Metal Gear Rising: Revengeance Birthday Messages

METAL GEAR RISING

Filed: Games, Metal Gear Rising: Revengeance, PlatinumGames

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

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

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

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

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

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

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

Yuji Korekado, Creative Producer at Kojima Productions

Konami Digital Entertainment

 

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

 

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

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

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

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

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

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

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

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

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

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

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

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

Kenji Saito, director at PlatinumGames Inc.

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

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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.

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

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The PlatinumGames staff takes a walk around San Francisco.

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

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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.

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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.

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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.

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

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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:

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Character studies in BioShock Infinite,

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Lighting in The Last of Us,

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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.

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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.

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Take a look at what went on inside:

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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.

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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.

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

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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

METAL GEAR RISING

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

FanArt3

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.

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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

Cat-Datsu

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.

FanArt5

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Bayonetta 2 coming to Wii U in 2014!

BAYONETTA 2

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:

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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!

2/14/2014

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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Bayonetta Developer Commentary Part 69: The End

Bayonetta

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

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

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

Thanks for tuning in, everyone!

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

Follow us for all the latest updates!

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

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

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

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Bayonetta Developer Commentary Part 68

Bayonetta

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

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

Enjoy!

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

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

Follow us for all the latest updates!

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

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

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

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Bayonetta Developer Commentary Part 67

Bayonetta

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

Welcome to part 8 of the Bayonetta Developer Commentary Finale! We’ve almost reached the end!
Today’s episode is very character-focused, so if you want to know more about the colorful cast in Bayonetta, make sure to give this a look!

Enjoy!



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

Follow us for all the latest updates!

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

This episode was translated by Abebe Tinari, which is actually a real name. As always, feel free to share your thoughts in the comments!

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Bayonetta Developer Commentary Part 66: Temporal Paradox

Bayonetta

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

Welcome to part 6 and 7 (which is also 6) of the Bayonetta Developer Commentary Finale!
Due to a rift in the space-time continuum, part 7 of the Bayonetta Finale was recently uploaded before we even got to part 6 (it’s all Balder’s fault).
Fortunately, we managed to salvage part 6 from said rift by sending Jeanne after it on her motorcycle, so continuity has been preserved! Yay!

View the real part 6 below to get to know Director Hideki Kamiya’s teenage side, and to find out how demons recover from a hard day’s work!

And here’s part 7 which mysteriously got uploaded before, posing as part 6, just in case you missed it:

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

Follow us for all the latest updates!

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

These episodes were translated by Andrew Brasher and uploaded by an artificial intelligence from the year 2051. As always, feel free to share your thoughts in the comments!

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Bayonetta Developer Commentary Part 65: Infinite Ammo

Bayonetta

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

Welcome to part 6 of the Bayonetta Developer Commentary Finale!
We’re still answering viewer questions, so if you’ve always wondered what kind of… thing… Phantom is supposed to be, or if you’re dying to know more about where on earth (or elsewhere) Bayo and Jeanne get all their ammo from, check the video below!

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

Follow us for all the latest updates!

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

This episode was translated by Andrew Brasher. As always, feel free to share your thoughts in the comments!

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