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Platinum Games Set to Follow Hellblade’s Model of Independent AAA

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NieR: Automata Platinum Games

Bayonetta developer Platinum Games has revealed plans to develop and self-publish at least one mid-range game on the scale of last year’s Hellblade from Ninja Theory.

Speaking to GameInformer, studio producer Atsushi Inaba said that the team is “looking into creating [its] own IP.” To facilitate this goal, the team instituted an open-door policy for pitches, enabling anyone from the company to suggest a game project, and the massive number of suggestions has now been distilled down to two, although Inaba did not reveal further information about them.

Despite being known for producing games with extremely high production values, the new projects will not be massive AAA undertakings, but more modest undertakings created by around 20 people. The intention of this new initiative is to enable staff to feel as though they are creating something that is theirs, although, according to Inaba, “ it has to be something that’s on brand and on topic, and obviously when people think of the Platinum Games brand, they expect crazy hardcore action, right?”

Although the idea appears immediately similar to Hellblade’s Independent AAA proposition, Inaba rejects the idea that Platinum Games has taken inspiration from that project: “Rather than looking at other companies and how they’ve done it, for us the reason we want to do it is we want to motivate the people that work here.”

No real details about these new IPs are available at present, although the hypothetical nature of comments about multiplayer made earlier in the interview suggest that the team will, once again, focus on single-player elements. Inaba said that “we feel that we can definitely design […] strong multiplayer experiences and whatnot—but it has to be done from the beginning.”

Following its founding in 2007, Platinum Games created a number of new IPs, including Bayonetta, Vanquish, and The Wonderful 101, but has more recently worked on licensed projects, such as Nier: Automata, Star Fox Zero, and Teenage Mutant Ninja Turtles: Mutants in Manhattan.

In addition to these new games, the developer is currently working on Bayonetta 3 exclusively for Switch, and Granblue Fantasy Project Re:Link exclusively for PlayStation 4.

For all the latest on Platinum Games and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on Facebook, Twitter, and Tumblr.

Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at https://open.abc.net.au/people/21767

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Supergiant Creative Director on Hades: “We’re Treating Early Access Almost Like a Serial TV Series”

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Athene in Hades

Hades was Supergiant Games‘ first experience with Early Access, which has been a massive success and has helped shape the game for nearly a year.

In an interview with OnlySP, Greg Kasavin, creative director at Supergiant, stated that Hades was designed around the entire concept of an Early Access release so that “it could be modular—starting small, and getting bigger over time.”

Not only is Hades the first game in Supergiant’s collection that has gone through an Early Access phase, but, according to Kasavin, it is potentially the only one that could have benefited from it.

“I don’t think Early Access would have worked at all for our previous games. Take Transistor, for example. It’s a game most players finish in less than eight hours. It took us three years, getting the design and narrative and look to be just right. The game was not worth playing before it was done. If everyone basically knew what happened in the story all throughout development, and had experienced low-quality versions of key story moments dozens of times, its launch would have fallen completely flat,” Kasavin said.

When asked why anyone should consider purchasing Hades before its official release, Kasavin compared Hades to a TV series. “You can wait until it’s complete, see what critics and everyone are saying, and then binge on the whole thing if you hear good things. But, there’s a real pleasure in experiencing it as it unfolds.”

“Since we’re weaving narrative through the entire experience, we’re treating Early Access almost like a serial TV series.”

Hades‘ ‘Big Bad Update’ shipped on August 6, adding the Temple of Styx, the game’s fourth major biome, as well as its final battle. Hades is not done, though, as Kasavin suggests Supergiant is “now in a really good position to look at the game more holistically and continue making big improvements across the board.”

OnlySP’s full interview discussing Hades with Greg Kasavin will be published in the coming days, so keep an eye out!

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