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Plans for Astral Chain had been made with Nintendo since before Neir Automata...

Forums - Nintendo Discussion - Plans for Astral Chain had been made with Nintendo since before Neir Automata...

think-man said:
Long time in development. Hope it makes its money back.

Me too, especially since a lot of Platinum Games projects don't seem to break even. -_-



Some days I just blow up.

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Shiken said:
Chrkeller said:
Astral starts slow, frankly the first two hours is meh and had me worried. But it does get going and is quite something special.

I felt the same way.  The game does not really start until File 3, and man does it really take off.  Overall it sits right next for Fire Emblem for my top GotY contenders so far.

Anything before chapter 3 seems like world and character building as well as a steady introduction of gameplay mechanics.  While worrisome at first, I feel that is the way to go with this game overall as the combat system does have a lot put into it, and some players may have been overwhelmed otherwise.  So yeah, I was worried too.  But in retrospect I can appreciate how they started the game out overall.

It does have a pretty steep learning curve.  I finally got to the point where I can pull off crazy combos and move sets.  The combat is beyond satisfying, excellent game.  I love Platinum.  



Shiken said:

Oh absolutely!  Everything you said is absolutely true.  Luckily Nintendo and Platinum Games seem to have such a relationship that you expressed in the bolded part of your post.

It is not just PG either, as we have seen them do good work with Ubisoft as well with use of their 1st party IPs in crossovers.  It just seems like Nintendo is approaching these partnerships right, where maybe MS did not.

In any case, Nintendo and PG seem to be close enough now that it is almost reminiscent of Sony and Insomniac for example, before Sony bought them outright.

Yeah, this also reminded me of the partnership between Square Enix and Platinum for Nier: Automata.

What's interesting about it is that they were seemingly designated to work on different aspects of the game, so there's not much potential for "too many cooks in the kitchen" situations.
Square's Yoko Taro handled the story and directing. Character design was also by Square's Akihiko Yoshida.
While Platinum handled things like the combat, and were using their game engine to create the game.

I'm sure there were some exchange of ideas going back and forth there as well.
Two different established developers working together and exchanging ideas is probably preferred than if those ideas come from 'suits' who don't know as much about game design as they know business.

Though even two different developers teaming up doesn't always pan out well. Like Cyberconnect 2 working on FF7 Remake.
Not sure if they were designated to work on something specific on their own, but for whatever reason they parted ways mid development.

AngryLittleAlchemist said:
I think saying it's been "in development" since Nier Automata gives an inaccurate connotation. It was not 5 years of production. The article goes out of it's way to say that plans started before Nier Automata started development. That to me indicates that Astral Chain was created as a concept for a new action IP for Nintendo, then was put on hold while the team worked on different Platinum titles (mostly on Automata), then came back to fulfill their obligations.

All in all, production time was probably only 2-2.5 years.

Yeah. Also possible that the original concept of Astral Chain wasn't planned for Nintendo, but they simply had some ideas in the concept stages.
Then Square Enix (or someone) contracted them for Nier: Automata. At some point during or after Nier was finished, Nintendo approached them asking for a new IP.
Platinum presented what they had so far for Astral Chain, and Nintendo liked it, but said they'd prefer a different setting, etc.

But I agree that Astral was probably not in active development since before Nier. Because Nier began production in 2014.

Last edited by Hiku - on 01 September 2019

Another example of the good relationship between these two companies.I did my part to recoup those costs, I hope it sells well. Great game so far and I am only at the second chapter yet. Great presentation and an awesome soundtrack. I've been enjoying this one sexy track for so long now:

Also nice to see that their relationship still keeps being strong after the forced Gamepad controls of Starfox Zero. Many didn't like those, I still think they are THE main attraction and expand the experience significantly, but oh well, that's a different topic.

Both companies did so many thing right here with Astral Chain. Delivering an excellently crafted action title with a wonderful gameplay loop, announcing the game close to the release and not years in advance, implementing a fine butt, have a new and upcoming director step into the gaming world with a bang, creating an IP that could potentially evolve into a series, and and and.



Gameplay > Graphics

Substance > Style

Art Direction > Realism

And the best is that they didn't even have to announce it or show prototypes of the game 2 years in advance before the release ! We got the complete deal in only 8 months which is quite rare nowadays in this industry.



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For all the talk of Nintendo having bad relationships with third parties, they have a pretty good track record in terms of letting other developers play with their IPs. In the 90s there was Rare with Donkey Kong Country. Then there was Capcom with 3 handheld Zelda games. I think Next Level Games is also technically third party and they've done 2 Luigi's Mansion games and Punch Out. It doesn't always work out, with Federation Force, Other M, and Star Fix Zero, but I wouldn't say any of those were bad. Co-developing a new IP with a third party seems like a new thing to me, as Rare's IPs like Banjo and Conker stayed with Rare, not Nintendo.



Well, that's one way to make new IPs that aren't the sort of thing you usually make; get another developer to do it. And hey, if it brings some variety to your lineup of exclusives, why not?

Hopefully it sells well and turns a profit; sadly, Platinum's games tend not to.

Last edited by curl-6 - on 02 September 2019

curl-6 said:

Well, that's one way to make new IPs that aren't the sort of thing you usually make; get another developer to do it. 

Hopefully it sells well and turns a profit; sadly, Platinum's games tend not to.

It was number 1 on Amazon, #1 on Japanese eshop, and every retailer I have been to says people are buying it in droves.  That does not guarantee it to be a smash it, but it is certainly a good sign.  I have a feeling this will be one of Platinum's best selling games TBH.



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Shiken said:
curl-6 said:

Well, that's one way to make new IPs that aren't the sort of thing you usually make; get another developer to do it. 

Hopefully it sells well and turns a profit; sadly, Platinum's games tend not to.

It was number 1 on Amazon, #1 on Japanese eshop, and every retailer I have been to says people are buying it in droves.  That does not guarantee it to be a smash it, but it is certainly a good sign.  I have a feeling this will be one of Platinum's best selling games TBH.

I really hope so, even if it's not for me I think it deserves to succeed.

It's such a shame that so many of Platinum's great games underperform. It'd also be a great sign (like Xenoblade 2 succeeding was) that Switch's audience is more open to games unlike those Nintendo traditionally makes.



This isn't anything new with Nintendo and Platinum. The last original game they worked on for Nintendo was The Wonderful 101, which was a commercial failure for many reasons. It's steep learning curve, the fact that it released the same week as GTA V, and being stuck on an un-popular console were all factors in its demise. Astral Chain, should do much better, even if its sales aren't huge.