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

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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Individuality in Game Development (Part 4)

Platinum Games

Filed: Games, PlatinumGames

(Continues from Part 3)

Kai: Sometimes it’s not until things have finally taken shape that Kamiya realizes they have to change. I can understand why he feels the need to make those changes at the 11th hour, but due to schedule and budget constraints, it’s not something that is usually done. At the end of the day, however, what he does, he does for the players.

Shibata: When talking about the actual development floor, the topic usually shifts to Kamiya pretty quick, but I think Executive Producer Atsushi Inaba is even more impressive. Even a small change in the schedule or budget can put you in the red, but he manages to steer us through every time.

Kai: After working with him for so long, I couldn’t agree more. Especially at a place like PlatinumGames, where we put so much focus on quality, he allows us to put out games we can be proud of.

Shibata: Putting out games that are beloved by players is one thing, but games take a lot of money and time, and if you can’t keep paying your staff your company won’t be around for long. I respect Inaba for that – if it wasn’t for his management, Kamiya wouldn’t be able to do all the crazy stuff he does.

Kai: The games we produce are a result of them working in sync. Shibata, as a game designer you work as Kamiya’s right-hand man, helping him come up with ideas. But if given full creative control, what kind of game would you like to make yourself?

Shibata: I don’t have a preference about game structure, but I’d love to make a game with a lot of eroticism and violence, things that are usually a bit of a taboo in the real world. I think what games need are an edge, showing the dark side of the world as much as society will allow.

Kai: Why is that?

Shibata: Let me put it this way: there are acts that, in the real world, would be destructive or hurt others that, in games, are perfectly harmless. Of course, you could say the same about animation, comics, novels, etc., but since games allow you to actually take control of a character in that world it somehow makes you want to break the rules that exist in our society. Allowing people to do evil things, rather than things they would be praised for in real life, is a tried and true tenet of game design. In fact, I am always trying to sneak that kind of content into our games. To an extent the director of that particular project allows, of course.

Kai: I didn’t know you felt that way. Games are separate from the real world, so I can understand the desire to make game worlds something that would never be possible in reality.
How do you feel about the recent changes in production environments?

Shibata: Since we’ve started doing everything with 3D CG, every team has gotten more specialized and separated. I’m not a fan of this. Back in the 2D days, there were only two classes of graphic designer: objects and environments*. Nowadays the object group alone has splintered into various groups. You have design, modeling, animation, effects, and so on. Sometimes I feel that having so much granular separation takes some of the fun out of creating. Even if we do have these different categories, I think it’s important to give our young employees a chance to experience a wide range of tasks, to keep them from being pigeonholed into a single specialization.
*Objects: creation of the main characters, weapons, and items that appear in the game. Environments: creation of backgrounds.

Kai: It might be bad for efficiency, but I’m sure they enjoy the variety. When working on Street Fighter II, I remember that the texture of Ryu’s Hadoken and Dhalsim’s Yoga Fire were completely different. It was clear that those two effects were made by two different people, but in a way there was something nice about that lack of uniformity.

Shibata: I understand the need for efficiency, but there is something fun about making an entire character by yourself. It would be great to handle everything from the original design and modeling to the animation and effects.

Kai: For stuff like that, it would be nice to have an environment where we could just pick from a handful of options floating in the air and say “leave this job to me,” and have full control over it. I feel that this is a more healthy approach than doing what you’re told and then waiting until you’re given your next task. Even when straddling multiple sections, I’d like to consistently have the type of attitude where people can just go: “Hey, if nobody is going to work on this, can I give it a shot?” Whether that kind of system would actually be viable is another thing altogether. Back when I was just starting out I had no experience, and I just wanted to do everything, so I would always wonder “why doesn’t anyone give me anything to do?” or “They should just leave this all to me!” Of course, if someone actually HAD given me free rein to do something I’m sure I would have ended up going “wait, I can’t do this at all!” But it is thanks to experiences like those that I became who I am today. I just wanted to try everything that had to do with making games, even if it meant I just had to input quiz questions. I think there are not enough of these types of environments in game development today.

Shibata: Maybe you’re right. My goal from here on out will be to simply leave something for Inaba that will sell really well. Since we live in a time of tight schedules and even tighter budgets, I just want to help Inaba by giving him something that actually sells really well. It’s the really good games that earn their place in history, so rather than focusing on short-term sales, I want to make something that has a lot of staying power. PlatinumGames was conceived as a company that would strive for more than just financial success, but making good games takes money. For that reason I want to make something for Inaba that I think will sell well and survive the test of time in terms of quality. And with the money we earn from that game, we can keep on making more crazy games in the future. That will be my goal for the time being. I’m not as young as I used to be, though, so I want to make a hit in the next 4 or 5 years.

Kai: That’s a good goal to start off with. After all, if we can’t sell any games now, you’ll never be able to make you dream game down the line. And I do feel like I just get to make whatever pops into my head. I always keep in mind that when you aim to create things, you cannot afford to compromise on your vision. We are able to cross those barriers and speak our minds to staff in other sections. We aim to create an environment where people on the development floor are able to share their own points of view, even if they differ from that of the director or producer.

Shibata: To be honest, I’m not really interested in the particulars of the development environment itself. No matter what situation you may find yourself in, those that can manage to keep up will keep up.

Kai: That phrase nicely sums up your stoic approach to making things, haha. However, as someone who learned a lot in an environment that allowed for trial and error, I’d like to ensure that we make our studio that kind of place as well.

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E3 2015 Report from Game Designer Isao Negishi!

NieR: Automata

Filed: Games, Nier: Automata, Star Fox Zero, TRANSFORMERS: Devastation

PlatinumGames announced three new titles at E3 2015! (More info here.)

As with every year, several PlatinumGames employees attended E3 as a learning experience. Fifth-year up-and-coming game designer Isao Negishi writes about his trip.

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Hello, everyone! I’m Isao Negishi, a game designer. Just like every year, an observational group from PlatinumGames attended E3! Though actually, this was my first E3 and my first time ever in the US, so the entire trip was a new and exciting experience for me.

Since you’re looking at this website, you probably already know, but this year at E3, three new titles were announced that PlatinumGames is involved in developing: Star Fox Zero, Transformers: Devastation, and NieR New Project (temporary name).

Both the number and the content of the titles must have been a big surprise for everybody!

Some fans even wrote things like “PlatinumGames won E3 this year!” (That’s probably an exaggeration, but I am happy about it personally, haha.)

All right – let’s take a look at this year’s E3!

I’m a member of the NieR New Project development team, so on the first day, I got to attend the Square-Enix conference.

Finally, it was time to get started. This was the opening screen. Here you can see prominent titles like Just Cause 3, Deus Ex, Rise of the Tomb Raider, and more.

NieR New Project was a surprise announcement, so it wasn’t on the screen. (Heh heh.)

First at bat was Just Cause 3! And second was…

NieR New Project!!!

I’m a fifth-year game designer, but it was my first time to see a title I was working on being revealed live right before my eyes.

Of course, I had seen the trailer several times already and knew what it was about. But seeing it play on the big screen with the volume loud, and sharing that experience with everyone in the theater and the thousands of viewers watching live online, felt completely different from usual.

I was beside myself wondering how everyone would react. As the trailer played on and everyone learned that it was NieR, how would they react? Joy? Disappointment? Indifference? I had no idea.

I didn’t know that directly witnessing their reactions would be such a thrill. And at E3, the biggest exhibition in the world! I am one lucky guy.

So I wanted to watch the screen and the attendees’ reactions at the same time. For a moment I couldn’t decide which to focus on, but I ended up turning my eyes toward the screen and picking up their reactions with my ears.

The audience reaction was not over-the-top excitement. Instead, the attendees caught their breath quietly. I heard whispers of excitement, like…

“…It’s NieR!”

“…Whoa!”

This is just my personal opinion, but I thought this reaction was actually very NieR-esque, in a good way. :)

Of course, there are also the guys who get THIS excited:
(https://www.youtube.com/watch?v=0DYRzTvrrP8)

Watch the conference here.

After the Square-Enix conference, I walked over to the E3 venue.

At E3, the first thing that jumped out at me was Uncharted 4: A Thief’s End!

The first day opened at 12, so the lobby was packed with industry people waiting to get in.

There were a lot of displays in the lobby!

The interceptor from Mad Max!

Dark Souls III display. Black water is spewing out from the blue corpse.

I even met a guy with Bayonetta immortalized on his arm!!!

When I spoke to him, he asked me, “Do you like Bayonetta too? Did you buy Bayo 2?” After that, I had to reveal my identity, and we exchanged a firm handshake.

As you can see, there was a lot of excitement even before the doors opened. It was like a party.

Then finally it was 12 – time for the doors to open. The crowd raised a wild roar as they entered the show floor. That’s America for you – everyone was hyped.

On the first day, I wandered around the third party booths until it was time for the Star Fox Zero Treehouse Live.

This is the Street Fighter V booth. This very glamorous Cammy was kind enough to take a picture with me.

Asassin’s Creed Syndicate demo at Ubisoft.

This is the demo for Rigs, a first-person robot battle arena game that uses the Morpheus.

Finally, it was time to go, so I headed to the Nintendo booth. There, I found that Star Fox Zero, collaboratively developed by Nintendo and PlatinumGames, was showcased front and center!

There were huge lines in front of the demo stations. Everyone was whiling away the time playing Smash Brothers on their 3DS.

Then the Treehouse Live event began! Hayashi-san, the director at Nintendo, and Hashimoto, the director here at PG, explained the game as they played.
Watch the Treehouse Live segment here.

The audience seating was full. Everyone’s face looked so serious. The announcement must have made a big impact. As proof of that, I constantly heard Star Fox being mentioned around me after this event.

Some people who noticed from our ID cards that we were PG staff even asked to shake our hands and told us to keep up the good work!

Next door, at the Mario Maker booth, I was lucky enough to get my DS signed by Charles Martinet, the voice of Mario!

On the second day, I encountered NieR New Project producer Saito-san and director Yoko-san right after their NieR New Project interview at the Square-Enix booth! They struck a pose when I pointed my camera at them.

There was a live event for Transformers: Devastation at the Twitch booth featuring producer Kurooka and director Saito from PG, but I couldn’t make it.

Liz saw the event – check it out on her blog here!

Well, what with one thing and another, my E3 trip was over before I knew it.

Because E3 is a trade show, I thought that only a narrow range of content would be shown, but that turned out not to be the case at all. There were spectacular events and displays all over the show floor. The attendees’ pure passion for gaming made a big impression on me. Being right there live for all the reactions and excitement was a truly worthwhile experience.

Finally, I’m sure that we at PlatinumGames gave all of you some great surprises at this year’s E3.

Rest assured that we’re working hard to make an even bigger impact next year. Get ready to be blown away!

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E3 2015 Highlights

NieR: Automata

Filed: Nier: Automata, PlatinumGames, Star Fox Zero, TRANSFORMERS: Devastation

Hello, everyone. Liz from the localization team at PlatinumGames here!

Today I’ll be telling you about my first E3. Getting to go to E3 was actually a big moment for me – something I dreamed of when I was younger. So, did it live up to the hype? Let’s find out.

This was an especially exciting year to be at E3 as a PlatinumGames employee, because we announced three new titles! I hope all of you are excited for Transformers: Devastation, NieR New Project, and Star Fox Zero. We sure are!

Without further ado, let’s get started. Imagine yourself in sunny LA…

The day before the conference, the guys and I had some extra time, so I decided to take them to a video game store. Now, coming all the way from Japan, I didn’t want to take them to any old chain store, so I did some research and discovered an awesome retro game store in Los Angeles.
The folks there seemed to be excited to meet us when we mentioned that we were from PlatinumGames. Platinum games were prominently displayed in the store windows! Looks like these guys are fans.

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We got a kick out of the old consoles, some literally lying around.

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We were also amused by some recent Splatoon-related decorating that went on…
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The next day, it was off to E3.

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I was somewhat overwhelmed by the conglomeration of people lined up outside the halls, waiting to get in on the first day. It was modest chaos. Forget lining up, these guys are just milling around.

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As soon as the doors opened, there was a rush to the Star Fox Zero demo. Lines for this were long throughout the convention.

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In the afternoon, it was time for our very own Yusuke Hashimoto to appear on Treehouse Live with Miyamoto-san and other Nintendo staff to talk about Star Fox Zero.
(Watch here!)

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Hashimoto did a good job on stage, don’t you think?

There were also other Platinum sightings throughout the con. Of course, it was fun to see the NieR trailer playing at the Square Enix booth. Judging from the crowds, many people seemed intrigued.

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On the second day, I watched Kenji Saito (Director) and Atsushi Kurooka (Producer) talk about Transformers on Twitch! They had several appearances throughout the con, so they were pros at appearing in front of the camera by then. Great job, guys!

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Luckily, I also had a fair amount of time to wander around and see what else E3 had to offer.
One thing that made an impression on me was what a big theme VR was this year. It was all over.

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One of my coworkers reported trying it and feeling a little sick, though! I’ll give it a try… one of these days. ;)

Of course, the console makers’ booths were gargantuan.

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But the third parties weren’t far behind!
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Here are a few more sights from around the convention:

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Con-goers also appreciated the retro gaming area:

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Personally, I had a lot of fun at the indie games area. I enjoyed checking out Wattam (a Katamari Damacy successor), and an Alice-in-Wonderland-based game that was actually an interactive pop-up book.

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So, what other games did I play? I mostly eschewed the long lines, but I did find time to check out Fable: Legends, the new Amplitude, and Life is Strange. I spent a long time immersed in the Life is Strange demo. I’m a sucker for mystery/adventure games, probably the result of my childhood obsession with Myst.

Finally, I have to set aside a moment to discuss one of my other loves in life – food. I really had to restrain myself, or this blog post would have been a long parade of food and drink shots. With the excuse of exposing my Japanese co-workers to American culture, we visited a different restaurant each night. They were pleasantly surprised by the California rolls!

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In conclusion:
Well, it’s hard to wrap up such an overwhelming experience in the format of a blog post. I had been to PAX and other conventions many times before, but this was my first time attending an industry event like E3. While the noise, lighting, and sheer number of people were exhausting, the love and excitement for gaming was truly infectious. It was particularly gratifying to see and hear the anticipation for the three new titles we announced. E3 was a great reminder of what this job is really all about. I was also glad to run into many game industry friends and acquaintances and renew some old ties.

So, that’s it! I hope you enjoyed this report a fraction as much as I enjoyed attending E3, and stay tuned for more. Next up: more Scalebound news at Gamescom!

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E3 – A Message from Tatsuya Minami

Platinum Games

Filed: Games, PlatinumGames

E3 is the biggest event in the games industry, and I am very pleased to announce our development of multiple new titles during this year’s show.

Each of the titles we announced is a new kind of challenge for our studio. The reason we’ve taken on these projects is simple. We believe that they are all opportunities for us to exercise our strengths as developers, and collaborations like these lead to final products that both we ourselves, and our fans, will find thrilling.

Our forte is innovative and satisfying action mechanics delivered in an exhilarating package. By playing to our strengths, we believe we can help these beloved IPs shine even brighter – nothing would make us happier than giving our fans exciting new gameplay experiences with these titles.

Finally, even though we haven’t shared anything new with you at this year’s E3, we are working full steam on the development of Scalebound, our next flagship, original creation. We’ll probably be able to share some new information with you at this year’s Gamescom in August.

We can’t wait to continue showing you what is next for PlatinumGames.

PlatinumGames, Inc.

Tatsuya Minami, President and CEO

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NieR New Project announced!

NieR: Automata

Filed: Games, Nier: Automata, PlatinumGames

SQUARE ENIX ANNOUNCES NEW TITLE IN THE NIER SERIES

 All-Star Development Team Formed for NieR New Project

 LOS ANGELES (June 16, 2015) – SQUARE ENIX® today revealed NieR® New Project (temporary name), a new third-person action role-playing game (RPG) and follow-up to the 2010 cult hit NieR. Offering a fresh blend of action and RPG gameplay styles, NieR New Project is currently being developed in collaboration with PlatinumGames Inc. exclusively for the PlayStation®4 computer entertainment system.

The game’s all-star development team consists of producer Yosuke Saito (DRAGON QUEST® X / NieR), director YOKO TARO (Drakengard® / NieR), character designer Akihiko Yoshida from CyDesignation, Inc. (FINAL FANTASY® XIV / BRAVELY DEFAULT®), game designer Takahisa Taura from PlatinumGames Inc. (Metal Gear Rising: Revengeance), and composer Keiichi Okabe from MONACA, Inc. (TEKKEN / Drakengard / NieR). PlatinumGames Inc. will be amplifying the action-oriented combat and building a beautifully diverse visual experience that will fully harness the graphical power of the PlayStation®4 system.

A new trailer unveiled today at the SQUARE ENIX E3 press conference showcases the new visual direction of NieR New Project. This can be viewed on YouTube at: http://youtu.be/GH26BfSo7co.

More information regarding the game will be unveiled this Fall.

 

NieR New Project is now in development exclusively for the PlayStation®4 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 PlatinumGames Inc.

PlatinumGames Inc. is an independent entertainment developer based in Osaka, Japan, dedicated to making high quality, next generation games for a variety of hardware platforms. Loaded with some of the gaming industry’s most talented creators, PlatinumGames seeks to break the mold of a sequel driven industry by creating innovative IP that exceed users’ expectations.

 

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 64 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 © SQUARE ENIX CO., LTD. All Rights Reserved.

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Metal Gear Rising 2nd Anniversary!

METAL GEAR RISING

Filed: Games, Metal Gear Rising: Revengeance, PlatinumGames

Last week, Metal Gear Rising Revengeance celebrated its 2nd birthday!

Hey, everyone!
It’s Kenji Saito, director of MGR.
In order to celebrate the 2nd anniversary of my brainchild, I decided to play through it again recently for the sake of nostalgia, but man, I suck at parrying nowadays, haha.

I can’t believe it’s already been 2 years since this game’s release.
We’ve actually got several people working at PlatinumGames who entered the company because they loved Rising so much, which really made me aware of the impact a game like this can have on people’s lives.

As I write this, I’m looking at the Gecco Raiden figure (sorry, the site is in Japanese only, and the figure is sold out!) that I received from Hideo Kojima.
When the package arrived, I was as happy as a kid on Christmas!

Yong-Hee Cho, designer of Mistral, and Tomoko Nishii, who drafted the original design for Monsoon, have both provided some special 2nd anniversary artwork to commemorate the occasion.

Cho: Second Cut

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Happy 2nd birthday! I wonder what Raiden’s been doing the past 2 years…

Nishii: The Only Thing I Know For Real

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To this day, I still wonder if anyone helped him to pull of his little show in File R-03.

It’s been 2 years, but cutting and slicing your way through bad guys and, well, pretty much anything else still feels as good as ever!
Don’t forget to occasionally use Zandatsu as well though!

And if you haven’t played Metal Gear Rising Revengeance yet… What are you waiting for!?

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PG Inside: Atsushi Inaba & Hideki Kamiya (Pt. 3)

Platinum Games

Filed: Community, Games, PlatinumGames

The Instrument Called PlatinumGames

Kamiya: I feel a certain bond of trust with all of us who entered Platinum the first year it was founded. It makes you wonder why they chose to come to our company in the first place. My team: Shirai, Sada, Ohkura.

Inaba: We couldn’t do the usual recruiting cycle right after founding the company, so instead we went around asking at game design colleges. I was surprised how many hopped on board this brand new company whose name they had never heard. Of course, it’s those very staff who today form the core of our development teams.

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Kamiya: I believe there is something about our company that attracts people who like to try new things, explore uncharted territory. The reason we are able to split up into teams and make games is that we respect each individual’s originality. Of course, this style can cause some conflicts with new hires who are used to the culture of other companies. But there are also many cases where they are able to move past those conflicts and embrace the PlatinumGames way.

Inaba: That’s true, since you cannot expect a company’s culture to change to fit what you are used to. When you are committed to creating brand new games, the individuality of each staff member becomes very important.

When you think about it, in time this leads to the company taking on a personality of its own. For you, Kamiya, if you cater to the users’ every whim and compromise your vision, it will probably be the last game you ever make. That is why you have to let that personal touch permeate your games. If you have an idea you cannot just keep your mouth shut. If you betray the players’ trust, it will come back and bite you in the ass. It is true that from a management perspective it makes sense to forget inspiration and uncharted territory and go for stability with sequels to proven series. But stability is not the be all and end all. There is nothing wrong with a sequel to a great game, but sometimes there are other things you want to do, things that you need to do.

Kamiya: This may not be directly related, but the games I played before entering the industry hold a special place in my heart. They represent something I aspire to, something I devoted myself to more than studying or relationships. To a certain extent there has been a retro revival in recent years, with many games from the 80s being made available on download services like PS, etc. However, many of the minor titles never have a chance to see the light of day. I think this is the one of biggest shortcomings of modern gaming culture. There is a treasure trove of great games out there, but they are being thrown out and forgotten like yesterday’s trash. A lot of those games are no longer playable. This is a challenge that we, as an industry, have to face.

Inaba: I agree. We grew up alongside games – they are more than just a job for us. I am sure there are others out there who feel the same way about video games. Who knows, in the future there may be fans who feel just as passionately about PlatinumGames titles.

Kamiya: If those people, in turn, end up pursuing a career in the game industry, we can really say we had an impact on their lives. Those impressionable years back in middle school ended up determining the direction of the rest of my life. If we can inspire others to devote themselves to games, nothing would make me happier.

Inaba: To make that dream a reality, it is up to me to foster an environment that allows people like Kamiya to continue to express their creativity. At the same time, I have to keep an eye on the next generation, and make sure they are able to produce Kamiya’s games after me. Well, until Kamiya’s career is finished, I’m prepared to keep supporting him as his producer.

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Kamiya: Yeah, I have been getting all self-important about my style as a director, but at the end of the day I’m just happy to be able to make games in a place like this. I mean, there are plenty of companies who keep you on a tight schedule, making sequels to games where they could change the entire development staff without anybody noticing. The only reason I am even able to go on like this about creativity is that I work in this environment. I’m not out there making games by myself – it is thanks to the development staff and everyone at PlatinumGames. I can’t picture myself anywhere else.

Inaba: I agree that our development environment is essential. But for me as a producer, I have to take a more active role in creating and maintaining my ideal office space. I don’t mean that in the sense of a floor plan or anything like that – I see the PlatinumGames environment as an “instrument”, a tool to bring out the best in our employees. In a way, it is a bit similar to a theme park, guiding the experience of those inside. I can’t say I have realized my ideals yet, but slowly but surely I am getting there.

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