit of light exercise, but here I am four years later, ready to challenge my sixth full marathon.

“Though I’ve got plenty of experience, I still haven’t set the record I’m after.

I’ll be gunning for my personal best in Honolulu!”

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Takahiro Yasuda, visual effects artist
Running experience: One year
Full marathons: One
Goal time: Three and a half hours

“On my days off, I get up early and go for a 10-kilometer jog with my eldest son. We always stop by a park to play together along the way, and swing by a bakery to pick out fresh baked bread on the way home.

I’m having a lot of fun training every day! I hope to be able to play with my three kids to my fullest forever.

“With the marathon approaching fast, I want my kids to see their dad do his very best!”

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Kazuyo Tsukuma, PR
Running experience: Ten months
Full marathons: Zero
Goal time: Five hours

“I’ve gained one kilogram for each of the five years I’ve worked at Platinum – that’s eleven pounds in total! – but this year I resolved to reverse that trend. During my lunch break, I’ve been hitting the gym in our building and running six or seven kilometers a day. In October, I passed 1,000 total kilometers!

Unfortunately, I may have pushed myself a little too hard, and I’ve been out with an injury for a while… But I’m still dead set on finishing the marathon!!”

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With only three weeks left until the marathon, our training is already well underway. Back in October, the team attended an orientation session presented by Mr. Yasuhiro Nakajima, head coach of the Shonan Bellmare triathlon team, and Olympic triathlete Machiko Yamawaki (nee Nakanishi).

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VFX artist Yasuda (left) helps animator Takeuchi with a warm-up stretch. Feel the burn!

 

Since our orientation, we’ve put together a Pure Platinum plan for taking on the marathon. Our coaches said we should train by running long distances at a pace that would allow us to keep up a conversation, so the three of us have been meeting up after work once a week and running together for a couple hours at a time.

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Here’s a view from one of those night runs! That’s Umeda Sky Building, home of PlatinumGames, in the center of the Osaka skyline.

 

It’s easy to get carried away and run out of energy well before the end of the course, so working out a target time and pace for the entire marathon is important. But of course, there’s no point if you forget it during the race itself! To help with this, we’ve put together custom PlatinumGames pace chart wristbands. Here’s mine:

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It’s also important to stay energized throughout the marathon. There are lots of different types of nutrient gel that marathon runners carry with them, with different flavors, calorie counts, nutritional values… I hope we can pick the right ones!

Personally, I’m looking forward to trying “Sports Yokan” – a sports-friendly version of a traditional Japanese bean snack. Actually, just give me a Rambo-style bandolier full of yokan and I’d be good to go…

We’re taking off from Japan on Friday, December 11, and thanks to the time difference, we’ll arrive in Honolulu on the same day. The race begins at 5 AM on Sunday morning, so Saturday will be our only full, free day in Hawaii. That’s not much time to adjust to the nineteen-hour time difference, so I’m warming up my neck pillow to get a head start on sleeping during the flight!

Please cheer us on as we get ready to head to Honolulu!

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OFFICIAL TITLE FOR NIER SEQUEL REVEALED!

NieR: Automata

Filed: Nier: Automata

 

SQUARE ENIX REVEALS NIER: AUTOMATA

First Action-Packed Gameplay Footage Showcases

Joint Project with PlatinumGames

 

LOS ANGELES (Oct. 29, 2015) – SQUARE ENIX® today unveiled the full name for the upcoming action-packed addition to the NIER series as NieR: AUTOMATA™.

During a stage presentation at Paris Games Week, producer Yosuke Saito (DRAGON QUEST® X / NIER) and director YOKO TARO (Drakengard® / NIER) provided audience members a first-look at the title’s gameplay, which features PlatinumGames’s signature action-oriented combat.

“NIER struck a chord with many passionate gamers.  It was something so special that we felt compelled to heed the fans’ call for a follow-up,” said Saito. “To create the ultimate action-RPG, it dawned on me that a collaboration between PlatinumGames and SQUARE ENIX would be a dream come true”

Accompanying the new trailer were a selection of screenshots and artwork that provides a glimpse of the visually diverse world of NieR: AUTOMATA. The title’s protagonist, “2b,” was designed by Akihiko Yoshida from CyDesignation, artist for FINAL FANTASY® XIV and the BRAVELY DEFAULT series.

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The new gameplay trailer is available at the main game page!

NieR: AUTOMATA is currently in development exclusively for the PlayStation®4 computer entertainment system and is not yet rated. Please visit the Entertainment Software Rating Board (ESRB) website at www.esrb.org for more information about ratings.

Related Links

Facebook: http://www.facebook.com/NieRGame

About Square Enix, Inc.

Square Enix, Inc. develops, publishes, distributes and licenses SQUARE ENIX, EIDOS® and TAITO® branded entertainment content throughout the Americas as part of the Square Enix Group. The Square Enix Group operates a global network of leading development studios and boasts a valuable portfolio of intellectual property, including: FINAL FANTASY, which has sold over 110 million units worldwide; DRAGON QUEST®, which has sold over 66 million units worldwide; TOMB RAIDER®, which has sold over 42 million units worldwide; and the legendary SPACE INVADERS®. Square Enix, Inc. is a U.S.-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.

More information on Square Enix, Inc. can be found at http://www.na.square-enix.com/.

NieR: Automata © SQUARE ENIX CO., LTD. All Rights Reserved.

NieR: Automata, the NieR: Automata logo, DRAGON QUEST, FINAL FANTASY, SQUARE ENIX, the SQUARE ENIX logo, SPACE INVADERS and TAITO are registered trademarks or trademarks of the Square Enix Group. “PlayStation” is a registered trademark and “PS4” is a trademark of Sony Computer Entertainment. All other trademarks are properties of their respective owners.

 

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Bayonetta 2 celebrates one year since its release!

Platinum Games

Filed: Uncategorized

 

Today marks one year since Bayonetta 2 went on sale in Japan, so we gathered some of the development team to celebrate.

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Look at this Bayonetta 2 cake!!! It really exceeded our expectations to the point that people were gasping when it was revealed.

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It’s hard to believe a year has already passed. All of the staff have since split up to work on different projects, so it was the first time in a while for us all to be in the same room. We put on the game’s soundtrack and shared some development memories.

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It just so happens that the game’s director, Yusuke Hashimoto, has his birthday this week as well, so we threw him a little extra surprise.

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UI designer Mai Ohkura passes him a gift. Inside was a set of Bayonetta 2 dolls!

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Hashimoto is known for his deadpan face most of the time, but today we were able to catch him off guard and get some pretty good reactions.

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Okay. Time to eat that cake!

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To further celebrate the anniversary, we have also have a message from Hashimoto himself. Please read below.

Hello everyone, how are you? This is Yusuke Hashimoto, the game’s director.

It’s already been one year since Bayonetta 2 went on sale? Time sure does fly.

I’m grateful that I still receive messages from fans regularly, telling me their thoughts about the game. Thanks so much! I thought I’d take a minute to talk about some of the extras we provided in the game. After it was decided that the game would be developed for the Wii U, at some point there were talks about collaborating with Nintendo for some of the games extras (although, by the time this came up Kamiya had already claimed Peach, Link, and Samus for the Wii U remake of the original Bayonetta! Gotta be fast with that guy…)

Therefore, for Bayonetta 2, we decided to shift the focus to collaborations that would have a direct effect on gameplay, instead of them merely being alternate costumes. Bayonetta is somewhat unique in that you can equip weapons to your feet, which led to the idea of using that violent Chain Chomp from the Mario and Zelda series. I still remember being taken back by how quickly Nintendo approved our idea to have their Chain Chomp fly off and explode when it hits the enemy.

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Since the Star Fox series was a personal favorite of mine, I requested to add a Star Fox costume and weapon as well. And then I remembered we had a shooting stage. I told the team “Guys, we have to make it so you can ride an Arwing (the high-tech all-terrain combat ship in Star Fox) in this stage.” I knew it was a bit of a tall order but the team didn’t let me down (by the way, did you know that three more Arwings will appear at the end of the stage after finishing it piloting your own?). And of course, it was because we put this in that someone from Nintendo noticed it and thought “maybe we should ask Platinum about that next Star Fox title…” Honestly, I’m still amazed at how much content the staff were able to fit into the game right up until the end, and I believe that their unwillingness to compromise quality led to the opportunity for us to make Star Fox Zero, so I have to express my gratitude to their hard work. We’re back at it again now, trying our best to figure out how to provide unique gameplay experiences that utilize two screens in Star Fox Zero—look forward to it.

I’ll mention one more little behind-the-scenes piece of info while we’re at it. There’s one extra that I wanted to include in the game, but we ultimately had to drop. It was a costume based on Famicom Tantei Club (A Japanese-only detective adventure game for the Nintendo Entertainment System), the first video game I ever finished. We were thinking that dialog could kind of fly out from Bayonetta’s weapon when she attacked, and this dialog could change the longer you held the attack button. We were also thinking that wearing the costume could cause “incidents” to occur in Noatun, but it just pushed us way over capacity so we eventually had to cut it. Alas J

 

One more thing before I go… We’ve seen a lot of Bayonetta merchandise up until now, but I just want you to know there are still things on the horizon that will blow your pants straight off, so be sure to keep an eye out! And as always, thank you for playing.

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Bayonetta 2 Director

Yusuke Hashimoto

Let’s welcome the new recruits!

Platinum Games

Filed: PlatinumGames

The annual rainy season has ended, and it’s finally time for summer in Osaka!

But rain or no rain, at this time of the year, PlatinumGames always organizes a big welcoming party for all of the new talent that joined the company in April, and today we’d like to show you a glimpse of the insanity that tends to go down at these parties.

The first thing that is worth pointing out is that, despite this being a welcome party for the new employees, it’s actually the newcomers themselves who have to provide the entertainment to their seniors and superiors for the evening.

This year we had a total of 9 fresh, new recruits! Last year, it was pretty evenly distributed between men and women, but this year, for some reason, only a group of guys had made the cut.
This meant that some of the existing male employees at the company did not expect much to look at (cosplaying female employees are always popular at these events), but as it turned out, they got an eyeful.

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For some reason, the opening act involved Isao Negishi, who’s been a game designer at PG for 5 years, being summoned to the stage with veteran programmer Noriyuki Ohtani to do a bizarre (and painful-looking) stunt with a rubber band.

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But fortunately, the audience was placated with a pair of pretty legs in a school uniform when one of the guys sang a lovely AKB 48 medley.

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As you can see, it went down a storm.

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And the crowd got perhaps a bit too rowdy.

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Some acts were even more risqué and featured pretty much full frontal nudity.

Don’t worry, he was wearing underwear.

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All in all, the crowd had a blast, and it was a very successful and entertaining event. The new recruits had apparently spent weeks preparing and rehearsing their acts, but fortunately, the pay-off was proportionate.

Thanks everyone, and welcome to the club!

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The birthday event gets an upgrade!

Platinum Games

Filed: PlatinumGames

Remember Lunch with the President, where president Minami treats employees who have a birthday that month to lunch? Well, it got a big upgrade.

Responding to requests for “more time to talk” and “alcoholic beverages”, Minami decided to make it a party with wine and appetizers this year. Instead of lunchtime, it starts at 5:30, so that everyone can fully enjoy their food and drink and then head right home.

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On the day of the party, everyone who had a birthday that month gathered together, joined by the management. From veteran employees to new grads who just joined the company this April, everyone raised their glasses for a toast.

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The conversation topics flew, but as you might imagine, the discussion quickly turned to games. Minami told someone, “That pitch for a new game looked awesome! I hope we get to make it!” A veteran employee gave some heartfelt advice to a new game designer who was worrying about his game designs: “Stressed out? Well, it’s just gonna get worse from here on. Keep thinking of ideas, and don’t give up!”

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Later on, a certain individual started demanding birthday cake! Minami handed a 10,000 yen bill (approx. $80) to company executive Sato and told him to run, not walk, to a cake shop.

From what I hear, the party lasted late into the evening. :)

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Inaba speaks at Bit-Summit

Platinum Games

Filed: Community, PlatinumGames, Uncategorized

Last weekend was the 3rd Bit-Summit, a game festival held in Kyoto where indie Japanese developers are given the opportunity to showcase their latest projects. Last year’s BitSummit saw attendance rise from 200 to 5,000, demonstrating the growing interest in the indie community of gaming in Japan.

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This year also proved to be a success for the show: attendance was high, and there were plenty of interesting titles displayed along the floor. Some were from larger indie teams such as Q-Games, and some were projects developed entirely by a team of one.

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(Even 8-4, the localization company who helped us out with Metal Gear Rising, were extending their scope to the indie scene)

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(Chance meeting with star PlatinumGames game designer Abebe)

In the midst of all of this was a special talk featuring PlatinumGames’ own Atsushi Inaba.

“Having been a producer all these years, I feel indebted to the community, and want to share what I’ve learned with smaller developers who may just be starting out,” Inaba expressed to the crowd.

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“There was a time when I was in your shoes: the original Phoenix Wright was developed with a team size of around six people. Viewtiful Joe only had about 13. Even when we started PlatinumGames, we weren’t the size we are now. We were a small developer that put everything on the line just to  cut a deal with a publisher and try to make the game we envisioned.”

“I can’t say much about the West, but while Japan’s indie market had almost no presence ten years ago, I feel that’s changed now. In Japan, there has always been a stigma towards standing out and being independent. People think joining a large company and becoming part of the system is the correct thing to do. But independent developers continue to expand and make their place in the industry.”

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“I think the most interesting games I saw here today, however, weren’t games that tried to bank off of the indie feel, but games that chased after a truly original concept and wanted to take gaming somewhere that it hasn’t been yet. At Platinum, I discuss the same kind of possibilities with Kamiya on a daily basis. He’s a bit crazy, but I think that in order to be a creator, that should be the norm.”

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It was a brief talk in the middle of a long day, but the speech no doubt made an impact on many of the start-up groups who had assembled at the event.