- GameSpot did an interview with video game producer and executive director for PlatinumGames Inaba Atsushi where he talked about his now 10 years old studio that is comprised of 200 people
- on PG making exclusive games for different consoles hesaid:
"We don't have a specific stance towards console exclusives, but what we do have are games that we really want to make, and it's very difficult now to find partners who are ready to make big bets on larger games like that,"
"One of the ways that you can get a partner who will buy into that vision is to go into places, especially console makers who have hardware that they want to sell and want to make content that sticks out. A lot of times they will champion a product like that, so we've used that route to accomplish our goal of making these games that we want to make.
Nier is a special case where the publisher decided on the console exclusivity, and that was part of their business decision and that's totally okay, but in the cases where we've created a console exclusive, that's often been a case of us wanting to get a game made and not stopping until we've done that."
- on the importance of the 2009 release of Bayonetta for the studio, he said:
"It was a title that pushed the company forward in setting a lot of the framework for who we are as a studio,"
"One of the reasons people say Platinum Games is synonymous with action games is because of Bayonetta, but it also set the stage for the staff being able to execute on something no matter how tough things got and no matter how much energy needed to be put into it."
- on how much the studio pushed each one working in the game to make it great he said:
"At the end of development on Bayonetta, nobody was happy,"
"Everybody was really frustrated and angry and we pushed really hard to finish that game and asked too much, and then asked even more of the team and of each other. At the end nobody was like, 'Oh yay. We go it finished.' Everybody was like, 'We're never doing that again,' and at each other's throats. It was a very negative vibe that I still remember to this day."
"But it also kind of illustrated the fact that games are something that you build; you don't really get paid off until people play them and give you that feedback, and when everybody said that they loved Bayonetta, that instantly charged the team,"
"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."
- more in the link:
http://www.gamespot.com/articles/inside-platinum-games-japans-most-unique-game-deve/1100-6433280/
Bayonetta 2 director hints at something coming while thanking fans for Bayonetta support
Nintendo is selling their IPs to Microsoft and this is true because:
http://gamrconnect.vgchartz.com/thread.php?id=221391&page=1