The Legend of Korra coming this fall!

Legend of Korra

Filed: Games, PlatinumGames, The Legend of Korra

“Water!

Earth!

Fire!

Air!

Only PlatinumGames can master all 4 elements to turn them into an AWESOME ACTION GAME!”

We are very proud to announce “The Legend of Korra™,” a joint project between PlatinumGames, Inc., Activision Publishing, Inc., and Nickelodeon. We are all huge fans of the show, so it was a great honor for us to get to work on an action game taking place in the Avatar universe. We’ve tried our best to do justice to the original animation, and we think that Korra aficionados, as well as long-time fans of our games, will not be disappointed!

– Atsushi Kurooka, Producer

Read the official press release below!

LoK_Screenshot_Batch One_4_06.25.14

NICKELODEON CONTINUES RELATIONSHIP WITH ACTIVISION PUBLISHING, INC. TO PRODUCE THE LEGEND OF KORRA VIDEO GAME

Fans Can Select Video Game Cover Art Via The Legend of Korra Facebook Page

 NEW YORK – June 26, 2014 – Nickelodeon and Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (NASDAQ: ATVI) today announced plans to develop and publish the first-ever video game inspired by the fan-favorite animated series, The Legend of Korra. The Legend of Korra digital video game is developed by PlatinumGames, Inc. and capitalizes on the studio’s pedigree of creating visually flourishing experiences with fast-paced, dynamic combat. The game is planned to be available for download this fall on Sony’s PlayStation®4 and PlayStation®3 computer entertainment systems; Xbox One, the all-in-one games and entertainment system and Xbox 360 games and entertainment system from Microsoft; and Windows PC.

The Legend of Korra fans will have the unique opportunity to select the cover art for this digital video game by voting on three different concepts drawn by one of the show’s character designers, Christie Tseng. Fans can visit https://www.facebook.com/legendofkorra to cast their vote. Voting will run through June 30 at midnight PST.

“We are thrilled to expand our relationship with Activision Publishing, Inc. to bring the hit animated series from TV screens to gamers everywhere,” said Yaacov Barselah, Vice President of Games & Digital Publishing New Business, Nickelodeon. “Capturing the true essence and exquisite creative of the series, The Legend of Korra games are sure to captivate fans as they delve into the rich and exciting world of Korra.” The Legend of Korra video game follows Korra, a strong-willed young woman who, as the reincarnation of the Avatar, can bend the four primal forces of nature to her will. Scripted by staff writer Tim Hedrick and consulted by series cocreators and executive producers Bryan Konietzko and Michael DiMartino, the game’s original adventure takes place between Books Two and Three of the TV program allowing for an authentic Avatar experience. The game’s cell-shaded visuals recreate the beautiful look and immersive feel of the show, with colorful, vivid detail going into every action, elemental effect and animated story sequence.

LoK_Screenshot_Batch One_3_06.25.14

The Legend of Korra is a single player, action-packed brawler, in which Korra’s mastery of martial arts and the four elements – fire, earth, air, and water – can be used on the fly to bolster her combos and counters against foes. Throughout the game, Korra’s polar bear-dog, Naga, will aid her in high-speed traversal segments. The game also brings to life the series’ competitive sport, Pro-Bending, in which teams of three use the elements to fight for territory in an arena.

A handheld version of The Legend of Korra for the Nintendo 3DS™ hand-held system is also being developed by Webfoot Technologies, as a retail-only release. The handheld version of the game will feature a similar story, and is a single-player, turn-based strategy RPG, in which players focus on tactically maneuvering Korra and her allies on the battlefield.

 About The Legend of Korra Series

Set 70 years after the events of Avatar: The Last Airbender, The Legend of Korra follows the next Avatar after Aang–a teenage girl named Korra (Janet Varney) who is from the Southern Water Tribe. Korra lives in Republic City, the modern “Avatar” world that is a virtual melting pot where benders and non-benders from all nations live and thrive. Under the tutelage of Aang’s son, Tenzin (J.K. Simmons), Korra continues her Avatar training while dealing with the dangers at large. The series is co-created and executive produced by Michael DiMartino and Bryan Konietzko, co-creators of the Emmy Award-winning Avatar: The Last Airbender. Joaquim Dos Santos is co-executive producer.

The Legend of Korra voice cast includes Janet Varney (Dinner and a Movie) as Korra, David Faustino (Married…with Children) as Mako, P.J. Byrne (Wolf of Wall Street) as Bolin, J.K. Simmons (The Closer) as Tenzin, Mindy Sterling (Austin Powers: International Man of Mystery) as Chief Lin Beifong, Seychelle Gabriel (Falling Skies) as Asami Sato, Kiernan Shipka (Mad Men) as Jinora, and Eva Marie Saint (Superman Returns) as Katara.

LoK_Screenshot_Batch One_2_06.25.14

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. Under the slogan “Taking on the World as the Representative of Japan,” PlatinumGames works hard to deliver fresh surprises and new experiences to gamers all over the world.

About Nickelodeon

Nickelodeon, now in its 35th 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 19 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, VIA.B).

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products.
Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, Norway, Denmark, the Netherlands, Australia, China and the region of Taiwan. More information about Activision and its products can be found on the company’s website, www.activision.com.

LoK_Screenshot_Batch One_1_06.25.14

 

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 the expected release date of The Legend of Korra 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.

Media Contacts:

Nickelodeon
Tori Fernandes
Tori.fernandes@nick.com

Activision:
Amanda Young
Sandbox Strategies
212.213.2451 ext. 227
amanda@sandboxstrat.com

 

And here’s a sweet little trailer!

Tagged: , , , , , , , , ,

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

Tagged: , , , , , , ,

Anarchy Reigns One Year Anniversary

Platinum Games

Filed: Anarchy Reigns

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

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

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

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

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

Tagged: , , , , , ,

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!?

Tagged: , , , , , , , , , , ,

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!?

Tagged: , , , , , , , , , , ,

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!

Tagged: , , , , , , , , , , ,

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!

Tagged: , , , , , , , , , , , , ,

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!

Tagged: , , , , , , , , , , , , ,

Special Guest! Scenario Writer Etsu Tamari

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance, PGTV

Hello, nice to meet you. My name is Etsu Tamari from Konami’s Kojima Productions, I was the scenario writer for Metal Gear Rising: Revengeance.

The MGR blog posts here are mainly for the development staff at PlatinumGames, as you can probably tell by the shining “P” up at the top. Since this is a collaborative work, however, I’m making myself an honorary member of the team.

And why not? I mean, I have a seat with my name on it at Platinum’s office. I haven’t shown my face there recently, but for a while I was spending at least one night a week in Osaka. Around November, I think I spent more time over there than in Tokyo. I still lose to our cutscene director, though; he moved there.

When I explain all that travel to people, they usually ask me, “Isn’t the scenario supposed to be finished a little earlier than that?” I always tell them a game scenario isn’t something you just write and then never touch again. Well, depending on the person or the project, I’m sure sometimes you finish writing a scenario and are told not to mess with it again, but that’s not how we do things with the Metal Gear series. That’s not how we could do things, in order to have Metal Gear stay Metal Gear.

Even if a game has a good story, if the gameplay sucks, it’s shit. Making gameplay interesting requires a repeated process of creating something and tearing it down. For example, the game’s maps might look interesting on paper, but once you try working them into the game itself, you might realize they’re boring. That happens a lot. Written plans will never convey how the game truly feels, and as such, will never be an indication as to whether or not a game is actually fun.

So you can write plans on paper or in excel, and you can have meetings brainstorming all the ideas you like. The results, however, are equivalent to air; you can’t give substance to something just by arguing and discussing it. With making games, I’ve realized you just won’t understand how something is until it’s actually in front of you.

001

Whenever I had doubts when writing, I’d look to this: the scenario for Metal Gear Solid 2: Sons of Liberty. Next to it is part of Rising’s Abkhazia chapter.

If your game doesn’t have a strong link between the scenario and gameplay, obviously making a change to the gameplay shouldn’t affect the scenario. With the Metal Gear Series, however, this is a different story.

All the background info you get from each codec, every line said from each enemy, everything needs to be carefully integrated into the game. Only through this can the player actually feel like he’s Raiden, and has entered the world of Metal Gear Rising.

So even after you’re done writing the main story, you have to stick around and write codecs and enemy dialogue as the game is being made. If any changes are made to the game itself, you make adjustments, think of codec text that might better fit the situation, talk things out with planners or designers whenever you run into any trouble… it takes a lot of persistence to make it right. That’s why I kept finding myself in Osaka, over and over again.

In the end though, thanks to those business trips, and to Saito-san’s undying love for all things Metal Gear, I think we made a game that had a perfect fusion of PlatinumGames and Metal Gear.

In the pre-release events we’ve been doing around Japan and North America, we’ve received a lot of feedback that this game lives up to the Metal Gear name. If you’re a fan, you won’t be disappointed! The game is also full of the PlatinumGames brand excitement and has a story you don’t need to be up on the rest of the series to enjoy. For Platinum fans and action fans alike, this could be a good first step into the Metal Gear universe.

As crazy as it sounds, I actually got asked in an interview a few days ago, “Why does this game feel so Metal Gear?” I could only respond, well, that’s because it is Metal Gear!

Metal Gear Rising: Revengeance is out in stores now! Be sure to check the game out yourself!

Tagged: , , , , , , , , , , , ,

Rising’s Graphics and Stages

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance, PGTV

Hey. My name is Takahito Washisaka, I was in charge of background graphics in Metal Gear Rising: Revengeance. I’m feeling nervous from excitement thinking about how close Rising is to its release now. Before long you’ll all be able to check it out! I’m thinking about sneaking into a local retailer when the game hits stores, but something tells me I’d run into the rest of the development team there.

One word that caused me a lot of trouble while working on the background stages of MGR was “balance.” Balance between what and what, you say?

Cutting mechanics have undoubtedly been a key focal point of Rising’s development, but among Raiden’s abilities there also exists something called the “ninja run.” The ninja run basically allows Raiden to move at an increased speed while automatically overcoming any obstacles in his path. Something like this ends up having a tremendous influence on our work in background design; add to this the necessity for this game to run at 60 fps and suddenly the ninja run takes a considerable amount of attention.

Cutting mechanics, ninja run, 60fps… balancing these different elements and deciding how to go about creating MGR’s graphics and stages resulted in a fair deal of stress for the background team (and especially me).

To put things simply, the ability players have in Rising to cut even background objects apart sometimes made adjusting the stage so the player didn’t make dead ends for themselves a monumental task. If we toned down the cutting concept, however, the result would be an overall less satisfying action game with less challenging stages. As the ninja run is designed to automatically scale obstacles, the right programming will solve some problems, but using simple shapes in stage design also improves players ability to get through stages smoothly. Only, the more we dumb down stage design, the duller Rising’s look, not to mention a critical decrease in the realism of the game.

Hypothetically, even if we were able to make stages full of complicated structures that could all be shred to pieces and smoothly sped through, the CPU would never be able to process the images fast enough to keep the game at 60 fps. We would have to continually cut the quality of graphics until we could release the necessary CPU strain… but that doesn’t sound like an ideal option either.

Problems, problems.

That’s why the word “balance” became so important.

What balance is necessary to maintain the right amount of enjoyment and challenge within the game…? Carefully considering both the game’s system and the world it takes place in, what should be the right level of graphic quality…?

The margin for error here is razor thin. Each aspect is extremely important. Through the cooperation between our team’s background artists and programmers, however, I think we were able to find this balance in Rising. You might have been able to see this for yourself in the promotional videos we’ve released until now, or the game’s demo. Nevertheless, I suggest seeing the whole package after the game’s commercial release.

I don’t want to write too much, so I’ll post some videos for you to take a peek at.

Augment mode not only tells you where the enemy is located with easy to understand visuals, it also highlights objects that Raiden is able to cut with a fuzzy blue tint. (If you could cut everything on screen, things would just be a complete mess of blue… another reason why balance is so important).

You’re free to play without AR mode and figure out what you can and can’t cut among background objects by yourself, though personally I recommend diligent use of it when entering a new area. This way you can confirm where the enemies are and what you can cut through, helping you to adjust your strategy to either sneak through the stage or rush in full force.

There are also a few stages we’ve prepared that will be difficult to get through without AR mode’s assistance. When you’re stuck, don’t forget it.

Cheers!

(This entry was posted on the Japanese PlatinumGames blog site on February 19th.)

Tagged: , , , , , , , , , ,