Platinum Games

Filed: PlatinumGames, Uncategorized

Last week PlatinumGames held its annual company-wide hanami party. Although the name literally means “flower-viewing,” in reality hanami events are really an excuse to spend time together in the warm spring air, eat delicious food, and enjoy adult beverages. We accomplished all these things last Friday!


Timing the date for hanami is notoriously difficult. A single week can decide whether you get a view of beautiful pink petals, or bare branches. Although we missed full bloom by a couple days, thankfully the trees in Osaka Castle Park were still a sight to behold.


The high-rises of downtown Osaka are juxtaposed with the castle. Going to work every day in the futuristic Umeda Sky Building, it is easy to forget we are so close to this historical landmark.


Hanami gives everyone a chance to mingle with people from around the company, free from the constraints of their office seating plan. Here are Hideki Kamiya, Kenji Saito, and Yusuke Hashimoto; the three directors share a lively chat with their colleagues.


It is considered poor manners in Japan to make others pour their own drinks. Everyone makes sure their colleagues’ cups stay full and, if they’re lucky, will get the same treatment in return.



As expected, President Minami sits surrounded by the rest of the company. Employees take turns kissing his ring and pledging their allegiance for another year. (Just kidding, but everyone is expected to say hi and share a drink or two.)


It is the job of first and second year employees to set up the party before the senior employees arrive.





After the hanami, employees drop all flower viewing pretenses, and head to bars to keep the party going. Recharged, we are back in the office on Monday to keep doing what we love: making games!


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Metal Gear Rising: Revengeance Birthday Messages


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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A Day in the Life of an Environment Artist

Platinum Games

Filed: Community, PlatinumGames

Hello, aspiring game developers! In our last feature, we got a peek into a day in the life of a concept artist. This time we interviewed Ms. Shinohara, one of our environment artists. I hope this post can shed some light on an often-overlooked role in the game development process.

Environment artist

Q: What is the role of an environment artist?

There are two main roles within the environment team. One is actually creating the assets that go in the game levels, and the other is laying out the level design that makes the game fun.

On top of that, when we create game levels we don’t just create assets and layouts, but also do work like lighting and post-processing that has a huge impact on the game as a whole.

Both asset creation and level design are very important elements of the game development process. I think the role of an environment artist is to integrate both of these elements at a high level of quality.

In recent years, it has also become common to split these two elements into a level design role and an environment artist role to achieve even greater job specialization.

In my current role, I don’t do much asset creation on a daily basis. My job is to research and test the most efficient and cutting-edge environment creation technologies and share that knowledge with the rest of the team. You might even say that I’m a hybrid between a technical artist and an environment artist!

Q: What is the most important skill or ability for an environment artist?

Many different skills are required to become a successful environment artist.
These are just some examples: the composition ability to lay out environments, lighting skills, the knowledge and skills needed to create assets, and the technical ability required to do development work using a variety of different middleware tools.

There are so many different skills that you need that it’s hard to pinpoint just one that is the most important! However, the environment artist job can be sub-divided into layout, asset creation, lighting, etc, so I think it’s best to choose one area of expertise and acquire the specialized knowledge for it.

Q: Tell me about an experience at work that you’ll never forget.

Once I was asked to create assets for a level that we didn’t have any concept art of yet! I was just given two or three keywords and told to freely use my imagination to create the assets. However, I found it hard to come up with many good ideas, and the assets I made ended up getting rejected. :)

Usually, the concept art gets created before the environment team begins their work, but at that early stage of development, the concept artists hadn’t even joined the team yet, so that’s why I found myself in that situation.

I didn’t have much of a sense for concept art at the time, and I also didn’t have much background in game development, so this was a high bar to clear. However, I learned a lot about how the concept artists do their creative work – how they make “something” out of “nothing”, and this ended up being an educational experience for me.

Q: What do you want to learn next for your job?

This isn’t just for work, but I really want to brush up my English skills. I want to be able to read English well enough to get technical information from English websites, and to be able to communicate fluently in English. I would love to be able to have discussions and exchange information with artists from around the world.

A Day in the Life

8:00 AM Wake up

9:30 AM Arrive at work

10:00 AM Do research for an environment creation spec I’m writing

12:30 PM Lunch with coworkers

1:30 PM Write documents on environment creation and tech

3:00 PM Give team members guidance on how to best create their assets

4:00 PM More work on documents

6:00 PM Chat with coworkers

7:00 PM Go running at the gym

9:00 PM Return home

9:30 PM Cook up a healthy vegetable soup for dinner

11:00 PM Study English

12:00 Go to bed

That’s all for now, folks! Be sure to let us know what you thought in the comments or on Twitter and Facebook.

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PlatinumGames at GDC 2014

Platinum Games

Filed: PlatinumGames

Hey, this is Andrew Brasher, International Coordinator. Last week I led a few of our staff to my second GDC (Game Developers Conference). I’m going to give you a run through of our GDC experience, for those who aren’t familiar with exactly everything that goes on.

Being based in Osaka, GDC is a bit of a trek for the PlatinumGames team. Our route is Osaka-Tokyo-San Francisco, and it takes more than half a day to reach our destination.

When we arrived in San Francisco, the cherry blossoms of Union Square were almost in full bloom, which was definitely a treat for a Japanese company.


We arrived on Tuesday and had a little time to explore the city before the main conference began.


The PlatinumGames staff takes a walk around San Francisco.


Being an unusual sight, the trolley downtown got brought up in conversation more than a few times.


I feel like I’ve seen this building before… where was it… Oh yeah, we blew this up with a giant microwave.

GDC gets fully underway on Wednesday morning and lasts until Friday afternoon.

It takes place in the Moscone Center in San Francisco. The events are spread across three buildings: North, South, and West.


Here’s the North building.

The Keynote speech on Wednesday includes dozens of presentations by different people who will be speaking at GDC.

The presentations are short—under a minute I think—existing just to give a quick idea of what is available to participants.


Sessions come in all different shapes and sizes. Some are slideshow presentations to rooms of hundreds of people,

some are round table discussions between 30-50 participants, and some are poster sessions that have data graphed out in hallways with an exhibitor nearby to answer any questions.


We sent a team of visual artists and programmers to pick up on what GDC had to offer.


Our Visual Artist Yoshiomi Kure (pictured on the left) on his way to the day’s next session.

We had a lot to take in the three days we were there:


Character studies in BioShock Infinite,


Lighting in The Last of Us,


Design talks on Rayman Legends…

There were plenty of interesting talks providing all kinds of interesting information from some of gaming’s greats, so we kept our schedules packed every day.


The rare times we had a moment to step out of the lecture halls, we wandered through the expo floor

to see what new announcements there were for game middle-ware. The expo was full of companies of all sizes,

ready to show off their newest developments to the crowds of visitors. Every morning there were long lines of participants waiting for the doors to open.


Take a look at what went on inside:




We got to see our friends at Quixel, who Platinum’s been using since their freeware days. It was exciting to see how far they’d come.


Some of the biggest news this year, as you may have heard, was Sony announcing its new Project Morpheus, a VR gaming headset for PlayStation 4.


For some discussion outside of current game development, The Video Game History Museum has a special exhibition on Nintendo this year.


I can’t believe there’s an old Milton Bradley Legend of Zelda board game. I wanted this so badly after seeing it.

The days go by quick but there’s a long time left to digest all the new information. I look forward to checking out GDC next year as well!

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MGR Contest: Interesting Submissions


Filed: Community, Games, Metal Gear Rising: Revengeance, PlatinumGames, Uncategorized


To celebrate the one-year anniversary of Metal Gear Rising: Revengeance, we recently held a contest on Twitter. We were touched by the outpouring of support and wacky videos we received.

Until scientists invent a device to measure raw enthusiasm, we didn’t feel that there was any fair way to objectively judge the submissions, so we decided the contest winners by random drawing. There were, however, several entries in particular that brought a smile to our faces.

The contest asked fans to tell us something they loved about MGR, or send us a video that had something to do with the game. In this post, we will share some interesting facts about what people enjoyed about MGR, and a few of the most memorable video submissions.


The soundtrack was a common theme running through the entirety of #mgrcontest. While individually it didn’t come out on top, many people mentioned how the soundtrack integrates into other things they love about the game, such as the boss battles, or how it elevates the action to new heights.

Speaking of music, check out our interview with MGR composer Akira Takizawa from last week. We asked you to tell us about your favorite Takizawa piece in the comments. Rules of Nature came up multiple times, with The Hot Wind Blowing and I’m My Own Master Now following close behind.

The battle system, including Blade Mode, was a popular choice among fans. This was reflected in the fan videos in…surprising ways.

Nutella Rising


Characters matched the battle system shot for shot in popularity. We are thrilled that our designs inspire amazing fan art. @rtcifra was even kind enough to take a video of a beautiful painting in progress.

PlatinumGames is filled with fans of classic games. While we may have missed our chance to release a genesis title, this video gave us a glimpse into an alternate reality.

Keepin’ it Old-School

Finally, what would a contest be without a little Cosplay? Happy B-day Raiden!

B-day Costume Party

It takes guts to punk a guy who rips out spines as a hobby.

One individual enjoyed a very specific aspect of MGR. No comment.


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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.


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
Rock On
We All Soldiers

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


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!

bayonetta anime (2)
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.

bayonetta anime (5)

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

bayonetta anime (4)

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!

bayonetta anime (10)
Excitement filled the air!

bayonetta anime (6)
The illustration donated by Mari Shimazaki.

bayonetta anime (7)
The illustration donated by Ai Yokoyama.

bayonetta anime (8)trim

And the framed picture signed by Hashimoto and Kamiya

bayonetta anime (3)
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:


bayonetta anime (1)

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A Day in the Life of a Concept Artist

Platinum Games

Filed: PlatinumGames

Hey everyone, this is Liz! Here at PlatinumGames.com, we like to give our fans the occasional glimpse behind the scenes of game development.

Have you ever dreamed of being a concept artist? Learn what it’s really like in this interview with one of our artists, Cho.

Cho - main

Q: What is most important to you when working on a game?
A: I’m in charge of concept and design work for the game’s characters and enemies, so I’m always thinking about whether the users will find the characters appealing. Of course, different things appeal to different people, but I always wonder to myself, “Would I buy an action figure of this character?”, “Can the player emotionally identify with this character? Will they want to control this character?”, and “Could a player tell the character’s personality at a glance?” So I think about my characters from various different perspectives when I’m doing my design work. Other than that, I try to focus on making the game fun!

Q: Tell us an interesting experience you’ve had working on a game.
A: To make a game fun, the creators on each team need to be in the same mental space. That’s easy to say, but hard to achieve. For example, when I think a concept is interesting, sometimes the entire staff shares that feeling, but sometimes they don’t. Each individual has their own thought process, so we discuss and create, discuss and create, over and over again. Only through this cycle can we create a fun game that every single team member is satisfied with.

Q: What memory will you never forget about your work?
A: Originally I was in the character section, and I was in charge of converting character concepts into 3D. But I had always wanted to create my own original characters from scratch, so I told all my coworkers that I wanted to do character design. Also, I had been taking part in brainstorming meetings because I could do illustrations. So one day, a senior team member happened to notice one of my drawings, and I was re-assigned to do 2D character design in the artwork section! Of course I was lucky that there was an opening at that time, but I was really glad that my persistence had paid off, and I promised myself to make the best possible use of this chance.

A Day In the Life

8:00 AM Wake up
9:00 AM Commute by bicycle
9:30 AM Arrive at work

Cho commute

10:00 AM Start working on character creation
I always decide a goal for my day before starting my work. Sometimes people think that artists just sit around drawing all day, but it’s also the artists’ job to imagine the game world itself. When I do my drawing, I think in as much detail as possible about what kind of people and animals live in this world. I also get ideas from looking at reference material and talking with my coworkers.

12:30 Lunch with coworkers

1:30 PM Character drawing
In the early stages of design, I draw about 100 versions of a character. Each version takes only a minute or so – I don’t make polished-quality art at this stage. I go through the cycle of character sketching and showing my work to the director countless times. As I narrow down the number of versions to 50, 25, and 10, I create more finished illustrations.

2:00 PM Section meeting
Discussion about the game world with the art section.

Cho at work

3:00 PM Continue to refine design

4:00 PM Director check
I always have the director check my work at least once, and sometimes up to 4 or 5 times per day! I have my work checked so many times because, if the character’s design isn’t finished, other sections’ work gets slowed down. Speed is a very important quality for an artist.

5:00 PM Character approaches final version
As I improve the detail level of the drawing, I think about how it will move in 3D and how it can be animated. It takes me an average of three days to one week to brush up a character. The main character of a certain title took a year to be finished!

6:00 PM Director check

7:00 PM Return home

8:00 PM Shower and have dinner

9:00 PM Take care of kids

11:00 PM Free time
I play games in all genres, watch films and read novels and poetry, as well as reading art-related books. This time gives me more material for new character design ideas.

2:00 AM Go to bed

Well, that’s it for today! I hope you enjoyed. Tell us so and we might interview more Platinum employees in the future.

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Bayonetta 2 coming to Wii U in 2014!


Filed: Bayonetta 2, Community, Games, PGTV, PlatinumGames

Hi, this is the director for Bayonetta 2, Yusuke Hashimoto. Hope everyone has been well.

Did you enjoy seeing Bayonetta in the latest Nintendo Direct? You can check out the newest trailer here:

As we’re using this post to touch base with our fans, why don’t we take a little time discussing what the “2” in our new Bayonetta means. It’s a sequel: we’ve taken the characters, story, and gameplay of the original and built upon them.

In addition to the original’s gameplay system—dodging at the last minute to perform Witch Time, saving up your Magic Gauge to use Torture Attacks—Bayonetta 2 includes a new feature called Umbran Climax. Now saving your Magic Gauge also gives you the option to unleash a combo made of successive Wicked Weave and Infernal Demon summons. This wide-ranged attack can effectively give you free rein over the battlefield.

We’ve escalated the Climax Action in other ways as well, take a look these, starting with the E3 2013 trailer:



In our playable demo at E3 last year, you got to experience fighting on a jet and taking care of a rampaging Gomorrah. Now we have our new footage of Bayonetta caught in an epic battle of summons with a masked sage. This time the action is going to take you to all different places, be it land or sky. There will be exciting new situations of all types.

Eventually I’d like to talk about the new looks we’ve given the characters, and about the story as well. Stay put until then.

We’re starting to reach the climax stage of development here at Platinum as well. I’m excited to see what you’ll think. See you again!


Yusuke Hashimoto (Director)

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Happy New Year 2014

Platinum Games

Filed: PlatinumGames, Uncategorized

Happy New Year, everyone!
And thank you for your continuously amazing support!

So how has the past year treated you?
I feel that 2013 has been a year of expansion for us here at PlatinumGames. Last year, we released 3 titles in the west: “Anarchy Reigns,” “Metal Gear Rising Revengeance,” and “The Wonderful 101.” The latter two were handled by completely new publishers for us, and I’m sure they were the first PlatinumGames experience for a lot of gamers out there. Expanding into new territories like this is an extremely positive thing for people working in videogame development, and we’re very happy to have received your support. Thanks, everyone.

2014. I think this will be a year of change for the game industry.

The PS4 and Xbox One have already been released overseas, and the PS4 will see the light of day here in Japan in late February. I’m sure the Xbox One will follow suit as well in the course of the year. The software market is sure to change significantly as well this year, and it is inevitable that we’ll get to see new environments and new technology related to videogames. In order to keep up with these changes, I think we will have to put a lot of effort into taking new challenges this year. Perhaps this is the same feeling we had when we first started PlatinumGames. We have to return to our original intentions. This is how we want to go into the New Year.

Last year, Tokyo was chosen as the venue for the 2020 Olympics. The entire country was filled with joy and energy at this wonderful news, so we get to start the New Year with fresh and renewed vigor. Since we strive to be “The Japanese Standard Bearer in Global Competition,” we intend to devote all of this new-found energy to make 2014 another exciting and action-packed year. We hope you will continue to provide us the same enthusiastic support throughout this year as well.

President & CEO

Tatsuya Minami

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