PlatinumGames Inc.is a Japanesevideo game developerthat was founded in October 2007 as result of a merger between two companies, Seeds Inc. and Odd Inc.Shinji Mikami,Atsushi Inaba,andHideki Kamiyafounded Seeds Inc. after the closure ofCapcom'sClover Studio,while Odd Inc. was founded by Tatsuya Minami. A year after the studio was founded, video game publisherSegaannounced that it would be publishing four intellectual properties developed by the company:MadWorld,Infinite Space,Bayonetta,andVanquish.Their partnership later extended to includeAnarchy 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.

PlatinumGames Inc.
Native name
プラチナゲームズ chu thức hội xã
Purachina Gēmuzu Kabushiki Gaisha
Company typePrivate
IndustryVideo games
Predecessors
  • Seeds Inc.
  • Odd Inc.
FoundedOctober 1, 2007;17 years ago(2007-10-01)
Founders
Headquarters,
Japan
Number of locations
3[1](2022)
Key people
Products
Number of employees
305[2](2025)
Divisions
  • PlatinumGames Fukuoka
  • PlatinumGames Tokyo
Websiteplatinumgames.com

While PlatinumGames' core goal was to create new and originalintellectual property,the team previously also accepted several contract works fromActivisionon several licensed projects, most of which received mixed reviews. Since 2013, PlatinumGames has held a close relationship withNintendo,who funded several of their original titles, includingThe Wonderful 101andAstral Chain,and handled licensing between Sega that would allow PlatinumGames to continue theBayonettaseries. The studio worked on creating new installments in other studios' franchises, with the studio taking primary development duties onMetal Gear Rising: RevengeanceforKonami,Star Fox Zerofor Nintendo,Nier: AutomataforSquare Enix,andNinja Gaiden 4forKoei TecmoandXbox Game Studios.

History

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2006–2007: Founding

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Former Capcom employeesShinji Mikami(left) andAtsushi Inaba(right) co-founded the company along withHideki Kamiyaand Tatsuya Minami.

PlatinumGames was founded by the merger of Seeds Inc. and Odd Inc. in October 2007. Seeds Inc. had been founded byShinji Mikami,Atsushi Inaba,andHideki Kamiyaon August 1, 2006.[3]Prior to establishing the company, the three worked forCapcom,and were key members of the Osaka-basedClover Studio,which specialized in making new and creative intellectual properties.[4]They worked closely together developing popular Capcom franchises includingResident Evil,Devil May Cry,Viewtiful JoeandŌkami.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 earlyResident Evilgames, 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 asSuper Ghouls 'n Ghostsand theMega Manfranchise. 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 ofdirectoror producer.[6][9]

2008–2012: Partnership with Sega

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The company had not revealed anything about upcoming projects for a year, until 2008, whenSegaannounced that it would be publishing four PlatinumGames' titles.[9]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 four games includedMadWorld,Infinite Space,BayonettaandVanquish.[10]Each was released in 2009. All theintellectual propertiescreated by PlatinumGames as part of the partnership are owned by Sega.[11]

MadWorldwas 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 ofSin City.The original story was written byYasumi Matsuno,who had previously worked onSquare Enix'sOgre BattleandFinal 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 theWii.[12][13]While the game received positive reviews, it was a commercial failure, despite Sega's heavy marketing.[9][14][15]Though the game was a commercial failure, Sega felt that sales were "encouraging",[16]and said that they would continue to make mature games for the Wii. They released theWelcome To Violencepack, which bundlesMadWorldwithHouse of the Dead: Overkill,andThe Conduit,each of which were commercial failures.[17]In 2010, Sega announced that they would cease publishing mature video games for the Wii, citing the disappointing sales ofMadWorldas a contributing factor. However, PlatinumGames announced several days later that they would like to do a sequel to the game.[18]

The company's second game wasInfinite Space.Announced asInfinite Line,it is arole-playing video gamewithreal-time strategy,andspace simulationelements.[19]Inspired by the works ofArthur C. ClarkeandGreg Egan,PlatinumGames collaborated closely withNude Makerwhile developing the game.[20]Produced by Inaba, the title was released in June 2009 in Japan, and its localized release for western territories was in March 2010. The game was a moderate success in Japan,[21]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".[22][23]

"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. AndBayonettawas a really, really strong example of that ".

— Atsushi Inaba onBayonetta's development[24]

The third game isBayonetta,anaction game"evolved" from theDevil May Cryseries.[clarification needed]The title was directed by Kamiya, who originally pitched several "casual" projects for the studio before starting the development ofBayonetta.[25]The game features an original story, with inspirations drawn fromScandinavian mythology,while the design of thetitular characterwas based on Kamiya's own vision of an "ideal woman".[26]The development team was credited as "Team Little Angels", as opposed toDevil 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, calledBayonetta: Bloody Fate,was later released byGonzo.[31]

The Sega-PlatinumGames original partnership announcement teased a mysterious fourth game from Mikami.[10]The title was later revealed to beVanquish.[32]The team drew inspiration fromCasshernwhen creating the game's visuals. Mikami decided the game'sthird-person perspectivethroughtrial and error,and hoped that with it, the team could increase its gameplay pace.[33]It was originally designed to be anopen worldgame, but this idea was later abandoned and the game's direction shifted to become linear.[34]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.[35]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".[6]

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 much creative control over their games.[36]In 2011, PlatinumGames announced that they had extended their partnership with a new title calledMax Anarchy.The game was released in western territories asAnarchy Reignsin 2013.[37]The game serves as a sequel toMadWorld,but it does not feature theSin Citygraphic style, though players assume control ofMadWorld's protagonist Jack Cayman for most parts of the game.[38]The game received mixed reviews on its release,[39]and it was a commercial failure.[40]Anarchy Reignsis the last game developed by PlatinumGames to be published by Sega.[6]

2013–present: Licensed properties and exclusive games

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In 2011,Hideo Kojimaand his studioKojima Productionswere working on a newMetal Geargame focused on one of its main charactersRaiden,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 anaction gamewith sword-based combat.[8]The team addedstealthelements to the game finding its system too boring and straightforward.[41]Directed by Kenji Saito, the game, titledMetal 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]

PlatinumGames released two games exclusively forNintendo'sWii Uconsole within two years.

The same year also saw the release of PlatinumGames' second game,The Wonderful 101for theWii U.While Kamiya was the game's director, Minami offered creative advice. According to Kamiya, inspiration was drawn from classictokusatsuseries likeSuper Sentai,and that the game was designed to appeal to all types of audiences.[43]The game was originally planned for the Wii, and was set to feature classicNintendocharacters. 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.[44]Nintendo provided feedback during the game's development hoping that it would reach a larger audience.[45]The game received critical acclaim. It was considered one of the best games in the Wii U library,[46]and was voted one of community's Nintendo favorites.[47]However, the game underperformed in Japan,[48]and was outsold byPikmin 3,which had already been released before the launch ofThe Wonderful 101.[49]VG247attributed the game's failure to the low sales of theWii U.[50]

Their partnership continued with 2014'sBayonetta 2,which sparked controversy for being a Wii U exclusive when its predecessor is a multi-platform title.[51]According toexecutive producerAtsushi 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.[52][45]Sega only served as the game's advisor.[53]Inaba added that Nintendo did not actively interfere with the game's development, and compared its role to that of an observer.[54]Kamiya, who originally did not expect a sequel to the game,[53]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'sreplay value.[6]Bayonetta 2received 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.[55]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.[56]

The company gradually developed more and more licensed titles based on existing properties. Their partners grant them creative freedom while creating these games' gameplay.[57]Their second licensed title isThe Legend of Korra(2014), based onNickelodeon'sanimated series of the same name.Published byActivision,the game's story was written by Tim Hedrick, the show writer.[58]The game received a mixed reception when it was launched.[59][60]FollowingThe Legend of KorraisTransformers: Devastation,based onHasbro'sTransformers: Generations.Directed by Saito, the game was designed to look and feel different from previousTransformersgames.[61]The title received favorable reviews when it was released in 2015. The third licensed title,Teenage Mutant Ninja Turtles: Mutants in Manhattanwas released in May 2016. According to game designer Eiro Shirahama, the team watched theTMNTanimated series and also played the oldTMNTgames for theSuper Famicomwhile working on the game so as to understand the universe and the characters.[62]The game garnered mixed reception when it was released.[63]

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 asStar Fox.[64]Shigeru Miyamotowho producedStar Fox Zeroexpressed his desire to work with external developers so that the project can have a shorter development cycle.[65]The team was asked to serve as the game's co-developer after Nintendo saw the Arwing stage ofBayonetta 2.[66][67]Zero,along with its spin-offtower defensegameStar Fox Guard,was released in April 2016 to mixed reception.[68][69][70][71][72]By the end of March 2016, Minami stepped down from his position as president and CEO, with executive producer Kenichi Sato succeeding him.[73]

In August 2016, PlatinumGames was revealed to be in a collaboration withCygamesin the development of the action role-playing gameGranblue Fantasy: Relink,[74]but in February 2019 it was announced that PlatinumGames would no longer be involved in the project, leaving Cygames to handle the rest of development.[75]

In 2017, Kamiya and his team were working onScaleboundforMicrosoft Studiosuntil 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 asvice president.[77][78]The studio collaborated withSquare Enixand releasedNier: AutomataforPlayStation 4andWindowsin 2017,[79]with anXbox Oneversion being released in 2018.[80]Directed byNiercreatorYoko Taro,the game received critical acclaim and more than 2 million copies were sold.[81]According to Kamiya, Taro "saved" PlatinumGames after the cancellation ofScalebound.The positive reception ofNier Automatahad 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 newintellectual property.[84]AtThe Game Awards 2017,Bayonetta 3was revealed, which will be released for theNintendo Switch.It was also announced that ports of the first twoBayonettagames would be released for the same platform two months later.[85]At the ceremony,Nier: Automataalso won in the Best Score/Music category.[86]

In April 2018, the company announced a partnership withDeNAfor an action game that explores Japanese folklore forAndroidandiOSdevices, titledWorld of Demons.Its development began in 2015 with 30 employees attached to it, including staff who had worked onStar Fox ZeroandBayonetta 2,wassoft launchedin some countries in 2018, but was pulled from storefronts the following year.[87][88][89]Platinum then releasedWorld of DemonsforApple Arcadeon April 2, 2021.[90]Another game,Astral Chain,was released for theNintendo Switchon August 30, 2019.[91]

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 Holdingssupplied 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 February 3, 2020, PlatinumGames launched a website titled "Platinum 4", revolving around four announcements,[94]which included:

  • The launch of aKickstartercampaign for a remastered port ofThe Wonderful 101on modern platforms. This is PlatinumGames' first self-published title, although they have stated Tencent's investment has no part in its development.[94][95]
  • A new game with the working titleProject G.G.,described as the final game of Kamiya's self-titled "hero" trilogy followingViewtiful JoeandThe Wonderful 101.Kamiya said whileViewtiful Joewas about one man transforming into a hero, andThe Wonderful 101was about a team transforming into heroes,Project G.G.involves a similar concept around a giant hero.[96]
  • The opening of PlatinumGames Tokyo, a new studio for about 100 staff to support live service games for the company. Heading the studio include staff that had formerly worked onEA Sports FC Mobile.[97]
  • A new game titledSol Cresta,in collaboration withHamster Corporation,originally announced as an April Fools' joke in 2020 was then confirmed a year later to be releasing as a digital-only title for Nintendo Switch, PlayStation 4, and Windows in 2021 as the first entry of Platinum's “Neo-Classic Arcade” series.[98]

In addition to these announcements, the research and development side of Platinum had been developing a new in-housegame enginenamed PlatinumEngine to power its new titles. Chief technology officer Wataru Ohmori said that the need for a custom engine over other existing solutions like Unreal or Unity was needed to give them better customization and control over their games, and to improve their performance. He said, "We came to the frightening realization that if we don’t make our work more efficient, we’re simply not going to be able to keep making the games that we want to make as technology and expectations grow."[99]For example, Bayonetta 3, one of the titles using the engine.[100]

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]

On November 1, 2022, Platinum announced the opening of a third studio: PlatinumGames FUKUOKA.[1]

On September 25, 2023, Kamiya announced that he would be leaving the studio on October 12.[102]

Philosophy

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"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 originalintellectual property,and that taking risks is a crucial part ofvideo 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]

Games developed

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List of games developed by PlatinumGames
Year Title Platform(s) Publisher Notes
2009 MadWorld Wii Sega
Bayonetta Nintendo Switch,PlayStation 3,PlayStation 4,Wii U,Windows,Xbox 360,Xbox One
2010 Vanquish PlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One
2012 Anarchy Reigns PlayStation 3, Xbox 360
2013 Metal Gear Rising: Revengeance OS X,PlayStation 3,Shield Android TV,Windows, Xbox 360 Konami
The Wonderful 101 Wii U Nintendo
2014 Bayonetta 2 Nintendo Switch, Wii U
The Legend of Korra PlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One Activision
2015 Transformers: Devastation
8-Bit Bayonetta Browser,Windows Sega Co-developed with Bitbaboon
2016 Star Fox Zero Wii U Nintendo Co-developed withNintendo EPD
Star Fox Guard
Teenage Mutant Ninja Turtles: Mutants in Manhattan PlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One Activision
2017 Nier: Automata PlayStation 4, Windows, Xbox One, Nintendo Switch Square Enix
2019 Astral Chain Nintendo Switch Nintendo
2020 The Wonderful 101: Remastered Nintendo Switch, PlayStation 4, Windows PlatinumGames
2021 World of Demons iOS,macOS
2022 Sol Cresta Nintendo Switch, PlayStation 4, Windows
Babylon's Fall PlayStation 4,PlayStation 5,Windows Square Enix
Bayonetta 3 Nintendo Switch Nintendo
2023 Bayonetta Origins: Cereza and the Lost Demon
2025 Ninja Gaiden 4 PlayStation 5, Windows,Xbox Series X/S Xbox Game Studios[106] Co-developed withTeam NinjaandKoei Tecmo
TBA Project G.G. TBA PlatinumGames

Additional work

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Year Title Platform(s) Publisher Notes
2009 Infinite Space Nintendo DS Sega Developed byNude Maker,produced by PlatinumGames[107]
2023 Final Fantasy XVI PlayStation 5 Square Enix Additional work[108]
2024 Granblue Fantasy: Relink PlayStation 4,PlayStation 5,Windows Cygames Co-developed from 2016 until February 2019 when development moved fully to Osaka Cygames

Cancelled games

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Title Publisher Platform(s) Notes
Scalebound Microsoft Studios Windows,Xbox One Cancelled in January 2017
Lost Order Cygames Android,iOS Closed beta tests occurred in August 2017. The game was silently cancelled later.

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