![]() We want even more people to work at PlatinumGames, and so we've built development bases not just in Osaka, but in Tokyo and Fukuoka too. IGN: PlatinumGames recently opened a studio in Fukuoka. For example, even if a version of a multiplatform game has somewhat lowered performance on the Nintendo Switch, it offers the benefit of being the only hardware that enables you to play while lying down, which is really appealing." Hideki Kamiya PlatinumGames’ new studio in Fukuoka "Unrelated to Project G.G., I'm not opposed to games getting ported from new-gen hardware to other platforms. The hope is that we're able to maintain a high level of quality while pursuing the kind of appeal unique to those systems. While new-gen hardware will be the main focus, we're looking into releasing it for other hardware too. Kamiya: "I hope we can release Project G.G. IGN: As far as platforms go, what hardware will Project G.G. Because of that, we need to become a company with publishing capabilities on that level, not just development power." Kamiya: "It's going to be so big that you won't even be able to compare The Wonderful 101: Remastered and Sol Cresta to it. IGN: What kind of scale are you aiming for when it comes to Project G.G.? One recent development is that Takao Yamane, formerly of Nintendo, joined PlatinumGames." In addition to our creative team, we're also working on expanding our sales and PR staff. That's something I learned with our previous self-published titles like The Wonderful 101: Remastered and Sol Cresta. Kamiya: "When you self-publish a game, you end up needing staff beyond what's required during development. What are your thoughts about self-publishing in this kind of way? ![]() was announced as a self-published game that PlatinumGames will be working on from development to sales. Let's just say we're hard at work developing everything from the gameplay to the game's mechanics and more." I'm pretty sure that (studio head) Atsushi Inaba would kill me if I said too much, haha. Is there even a little bit you can tell us about the gameplay or the game's mechanics? IGN: While you have announced a new IP with the codename Project G.G., there's still a lot we don't know about the game. Play Hideki Kamiya on his next brand new game, Project G.G. As a developer, I'm incredibly interested in high-end game development, and that's exactly what I'm getting to tackle right now. IGN: Around when can we expect to learn more about this unannounced title? There is a title we have that hasn't been announced yet, and let me say for now that we're not necessarily developing it as a Nintendo platform exclusive." We hear players when they say that they want to see PlatinumGames titles as high-end AAA games. IGN: Do you ever feel like you want to make games for high-end hardware, or so-called AAA games? I want to be able to depict the extensive world of Bayonetta that is inside my head." Keeping the Bayonetta series going is of the utmost importance to me, so I'm not fixated on what numbers are attached to a game's title. I'd even like to make a spin-off for that. It's an established part of the character Jeanne that she also works as a superhero named Cutie J. IGN: Is there a possibility of you making spin-offs too, rather than just mainline games? (Note: The spin-off game Bayonetta Origins: Cereza and the Lost Demon was announced after this interview, during The Game Awards.) I want people who love the Bayonetta series to believe me when I say: 'I'm not going to do anything that will betray the players'." We often talk internally about how we could make nine of them. I want to make a Bayonetta 4 and Bayonetta 5, and I intend on pitching them to the company. ![]() Kamiya: "I personally can't conceive the Bayonetta series ever ending. IGN: Is there any chance we'll see a Bayonetta 4 or Bayonetta 5? How could I not love Cereza and all the other characters I've fostered for this long?" I want people to know that's obviously not how it is. They'll say things like the series is going to end because the creators have no love for it. Taking the Bayonetta IP as an example, while I have a structure in mind for where the story is going to go far into the future, players are only able to pass judgment on the story that they have at the moment. Kamiya: "You see it when it comes to story, and there are lots of opinions even regarding a game's mechanics. IGN: Where do these differences between players and creators show up?
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