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Ayana Munsen

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Jul 4, 2024, 2:38:25 PM (3 days ago) Jul 4
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PlatinumGames Inc. is a Japanese video game developer that was founded in October 2007 as result of a merger between two companies, Seeds Inc. and Odd Inc. Shinji Mikami, Atsushi Inaba, and Hideki Kamiya founded Seeds Inc. after the closure of Capcom's Clover Studio, while Odd Inc. was founded by Tatsuya Minami. A year after the studio was founded, video game publisher Sega announced that it would be publishing four intellectual properties developed by the company: MadWorld, Infinite Space, Bayonetta, and Vanquish. Their partnership later extended to include Anarchy Reigns. Most of these games were met with positive reception. Over the years, PlatinumGames had developed an expertise in action games and one of their key philosophies was that the team would not follow conventional game design concepts.

While PlatinumGames' core goal was to create new and original intellectual property, the team also accepted several contract works from Activision on several licensed projects, most of which received mediocre reviews. Since 2013, PlatinumGames had held a close relationship with console manufacturer Nintendo, which funded several of their original titles, including The Wonderful 101 and Astral Chain, and handled licensing between Sega that would allow Platinum to continue the Bayonetta series. The studio worked on creating new installments in other studios' franchises, with the studio taking major development duties on Metal Gear Rising: Revengeance for Konami, Star Fox Zero for Nintendo, and Nier: Automata for Square Enix. Nier: Automata, which was both a critical and commercial success, was an important project for PlatinumGames, since it was their first game released after the cancellation of Scalebound, a project funded by Microsoft Studios.

PlatinumGames was founded by the merger of Seeds Inc. and Odd Inc. in October 2007. Seeds Inc. had been founded by Shinji Mikami, Atsushi Inaba, and Hideki Kamiya on August 1, 2006.[3] Prior to establishing the company, the three worked for Capcom, and were key members of the Osaka-based Clover Studio, which specialized in making new and creative intellectual properties.[4] They worked closely together developing popular Capcom franchises including Resident Evil, Devil May Cry, Viewtiful Joe and Ōkami. Most of these titles received critical acclaim, but under-performed commercially, leading to Capcom's decision to close the studio.[5] Prior to the closure, the three founders had already left the studio to form their own company in mid-2006. In January 2006, the company expanded to 51 employees, including more former Capcom employees such as Masami Ueda, composer for the early Resident Evil games, and Mari Shimazaki, Ōkami's artist. Yusuke Hashimoto and Kenji Saito, who would eventually become PlatinumGames' directors, joined during its establishment period. The new company revealed its existence by launching its website in February 2007.[3]

Odd Ltd. was founded by Tatsuya Minami in February 2006, and later renamed Odd Inc. in July 2007.[6][7] Like the founders of Clover Studio, Minami worked at Capcom prior to founding his own studio. He joined Capcom and for 20 years was involved in titles such as Super Ghouls 'n Ghosts and the Mega Man franchise. However, he decided to leave as he became tired of making sequels.[8] Minami became the studio's head and focused on the company's management and administration, while Mikami, Inaba and Kamiya remained in the positions of director or producer.[6][9]

The third game is Bayonetta, an action game "evolved" from the Devil May Cry series.[clarification needed] The title was directed by Kamiya, who originally pitched several "casual" projects for the studio before starting the development of Bayonetta.[25] The game features an original story, with inspirations drawn from Scandinavian mythology, while the design of the titular character was based on Kamiya's own vision of an "ideal woman".[26] The development team was credited as "Team Little Angels", as opposed to Devil May Cry's "Team Little Devils". The game received critical acclaim on its release, with critics praising its action as "genre-topping", as well as its characters and innovation.[6] However, according to Inaba, the team had set an overly high standard for themselves and became extremely frustrated by the end of the project's development. Inaba added that the game's development "nearly broke" PlatinumGames.[27] The team's morale was restored after hearing players' positive opinions of the game.[27] In addition, Inaba called the PlayStation 3 version of the game the company's "biggest failure", as the team did not have sufficient skills to develop that version of the game.[28] More than 1.35 million units of the game were shipped,[29] but according to Minami, the company was disappointed with its sales, despite it being one of the most commercially successful games produced by the company.[8][30] An animated film based on the game, called Bayonetta: Bloody Fate, was later released by Gonzo.[31]

In 2011, Hideo Kojima and his studio Kojima Productions were working on a new Metal Gear game focused on one of its main characters Raiden, a ninja equipped with swords. Unable to continue working on the game, Kojima contacted Minami to ask PlatinumGames to work on it. According to Kojima, PlatinumGames was the only studio capable of working on an action game with sword-based combat.[8] The team added stealth elements to the game finding its system too boring and straightforward.[41] Directed by Kenji Saito, the game, titled Metal Gear Rising: Revengeance, was released in 2013 and received generally positive reviews from critics, and was a commercial success. It also became the company's first licensed title.[42]

In 2017, Kamiya and his team were working on Scalebound for Microsoft Studios until it was cancelled in January 2017.[76] Shortly after the cancellation, creative producer Jean-Pierre Kellams left the company, while Kamiya stopped working as a director, continuing his work at PlatinumGames as vice president.[77][78] The studio collaborated with Square Enix and released Nier: Automata for PlayStation 4 and Windows in 2017,[79] with an Xbox One version being released in 2018.[80] Directed by Nier creator Yoko Taro, the game received critical acclaim and more than 2 million copies were sold.[81] According to Kamiya, Taro "saved" PlatinumGames after the cancellation of Scalebound. The positive reception of Nier Automata had sparked public interest in Platinum's work once again.[82][83] In May of the same year, Inaba announced the company was working on a new intellectual property.[84] At The Game Awards 2017, Bayonetta 3 was revealed, which will be released for the Nintendo Switch. It was also announced that ports of the first two Bayonetta games would be released for the same platform two months later.[85] At the ceremony, Nier: Automata also won in the Best Score/Music category.[86]

In 2019, PlatinumGames studio head Atsushi Inaba revealed that the studio was working on two new unannounced intellectual properties owned by the studio, one of which he described as "truly unlike anything else."[92]

Tencent Holdings supplied capital investment into Platinum in January 2020, which will allow the studio to self-publish its future titles. Platinum's CEO Kenichi Sato stated that the Tencent investment changed no aspect of Platinum's ownership and they remain an independent developer.[93]

On January 13, 2022, former CEO Kenichi Sato stepped down from the position after five years and eight months in the role, with studio head and co-founder Atsushi Inaba succeeding him in the role.[101]

"I'm not really interested in working for a studio that isn't kind of a noisy, loud, clanking machine of people bumping into each other and trying to do their best, so if it's just kind of a machine that's there to make money and there to make games efficiently, it's not something that interests me".

According to Inaba, the core goal of the company is to make new and original intellectual property, and that taking risks is a crucial part of video game development.[103] However, the company also worked on licensed titles later, as the team considered creating original titles "difficult", sometimes too risky, with sales that were unsatisfactory for the team. According to Minami, working on both licensed properties and original games provides the company with stability. Despite having a new focus, PlatinumGames retains their original vision of making games and the team hopes to become one of "the three top game studios in the world".[104] While PlatinumGames is a Japanese development company, the development team also attempts to add elements to their games that will attract a large global audience. Minami says that the company is keen to work with both Japanese and Western publishers.[8]

According to Inaba, the company values the idea of "change", and that "the people who are not looking for constant change are not necessarily welcome in what I think the company should be".[24] According to Minami, PlatinumGames only made games that the development team were passionate about. Inaba described the studio as "loud", as every one on the development team is allowed to express their opinions on their projects and their visions will not be compromised. The studio also invites employees who are not involved in game design, such as artists and programmers, to provide creative input to their projects.[105] Saito added that every game that company developed has a "Platinum taste". While the company developed an expertise in action games, Saito claimed that the studio learned from every project and will apply this knowledge to their new games and genres.[24] The company also hopes to innovate by introducing new elements in both original titles or licensed games. According to PlatinumGames, a good action game should be "passive" and feature a "unique selling point"; replay value that allows players to hone their skills; a strong leading character; and should not follow conventional design philosophy.[105]

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