PlatinumGames
Native name | プラチナゲームズ株式会社 |
---|---|
Private | |
Industry | Video games |
Predecessor | Clover Studios |
Founded | August 1, 2006 (as Seeds) |
Founder |
Shinji Mikami Atsushi Inaba Hideki Kamiya |
Headquarters | Osaka, Japan |
Key people |
Kenichi Sato (President and CEO) |
Products |
MadWorld Bayonetta series Vanquish |
Number of employees | 193 (2016) |
Website |
platinumgames |
PlatinumGames Inc. (プラチナゲームズ株式会社 Purachina Gēmuzu Kabushiki Gaisha) is a Japanese video game development company. The company was founded under the name Seeds, Inc. in August 2006 by Shinji Mikami, Atsushi Inaba, and Hideki Kamiya, former key members of Capcom's Clover Studio. The company merged with Tatsuya Minami's Odd Ltd. to form PlatinumGames in October 2007. A few years after this company was established, video game publisher Sega announced that it would be publishing four unique properties developed by PlatinumGames, including: MadWorld, Infinite Space, Bayonetta, and Vanquish. Their partnership later extended to include Anarchy Reigns. However, none of these were a commercial success, even though most of them received high critical praise.
While the company's core goal is to create new and original intellectual property, the team shifted to create more licensed titles. Starting in the 2010s, the company developed Metal Gear Rising: Revengeance for Konami. The company also partnered with Activision to create licensed titles based on the The Legend of Korra, Teenage Mutant Ninja Turtles, and Transformers franchises, and with Nintendo on The Wonderful 101, Bayonetta 2, and Star Fox Zero. As of 2016, the company is working on two projects; Scalebound for Microsoft Studios and Nier: Automata for Square Enix.
History
2006–07: Founding
The company was founded by Shinji Mikami, Atsushi Inaba, and Hideki Kamiya on August 1, 2006, as Seeds.[1] Prior to establishing the company, the three worked for Capcom, and were key members of the Osaka-based Clover Studios, which specialized in making new and creative intellectual properties.[2] 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 they under-performed commercially, leading to Capcom's decision to close Clover and to reabsorb it into Capcom.[3] Prior to the closure of Clover, the three founders had 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, also joined during its establishment period. The new company launched its website, revealing its existence in February 2007.[1]
Tatsuya Minami founded a video game company named Odd Ltd. in February 2006.[4][5] Like the founders of Clover, 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.[6] In October 2007, Odd Ltd. merged with Seeds to form PlatinumGames. 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.[4][7]
2008–12: Partnership with Sega
The company had not reveal anything about upcoming projects for a year, until 2008, when Sega announced that it would be publishing four PlatinumGames' titles.[7] According to Minami, the titles were unique and creative, and it was courageous of Sega to publish these risky titles. Minami added further that the partnership with Sega allowed them to bring these titles to Western markets. The three games included: MadWorld, Infinite Space, and Bayonetta.[8] Each was released in 2009. All the intellectual properties created by PlatinumGames as part of the partnership are owned by Sega.[9]
MadWorld was the first game to be released. Produced by Inaba, the game was designed to appeal to a western audience and had a unique art style inspired by that of Sin City. The original story was written by Yasumi Matsuno, who had previously worked on Square Enix's Ogre Battle and Final Fantasy Tactics, while PlatinumGames and Sega jointly localized the title for the West. The team created the game with a vision of bringing a unique game to the Wii.[10][11] One of the game's main themes is violence and brutality which led to controversy as it tarnished the family-friendly image of the Wii console.[12] While the game received positive reviews, it was a commercial failure, selling poorly in both Japan and the West, despite Sega's heavy marketing.[7][13][14] Though the game was a commercial failure, Sega felt that sales were "encouraging",[15] and said that they would continue to make mature games for the Wii. They released the Welcome To Violence pack, which bundles MadWorld with House of the Dead: Overkill, and The Conduit, each of which were commercial failures.[16] In 2010, Sega announced that they would cease publishing mature video games for the Wii, citing the disappointing sales of MadWorld as a contributing factor. However, PlatinumGames announced several days later that they would like to do a sequel to the game.[17]
The company's second game was Infinite Space. Announced as Infinite Line, it is a role-playing video game with real-time strategy, and space simulation elements.[18] Inspired by the works of Arthur C. Clarke and Greg Egan, PlatinumGames collaborated closely with Nude Maker while developing the game.[19] Produced by Inaba, the title was released in June 2009 in Japan, and its localized release for western territories was in March 2016. The game was a moderate success in Japan,[20] but sales of the game in the West were unsatisfactory. PlatinumGames blamed Sega for not producing enough copies of the game, as the game "sold out instantly".[21][22]
"That's how games are. Teams kind of burn themselves out and then they get all that feedback and they get recharged and then people say that they're ready to do it again. And Bayonetta was a really, really strong example of that".
— Atushi Inabai on Bayonetta's development
The third game is Bayonetta, an action game "evolved" from the Devil May Cry series. The title was directed by Kamiya, who originally pitched several "casual" projects for the studio before starting the development of Bayonetta.[23] 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".[24] 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.[4] However, according to Inaba, the team had set an overly high standard for themselves, and become extremely frustrated by the end of the project's development. Inaba added that the game's development "nearly broke" PlatinumGames.[25] The team's morale was restored after hearing players' positive opinions of the game.[25] 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.[26] More than 1.35 million units of the game were shipped,[27] 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.[6][28] An animated film based on the game, called Bayonetta: Bloody Fate, was later released by Gonzo.[29]
The Sega-PlatinumGames original partnership announcement teased a mysterious fourth game from Mikami.[8] The title was later revealed to be Vanquish.[30] The team drew inspiration from Casshern when creating the game's visuals. Mikami decided the game's third-person perspective through trial and error, and hoped that with it, the team could increase its gameplay pace.[31] It was originally designed to be an open world game, but this idea was later abandoned and the game's direction shifted to become linear.[32] On its release, the game was positively reviewed, with critics calling it innovative for introducing new elements into the shooter genre. Sega added that the company was encouraged by the game's first and second-day sales.[33] After its release, Mikami left PlatinumGames and formed a new company, Tango Gameworks. According to Minami, Mikami "always wanted to be his own man, and his own developer".[4]
In late 2010, PlatinumGames revealed that it was in discussions with Sega to extend their partnership. Inaba added that Sega is a publisher which allows the team to have lots of creative control over their games.[34] In 2011, PlatinumGames announced that they had extended their partnership with a new title called Max Anarchy. The game was released in western territories as Anarchy Reigns in 2013.[35] The game serves as a sequel to MadWorld, but it does not feature the Sin City graphic style, though players assume control of MadWorlds protagonist Jack Cayman for most parts of the game.[36] The game received mixed reviews on its release,[37] and it was a commercial failure in both Japan and the West, partly due to Sega's insufficient marketing which they feared that would be a "waste of money".[38] Anarchy Reigns is the last game developed by PlatinumGames published by Sega.[4]
2013–present: Licensed properties, exclusive games
In 2013, 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.[6] The team added stealth elements to the game finding its system too boring and straightforward.[39] Directed by Kenji Saito, the game, titled Metal Gear Rising: Revengeance, received generally positive reviews from critics, and was a commercial success. It also became the company's first licensed title.[40]
The same year also saw the release of PlatinumGames' second game, The Wonderful 101 for the eighth generation of video game consoles, the Wii U. While Kamiya was the game's director, Minami offered creative advice. According to Kamiya, inspiration was drawn from classic tokusatsu series like Power Rangers, and that the game was designed to appeal to all types of audiences.[41] The game was originally planned for the Wii, and was set to feature classic Nintendo characters. However, as the team found that it was difficult to use these characters creatively, the game was put on hold temporarily. Its development was restarted later, with 50 original characters being featured in the final game.[42] Nintendo also provided feedback during the game's development hoping that it would reach a larger audience.[43] The game received critical acclaim. It was considered one of the best games in the Wii U library,[44] and was voted one of community's Nintendo favorites.[45] However, the game underperformed in Japan,[46] and was outsold by Pikmin 3, which had already been released before the launch of The Wonderful 101.[47] VG247 attributed the game's failure to the low sales of the Wii U.[48]
Their partnership continued with 2014's Bayonetta 2, which sparked controversy for being a Wii U exclusive when its predecessor is a multi-platform title.[49] According to Inaba, the company worked with Sega to create the game's sequel. It was later cancelled in the middle of the game's development until Nintendo offered to work with the company to revive it and fund the project.[50][43] Sega only served as the game's advisor.[51] Inaba added that Nintendo did not actively interfere with the game's development, and compared its role to that of an observer.[52] Kamiya, who originally did not expect a sequel to the game,[51] served as the game's supervisor. Replacing Kamiya as the game's director is Yusuke Hashimoto. Hashimoto focused on refining the original's combat, and extending the game's replay value.[4] Bayonetta 2 received critical acclaim on its launch, with several gaming publications awarding the game a perfect score. Though Nintendo did not comment on the game's sales, the title sold only 38,828 copies in Japan in its first week of release, faring much worse than the original.[53] It became the seventh best-selling retail game in the UK in its first week of release, but sales declined significantly in the second week.[54]
The company gradually developed more and more licensed titles based on existing properties. Their partners grant them creative freedom while creating these games' gameplay.[55] Their first licensed title is The Legend of Korra (2014), based on Nickelodeon's animated series of the same name. Published by Activision, the game's story was written by Tim Hedrick, the show writer.[56] The game received a mixed reception when it was launched.[57][58][59] Following The Legend of Korra is Transformers: Devastation, based on Hasbro's Transformers: Generations. Directed by Saito, the game was designed to look and feel different from previous Transformers games.[60] The title received favorable reviews when it was released in 2015. The third licensed title, Teenage Mutant Ninja Turtles: Mutants in Manhattan was released in May 2016. According to game designer Eiro Shirahama, the team watched the TMNT animated series and also played the old TMNT games for the Super Famicom while working on the game so as to understand the universe and the characters.[61] The game garnered negative critical reviews when it was released.[62]
In 2013, Kamiya revealed that he would like to have an opportunity to continue PlatinumGames' partnership with Nintendo, creating new properties or working on extending the universe of their existing franchises such as the Star Fox.[63] Shigeru Miyamoto who produced Star Fox Zero expressed his desire to work with external developers so that the project can have a shorter development cycle.[64] The team was asked to serve as the game's co-developer after Nintendo saw the Arwing stage of Bayonetta 2.[65][66] Zero, along with its spin-off tower defense game Star Fox Guard, was released in April 2016 to mixed critical reviews.[67][68][69][70][71]
The company is currently working on Nier: Automata for Square Enix for the Microsoft Windows and PlayStation 4,[72] and Scalebound for Microsoft Studios for Microsoft Windows and Xbox One.[73]
Games developed
Year | Game | Publisher | Platform(s) |
---|---|---|---|
2009 | MadWorld | Sega | Wii |
Infinite Space | Nintendo DS | ||
Bayonetta | PlayStation 3, Xbox 360, Wii U | ||
2010 | Vanquish | PlayStation 3, Xbox 360 | |
2012 | Anarchy Reigns | ||
2013 | Metal Gear Rising: Revengeance | Konami Digital Entertainment | PlayStation 3, Xbox 360, Microsoft Windows, OS X, Shield Portable |
The Wonderful 101 | Nintendo | Wii U | |
2014 | Bayonetta 2 | ||
The Legend of Korra | Activision | Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | |
2015 | Transformers: Devastation | ||
2016 | Star Fox Zero[lower-alpha 1] | Nintendo | Wii U |
Star Fox Guard[lower-alpha 1] | |||
Teenage Mutant Ninja Turtles: Mutants in Manhattan | Activision | Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | |
2017 | Nier: Automata | Square Enix | Microsoft Windows, PlayStation 4 |
Scalebound | Microsoft Studios | Microsoft Windows, Xbox One | |
2018 | Granblue Fantasy Project Re:Link[lower-alpha 2] | TBA | PlayStation 4 |
Lost Order[lower-alpha 2] | Android, iOS |
Philosophy
"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".
— Atsushi Inaba, co-founder of PlatinumGames
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.[74] 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".[75] 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 first-party and third-party publishers.[6]
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".[76] According to Minami, PlatinumGames only made games that the development team were passionate about. Inaba described the studio as a "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.[77] Seito 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.[76] 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 an "unique selling point", replay value that allows players to hone their skills, and a strong leading character. In addition, it should not follow conventional design philosophy.[77]
Notes
- 1 2 Co-developed by Nintendo Entertainment Planning & Development
- 1 2 Co-developed by Cygames
References
- 1 2 Gantayat, Anoop (February 15, 2007). "Clover Reborn". IGN. Retrieved May 1, 2016.
- ↑ Ransom, James (October 12, 2006). "Capcom squashes Clover, lights out for bright studio". Engadget. Retrieved May 1, 2016.
- ↑ Jenkins, David (October 12, 2006). "Capcom To Dissolve Clover Studio". Gamasutra. Retrieved May 1, 2016.
- 1 2 3 4 5 6 Staton, Rich (February 7, 2016). "A brief history of one of gaming's greatest studios". Eurogamer. Retrieved May 1, 2016.
- ↑ Ashcraft, Brian (August 21, 2016). "Report: Platinum Games' President Steps Down". Kotaku. Retrieved May 1, 2016.
- 1 2 3 4 Leone, Matt (April 16, 2013). "The President And Future of PlatinumGames". Polygon. Retrieved May 1, 2016.
- 1 2 3 Gilbert, Henry (January 3, 2013). "The history of Platinum Games". GamesRadar. Archived from the original on July 2, 2015. Retrieved May 1, 2016.
- 1 2 "Platinum Games Partners with Sega on Original IPs". GameSpy. May 15, 2008. Retrieved May 1, 2016.
- ↑ Garrett, Patrick (May 20, 2008). "Sega now owns IP for Platinum games". VG247. Retrieved May 3, 2016.
- ↑ Fletcher, JC (March 5, 2009). "Yasumi Matsuno resurfaces to discuss work on MadWorld". Joystiq. Retrieved May 3, 2016.
- ↑ "Inside The Development of Sega's MadWorld". Siliconera. August 1, 2008. Retrieved May 3, 2016.
- ↑ Inghim, Tim (August 12, 2008). "'Most violent Wii game ever' slammed in Daily Mail". MCVUK. Retrieved May 3, 2016.
- ↑ "An Analysis Of MadWorld's Marketing". Siliconera. February 15, 2009. Retrieved May 3, 2016.
- ↑ Ishaan (February 21, 2010). "This Week In Sales: Zangeki no Reginleiv Is In For A Dynamic Price Slash". Siliconera. Retrieved August 12, 2010.
- ↑ Gaudiosi, John (April 6, 2009). "Sega shows off next big Olympics game, targets Wii and DSi". VentureBeat. Retrieved May 3, 2016.
- ↑ Plunkett, Luke (February 24, 2016). "Sega Gives The Wii One Last Shot Of The Old Ultra Violence". Kotaku. Retrieved May 3, 2016.
- ↑ Parfitt, Ben (January 11, 2010). "Platinum Games wants MadWorld Wii sequel". Develop. Retrieved May 3, 2016.
- ↑ Hatfield, Daemon (May 15, 2008). "First Details: Infinite Line". IGN. Retrieved May 3, 2016.
- ↑ Parker, Laura (January 4, 2010). "Hifumi Kouno and Atsushi Inaba Talk Infinite Space". GameSpot. Retrieved May 3, 2016.
- ↑ "Infinite Space opens up March 16". GameSpot. February 24, 2010. Retrieved May 3, 2016.
- ↑ "Platinum Games on Infinite Space's biggest success and failure, which are one and the same". Nintendo Everything. October 16, 2012. Retrieved May 3, 2016.
- ↑ Cook, Dave (October 17, 2012). "Platinum Games claims Sega 'undersold' DS title Infinite Space". VG247. Retrieved July 31, 2016.
- ↑ Gifford, Kevin (April 11, 2004). "Platinum Games' Kamiya Reflects on Bayonetta, Okami". 1UP.com. Retrieved May 26, 2016.
- ↑ Ramsay, Randolph (April 9, 2009). "Q&A: Hideki Kamiya on Bayonetta". GameSpot. Retrieved May 3, 2016.
- 1 2 Furniss, Zack (December 28, 2015). "Making Bayonetta almost destroyed Platinum Games". Destructoid. Retrieved May 3, 2016.
- ↑ Plunkett, Luke (September 25, 2012). "Turns Out Bayonetta on PS3 Was a Massive Failure". Kotaku. Retrieved August 16, 2016.
- ↑ Graft, Kris (May 14, 2010). "Sega Sammy Post Profits As Bayonetta Ships 1.35 Million". Gamasutra. Retrieved May 3, 2016.
- ↑ Matulef, Jeffery (April 17, 2013). "Platinum Games president rates its sales as a "C or even a D."". Eurogamer. Retrieved May 3, 2016.
- ↑ McWhertor, Michael (June 18, 2014). "Bayonetta: Bloody Fate anime coming to US and Canada later this year". Polygo. Retrieved May 3, 2016.
- ↑ Williams, Bryn (January 29, 2010). "Platinum Games' Vanquish is Announced". GameSpy. Retrieved May 3, 2016.
- ↑ Sheffield, Brandon (July 2, 2010). "Shinji Mikami On Mechanics". Gamasutra. Retrieved May 3, 2016.
- ↑ Ashcraft, Brian (July 22, 2010). "Vanquish Originally An Open World Game". Kotaku. Retrieved May 3, 2016.
- ↑ Reilly, Jim (October 25, 2010). "Sega Encouraged By Vanquish Sales". IGN. Retrieved May 3, 2016.
- ↑ Crossley, Rob (October 22, 2010). "Platinum Games eager to sign with Sega". Develop. Retrieved May 3, 2016.
- ↑ Parkin, Simon (January 26, 2011). "Max Anarchy Extends Platinum Games' Relationship With Sega". Gamasutra. Retrieved May 3, 2016.
- ↑ Eisenbeis, Richard (July 17, 2012). "The Confusing Universe of MadWorld and Anarchy Reigns". Kotaku. Retrieved May 3, 2016.
- ↑ "Anarchy Reigns reviews". Metacritic. CBS Interactive. Retrieved May 3, 2016.
- ↑ Orry, James (July 12, 2012). "Anarchy Reigns flops in Japan". VideoGamer.com. Retrieved May 3, 2016.
- ↑ Mejia, Ozzie (December 12, 2012). "How stealth came back into Metal Gear Rising: Revengeance". Shacknews. Retrieved May 8, 2016.
- ↑ Carlson, Alex (December 8, 2013). "How Platinum Games Conquered the Seventh Generation". Hardcore Gamer. Retrieved May 9, 2016.
- ↑ Bolding, Johnathan (September 11, 2013). "The Wonderful 101 Review – One Hundred Tiny Annoyances". The Escapist. Retrieved May 9, 2016.
- ↑ Parish, Jeremy (October 9, 2013). "Wonderful 101 and a World Without Genres". USGamer. Retrieved May 9, 2016.
- 1 2 Wahlgren, Jon (September 1, 2013). "Interview: Hideki Kamiya on The Wonderful 101, Bayonetta 2 and Working With Nintendo". Retrieved May 26, 2016.
- ↑ Whitehead, Thomas (October 23, 2014). "Talking Point: Platinum Games Has Secured a Golden Wii U Legacy". Nintendo Life. Retrieved May 9, 2016.
- ↑ Lien, Tracey (December 27, 2013). "Pikmin 3 and The Wonderful 101 voted as Nintendo favorites by fans". Retrieved May 9, 2016.
- ↑ Carter, Chris (August 28, 2016). "The Wonderful 101's Sales Don't Look Good So Far". Destructoid. Retrieved May 9, 2016.
- ↑ Orry, James (August 23, 2013). "The Wonderful 101 slows down Wii U sales in Japan". VideoGamer.com. Retrieved May 9, 2016.
- ↑ Cook, Dave (August 19, 2013). "Is The Wonderful 101 a pretty waste on Wii U?". VG247. Retrieved May 9, 2016.
- ↑ S. Good, Owen (September 21, 2012). "Actually, It is Kinda B.S. That Bayonetta 2 is a Wii U Exclusive". Kotaku. Retrieved May 26, 2016.
- ↑ McWhertor, Michael (September 22, 2012). "'Bayonetta 2' would not exist without Nintendo, says Platinum Games". Polygon. Retrieved May 26, 2016.
- 1 2 Reilly, Jim (September 14, 2012). "Sega Consulting On Bayonetta 2". Game Informer. Retrieved May 26, 2016.
- ↑ Nutt, Christian (August 6, 2013). "Going Platinum: Bayonetta 2, combat design and the Nintendo angle". Gamasutra. Retrieved May 26, 2016.
- ↑ Ashcraft, Brian (September 25, 2014). "Bayonetta 2's Sales Are Depressing". Kotaku. Retrieved May 26, 2016.
- ↑ Oiney, Alex (November 3, 2014). "Bayonetta 2 Falls From UK Charts After One Week". Nintendo Life. Retrieved July 15, 2015.
- ↑ Hussain, Tamoor (February 5, 2016). "Bayonetta Dev Explains Why It Can't Focus Entirely on Original IP". GameSpot. Retrieved May 26, 2016.
- ↑ Dyer, Mitch (June 25, 2014). "PlatinumGames' The Legend of Korra Coming In 2014". IGN. Retrieved May 26, 2016.
- ↑ Matt Miller (October 29, 2014). "The Legend of Korra review: Solid Groundwork, Failed Execution". Game Informer. Retrieved November 14, 2014.
- ↑ Tom Marks (October 24, 2014). "The Legend of Korra review". PC Gamer. Retrieved October 24, 2014.
- ↑ Matt Miller (October 29, 2014). "The Legend of Korra review: Solid Groundwork, Failed Execution". Game Informer. Retrieved November 14, 2014.
- ↑ Ray Corriea, Alexa (December 28, 2015). "Balancing IP Needs with Platinum Games' Transformers: Devastation". GameSpot. Retrieved May 26, 2016.
- ↑ Webster, Andrew (March 17, 2016). "The new TMNT game feels like a proper successor to arcade classic Turtles in Time". The Verge. Retrieved March 19, 2016.
- ↑ "Teenage Mutant Ninja Turtles: Mutants in Manhattan for the PlayStation 4 reviews". Metacritic. CBS Interactive. Retrieved August 16, 2016.
- ↑ Mason, Mike (June 14, 2013). "Hideki Kamiya Still Wants to Work on Star Fox". Nintendo Life. Retrieved June 25, 2016.
- ↑ Kohler, Chris (June 10, 2014). "Nintendo's New Games Sound Great, Just Don't Expect Them Anytime Soon". WIRED. Retrieved June 24, 2014.
- ↑ Priestman, Chris (September 21, 2015). "Bayonetta 2 Director Given Dolls Of The Game's Characters For His Birthday". Siliconera. Retrieved June 25, 2016.
- ↑ Ray Corriea, Alex (December 28, 2015). "Breaking Limits with Star Fox Zero". GameSpot. Retrieved June 25, 2016.
- ↑ Cork, Jeff (April 20, 2016). "Fox Sheds Some Appeal In This Retread – Star Fox Zero – Wii U". Game Informer. Retrieved April 20, 2016.
- ↑ Roberts, David (April 20, 2016). "Star Fox Zero review". GamesRadar. Retrieved April 20, 2016.
- ↑ Carsillo, Ray (April 20, 2016). "Star Fox Zero review". Electronic Gaming Monthly. Retrieved April 20, 2016.
- ↑ MacGregor, Kyle (April 20, 2016). "Review: Star Fox Guard". Destructoid. Retrieved April 20, 2016.
- ↑ "Star Fox Guard Review". Nintendo World Report. Retrieved August 15, 2016.
- ↑ Scammell, David (June 14, 2016). "NieR Automata delayed to 2017". VideoGamer.com. Retrieved August 16, 2016.
- ↑ Webster, Andrew (June 13, 2016). "Xbox Play Anywhere lets you play select games across Xbox One and Windows 10". The Verge. Retrieved August 16, 2016.
- ↑ Crossley, Rob (October 22, 2010). "Interview: Atsushi Inaba". Develop. Retrieved July 5, 2016.
- ↑ Ashcraft, Brian (April 2, 2016). "Platinum Games: 'Making Only Original Titles Is Very Difficult'". Kotaku. Retrieved July 5, 2016.
- 1 2 Ray Corriea, Alexa (December 28, 2015). "Inside Platinum Games: Japan's Most Unique Game Development Studio". GameSpot. Retrieved July 5, 2016.
- 1 2 Nutt, Christian (March 18, 2016). "Platinum Games' guide to action game design". Gamasutra. Retrieved July 5, 2016.