PlatinumGames
PlatinumGames is a Japanese video game developer based in Osaka, and one of its founders once drew a surprisingly hard line about who belongs there. Atsushi Inaba put it this way: "the people who are not looking for constant change are not necessarily welcome in what I think the company should be." That restlessness produced MadWorld, Bayonetta and Nier: Automata, games with almost nothing in common except an obsession with action. Where did the studio's people come from? Why did a company built to invent new properties end up making games from other people's franchises? And what happens to a studio so tied to its founders when those founders start to leave?
Fifty-one employees made up the company that was growing out of Capcom's wreckage, and many of them were Capcom veterans. Seeds Inc. was founded on the 1st of August 2006 by Shinji Mikami, Atsushi Inaba and Hideki Kamiya. All three had been key members of Clover Studio, an Osaka-based Capcom team created to make fresh, inventive properties. Together they had worked on Resident Evil, Devil May Cry, Viewtiful Joe and Ōkami. Most of those games won critical acclaim but sold below expectations, and Capcom eventually closed the studio. The three founders had already left by mid-2006.
Masami Ueda, who composed music for the early Resident Evil games, joined the new company. So did Mari Shimazaki, the artist behind Ōkami. Yusuke Hashimoto and Kenji Saito arrived during the founding period and would later become directors. The company announced itself by launching a website in February 2007.
Tatsuya Minami had founded Odd Ltd. in February 2006, and it became Odd Inc. in July 2007. Minami had spent 20 years at Capcom, working on titles such as Super Ghouls 'n Ghosts and the Mega Man series. He left because he had grown tired of making sequels. When the two companies merged, Minami became head of the studio and took charge of management and administration, while Mikami, Inaba and Kamiya kept their roles as directors and producers. For a full year afterward, the new company said nothing about what it was making.
Tatsuya Minami later called it courageous of Sega to publish such risky, unusual games. In 2008 Sega announced four PlatinumGames titles: MadWorld, Infinite Space, Bayonetta and Vanquish. Minami said the deal also gave the studio a route into Western markets. Every property created under the partnership belongs to Sega.
MadWorld arrived first. Inaba produced it, and its black-and-white look borrowed from Sin City. Yasumi Matsuno, who had worked on Ogre Battle and Final Fantasy Tactics, wrote the original story. The team wanted a distinctive game for the Wii and aimed it at Western players. Reviews were positive, yet sales disappointed despite heavy marketing from Sega. In 2010 Sega said it would stop publishing mature games for the Wii and named MadWorld's weak sales as one reason. Several days later, PlatinumGames said it would like to make a sequel.
Infinite Space was first announced as Infinite Line. It mixed role-playing, real-time strategy and space simulation, with inspiration from the writers Arthur C. Clarke and Greg Egan. The studio worked closely with Nude Maker on it. Japan received the game in June 2009 and the West in March 2010. Sales abroad fell short, and PlatinumGames blamed Sega for printing too few copies, saying the game "sold out instantly."
The partnership announcement had teased a mystery fourth game from Mikami, and it turned out to be Vanquish. The team took visual cues from Casshern. Mikami settled on a third-person view through trial and error, hoping it would speed up play. Vanquish began as an open world game, but the team dropped that idea and made it linear. Critics called it innovative for what it added to the shooter genre. Soon after its release, Mikami left to found Tango Gameworks. Minami explained that Mikami "always wanted to be his own man, and his own developer."
Talks to extend the Sega relationship were under way by late 2010, and in 2011 the studio announced Max Anarchy. Western players got it in 2012 as Anarchy Reigns. It followed MadWorld, though without the Sin City look, and players again controlled Jack Cayman for much of it. Reviews were mixed and sales were poor. It became the last game PlatinumGames and Sega made together.
"Team Little Angels" was the name on the credits of Bayonetta, a deliberate answer to the "Team Little Devils" credited on Devil May Cry. Hideki Kamiya directed it. He had first pitched several "casual" projects before committing to the game. Bayonetta was described as an action game "evolved" from Devil May Cry. Its story drew on Scandinavian mythology, and the lead character reflected Kamiya's own vision of an "ideal woman."
Critics received it with acclaim, praising its action as "genre-topping" along with its characters and invention. Inside the studio, the mood was harsher. Inaba said the team had set an impossibly high bar and ended development extremely frustrated. In his words the project "nearly broke" PlatinumGames. Morale recovered only after players began sharing their delight with the game.
Inaba also named the PlayStation 3 version the company's "biggest failure," because the team lacked the skills to build it properly. More than 1.35 million units shipped. That made Bayonetta one of the studio's most commercially successful games, yet Minami said the company was disappointed with the figure. The game later inspired an animated film, Bayonetta: Bloody Fate, released by Gonzo.
Hideo Kojima and his studio, Kojima Productions, found themselves stuck in 2011 while building a Metal Gear game around Raiden, a sword-wielding ninja. Unable to carry on, Kojima contacted Minami and asked PlatinumGames to take over. Kojima said the studio was the only one capable of making an action game built on sword combat. The team found the original system too plain and added stealth. Kenji Saito directed Metal Gear Rising: Revengeance, released in 2013. Reviews were generally positive and it sold well. It was PlatinumGames' first licensed title.
The studio had already taken on contract work for Activision, and most of those licensed projects drew mixed reviews. Inaba said the core goal remained original properties, but the team came to find them difficult and sometimes too risky, with disappointing sales. Minami said that alternating between licensed and original games gave the company stability. Partners generally let the studio design gameplay freely.
The Legend of Korra, published by Activision in 2014, adapted Nickelodeon's animated series. Tim Hedrick, a writer on the show, wrote the story, and the game received mixed reviews. Transformers: Devastation followed in 2015, drawn from Hasbro's Transformers: Generations. Saito directed it, and the team set out to make it look and feel unlike earlier Transformers games. Reviews were favorable.
Teenage Mutant Ninja Turtles: Mutants in Manhattan came in May 2016 and drew mixed reactions. Designer Eiro Shirahama said the team prepared by watching the animated series and replaying the old Turtles games from the Super Famicom.
The Wonderful 101 started out as a Wii game starring classic Nintendo characters. The team found it hard to use those characters creatively and put the project on hold. When development restarted, it featured 50 original characters instead and moved to the Wii U. Kamiya directed, with Minami offering creative advice. He took inspiration from tokusatsu series such as Super Sentai and aimed to please every kind of player. Nintendo gave feedback, hoping to widen the audience. Critics loved it, and fans ranked it among their Nintendo favorites. Even so, it sold poorly in Japan and was outsold by Pikmin 3. VG247 blamed the Wii U's weak sales.
Bayonetta 2 was controversial because it was exclusive to the Wii U, unlike the multi-platform original. Inaba said the studio had first worked with Sega on the sequel. The project was cancelled midway, until Nintendo offered to fund and revive it, with Sega acting only as an advisor. Inaba compared Nintendo's role to that of an observer. Kamiya supervised the game while Yusuke Hashimoto took over as director, concentrating on refining combat and adding replay value. Several publications gave it perfect scores. Even so, it sold only 38,828 copies in Japan in its first week. It was the seventh best-selling retail game in the UK in its first week, then dropped sharply.
Shigeru Miyamoto produced Star Fox Zero, hoping outside developers could shorten the development cycle. Nintendo asked PlatinumGames to co-develop it after seeing the Arwing stage of Bayonetta 2. Star Fox Zero and the tower defense spin-off Star Fox Guard arrived in April 2016 to mixed reviews. By the end of March 2016, Minami had stepped down as president and CEO, and executive producer Kenichi Sato replaced him. Nintendo also funded Astral Chain, which reached the Switch on the 30th of August 2019.
A 2016 collaboration with Cygames on Granblue Fantasy: Relink ended in February 2019, when PlatinumGames left the project. Then Kamiya's Scalebound for Microsoft Studios was cancelled in January 2017. Creative producer Jean-Pierre Kellams left, and Kamiya stopped directing and became a vice president.
More than 2 million copies of Nier: Automata were sold, a number the studio had not seen in years. Yoko Taro, creator of the Nier series, directed it for Square Enix. It reached PlayStation 4 and Windows in 2017, with an Xbox One version in 2018. Kamiya said Taro had "saved" PlatinumGames after Scalebound was cancelled. Interest in the studio revived. In May 2017, Inaba said a new property was in the works, and at The Game Awards 2017 Bayonetta 3 was revealed as a Switch exclusive. Nier: Automata also won Best Score/Music there.
In April 2018 the studio announced World of Demons with DeNA, a mobile action game set among Japanese folklore. Work had started in 2015 with 30 people, including staff from Star Fox Zero and Bayonetta 2. It soft launched in some countries in 2018 and left storefronts the next year. It returned on Apple Arcade on the 2nd of April 2021.
In January 2020, Tencent Holdings invested in the studio, allowing it to publish its own games. CEO Kenichi Sato said the investment changed nothing about ownership and that Platinum stayed independent. On the 3rd of February 2020 it launched a website called "Platinum 4" with four announcements. These included a Kickstarter for a remastered The Wonderful 101, its first self-published title. They also included Project G.G., meant as the last of Kamiya's "hero" trilogy after Viewtiful Joe and The Wonderful 101, this time around a giant hero. The third was PlatinumGames Tokyo, a studio of about 100 staff for live service games. The last was Sol Cresta, made with Hamster Corporation as the first of a "Neo-Classic Arcade" series, after an April Fools' joke in 2020.
Chief technology officer Wataru Ohmori said the studio built its own engine, PlatinumEngine, because off-the-shelf options like Unreal or Unity gave too little control and performance. He spoke of a "frightening realization" that without greater efficiency, the studio could not keep making the games it wanted. Bayonetta 3 was one title using it.
On the 13th of January 2022, Inaba succeeded Sato as CEO after Sato's five years and eight months in the role. On the 1st of November 2022, the studio announced a third base, PlatinumGames FUKUOKA. The studio also took primary development duties on Ninja Gaiden 4 for Koei Tecmo and Xbox Game Studios. On the 25th of September 2023, Kamiya announced he would leave on the 12th of October. By February 2025, Abebe Tinari, Takahisa Taura, Yusuke Miyata, Kenji Saito and Masaki Yamanaka had also seemingly left.
PlatinumGames hopes to be counted among "the three top game studios in the world." Though it is a Japanese company, the team tries to build in elements that appeal to a worldwide audience. Minami has said the studio is keen to work with both Japanese and Western publishers. He also insisted the company only made games its developers felt passionate about.
Inaba described the studio as "loud." Everyone on a team may voice opinions on a project, and their vision is not meant to be watered down. Artists and programmers, not just game designers, are invited to give creative input. Saito said every game the company made carried a "Platinum taste," and that the studio learned from each project, applying it to new games and genres.
The company also holds a short checklist for action games. A good one should be "passive" and have a "unique selling point." It should have replay value that lets players sharpen their skills, and a strong leading character. Most of all, it should not follow conventional design philosophy. The studio wants to bring new elements to both its own titles and licensed ones.
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Common questions
What is PlatinumGames?
PlatinumGames is a Japanese video game developer based in Osaka. It was formed in October 2007 by the merger of Seeds Inc. and Odd Inc. and is known for action games.
Who founded PlatinumGames?
Shinji Mikami, Atsushi Inaba and Hideki Kamiya founded Seeds Inc., and Tatsuya Minami founded Odd Inc. The two companies merged to form PlatinumGames. The Seeds founders were former Capcom and Clover Studio staff.
What games has PlatinumGames made?
PlatinumGames made MadWorld, Bayonetta, Vanquish, The Wonderful 101, Astral Chain and Nier: Automata. It also developed Metal Gear Rising: Revengeance, Star Fox Zero and Ninja Gaiden 4 for other companies' franchises.
Which companies has PlatinumGames published games with?
PlatinumGames worked with Sega on its first four published games and with Nintendo from 2013 onward. It also made licensed or contract games for Activision, Konami, Square Enix, and Koei Tecmo with Xbox Game Studios.
Why did Shinji Mikami leave PlatinumGames?
Shinji Mikami left after Vanquish was released and formed Tango Gameworks. Tatsuya Minami said Mikami always wanted to be his own man and his own developer.
Who is the CEO of PlatinumGames?
Atsushi Inaba became CEO of PlatinumGames on the 13th of January 2022. He replaced Kenichi Sato, who had held the role for five years and eight months.
Did Tencent buy PlatinumGames?
No. Tencent Holdings invested capital in PlatinumGames in January 2020. CEO Kenichi Sato said the investment changed nothing about ownership and the studio stayed independent.
What is the PlatinumEngine?
PlatinumEngine is a custom in-house game engine built by PlatinumGames. Chief technology officer Wataru Ohmori said it offered better customization, control and performance than Unreal or Unity, and Bayonetta 3 used it.
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116 references cited across the entry
- 1PlatinumGames Opens New Fukuoka OfficeNovember 1, 2022
- 3Clover RebornAnoop Gantayat — February 15, 2007
- 4Capcom squashes Clover, lights out for bright studioJames Ransom — October 12, 2006
- 5Capcom To Dissolve Clover StudioDavid Jenkins — October 12, 2006
- 6Report: Platinum Games' President Steps DownBrian Ashcraft — August 21, 2016
- 7The President And Future of PlatinumGamesMatt Leone — April 16, 2013
- 8A brief history of one of gaming's greatest studiosRich Staton — February 7, 2016
- 9The history of Platinum GamesHenry Gilbert — January 3, 2013
- 10Platinum Games Partners with Sega on Original IPsMay 15, 2008
- 11Sega now owns IP for Platinum gamesPatrick Garrett — May 20, 2008
- 12Yasumi Matsuno resurfaces to discuss work on MadWorldJC Fletcher — March 5, 2009
- 13Inside The Development of Sega's MadWorldAugust 1, 2008
- 14An Analysis Of MadWorld's MarketingFebruary 15, 2009
- 15This Week In Sales: Zangeki no Reginleiv Is In For A Dynamic Price SlashIshaan — Siliconera — February 21, 2010
- 16Sega shows off next big Olympics game, targets Wii and DSiJohn Gaudiosi — April 6, 2009
- 17Sega Gives The Wii One Last Shot Of The Old Ultra ViolenceLuke Plunkett — February 24, 2016
- 18MagazinePlatinum Games wants MadWorld Wii sequelBen Parfitt — January 11, 2010
- 19First Details: Infinite LineDaemon Hatfield — May 15, 2008
- 20Hifumi Kouno and Atsushi Inaba Talk Infinite SpaceLaura Parker — January 4, 2010
- 21Infinite Space opens up March 16February 24, 2010
- 23Platinum Games claims Sega 'undersold' DS title Infinite SpaceDave Cook — October 17, 2012
- 24Inside Platinum Games: Japan's Most Unique Game Development StudioAlexa Ray Corriea — December 28, 2015
- 25Platinum Games' Kamiya Reflects on Bayonetta, OkamiKevin Gifford — April 11, 2004
- 26Q&A: Hideki Kamiya on BayonettaRandolph Ramsay — April 9, 2009
- 27Making Bayonetta almost destroyed Platinum GamesZack Furniss — December 28, 2015
- 28Turns Out Bayonetta on PS3 Was a Massive FailureLuke Plunkett — September 25, 2012
- 29Sega Sammy Post Profits As Bayonetta Ships 1.35 MillionKris Graft — May 14, 2010
- 30Platinum Games president rates its sales as a "C or even a D."Jeffery Matulef — April 17, 2013
- 31Bayonetta: Bloody Fate anime coming to US and Canada later this yearMichael McWhertor — June 18, 2014
- 32Platinum Games' Vanquish is AnnouncedBryn Williams — January 29, 2010
- 33Shinji Mikami On MechanicsBrandon Sheffield — July 2, 2010
- 34Vanquish Originally An Open World GameBrian Ashcraft — July 22, 2010
- 35Sega Encouraged By Vanquish SalesJim Reilly — October 25, 2010
- 36Platinum Games eager to sign with SegaRob Crossley — October 22, 2010
- 37Max Anarchy Extends Platinum Games' Relationship With SegaSimon Parkin — January 26, 2011
- 38The Confusing Universe of MadWorld and Anarchy ReignsRichard Eisenbeis — July 17, 2012
- 39Anarchy Reigns reviewsCBS Interactive
- 40Anarchy Reigns flops in JapanJames Orry — July 12, 2012
- 41How stealth came back into Metal Gear Rising: RevengeanceOzzie Mejia — December 12, 2012
- 42How Platinum Games Conquered the Seventh GenerationAlex Carlson — December 8, 2013
- 43The Wonderful 101 Review – One Hundred Tiny AnnoyancesJohnathan Bolding — September 11, 2013
- 44Wonderful 101 and a World Without GenresJeremy Parish — October 9, 2013
- 45Talking Point: Platinum Games Has Secured a Golden Wii U LegacyThomas Whitehead — October 23, 2014
- 46Pikmin 3 and The Wonderful 101 voted as Nintendo favorites by fansTracey Lien — December 27, 2013
- 47The Wonderful 101's Sales Don't Look Good So FarChris Carter — August 28, 2016
- 48The Wonderful 101 slows down Wii U sales in JapanJames Orry — August 23, 2013
- 49Is The Wonderful 101 a pretty waste on Wii U?Dave Cook — August 19, 2013
- 50Actually, It is Kinda B.S. That Bayonetta 2 is a Wii U ExclusiveOwen S. Good — September 21, 2012
- 51'Bayonetta 2' would not exist without Nintendo, says Platinum GamesMichael McWhertor — September 22, 2012
- 52Interview: Hideki Kamiya on The Wonderful 101, Bayonetta 2 and Working With NintendoJon Wahlgren — September 1, 2013
- 53MagazineSega Consulting On Bayonetta 2Jim Reilly — September 14, 2012
- 54Going Platinum: Bayonetta 2, combat design and the Nintendo angleChristian Nutt — August 6, 2013
- 55Bayonetta 2's Sales Are DepressingBrian Ashcraft — September 25, 2014
- 56Bayonetta 2 Falls From UK Charts After One WeekAlex Oiney — November 3, 2014
- 57Bayonetta Dev Explains Why It Can't Focus Entirely on Original IPTamoor Hussain — February 5, 2016
- 58PlatinumGames' The Legend of Korra Coming In 2014Mitch Dyer — June 25, 2014
- 59MagazineThe Legend of Korra review: Solid Groundwork, Failed ExecutionMatt Miller — October 29, 2014
- 60The Legend of Korra reviewTom Marks — October 24, 2014
- 61Balancing IP Needs with Platinum Games' Transformers: DevastationAlexa Ray Corriea — December 28, 2015
- 62The new TMNT game feels like a proper successor to arcade classic Turtles in TimeAndrew Webster — March 17, 2016
- 64Hideki Kamiya Still Wants to Work on Star FoxMike Mason — June 14, 2013
- 65Nintendo's New Games Sound Great, Just Don't Expect Them Anytime SoonChris Kohler — WIRED — June 10, 2014
- 66Bayonetta 2 Director Given Dolls Of The Game's Characters For His BirthdayChris Priestman — September 21, 2015
- 67Breaking Limits with Star Fox ZeroAlex Ray Corriea — December 28, 2015
- 68Fox Sheds Some Appeal In This Retread – Star Fox Zero – Wii UJeff Cork — Game Informer — April 20, 2016
- 69Star Fox Zero reviewDavid Roberts — GamesRadar — April 20, 2016
- 70Star Fox Zero reviewRay Carsillo — Electronic Gaming Monthly — April 20, 2016
- 71Review: Star Fox GuardKyle MacGregor — April 20, 2016
- 72Star Fox Guard ReviewJohn Rairdin — April 20, 2016
- 73President of Star Fox Zero dev PlatinumGames steps down (update)Brian Crecente — April 21, 2016
- 75Granblue Fantasy: Relink development moved to Cygames entirely, Platinum Games no longer involvedSal Romano — February 4, 2019
- 76Xbox Play Anywhere lets you play select games across Xbox One and Windows 10Andrew Webster — June 13, 2016
- 77JP Kellams leaves Platinum GamesSal Romano — March 13, 2017
- 78The Future of PlatinumGames – IGN FirstCaleb Lawson — June 6, 2017
- 79NieR Automata delayed to 2017David Scammell — June 14, 2016
- 80NewsNier: Automata hits Xbox One later in JuneWesley June 10, 2018 — June 10, 2018
- 81Nier Automata Surpasses 2 Million Sales, Could Potentially be Hiring for More Nier ProjectsMatt Kim — September 21, 2017
- 82PlatinumGames is on the upswing, thanks to Nier: AutomataAllegra Frank — August 14, 2017
- 83Nier director Yoko Taro saved PlatinumGames, according to Hideki KamiyaJeffery Matulef — August 15, 2017
- 84Bayonetta, Nier: Automata Developer PlatinumGames Teases New IPAlex Osborn — May 20, 2017
- 85Bayonetta 3 Revealed As Nintendo Switch ExclusiveTamoor Hussain — January 3, 2018
- 86Here are the 2017 Game Awards winnersC.J. Andriessen — December 7, 2017
- 87Platinum never loses its lustreMartin Robinson — April 20, 2018
- 88MagazineWorld Of Demons, DeNA And PlatinumGames Partnership, Announced For MobileImhan Khan — April 18, 2018
- 90PlatinumGames' World of Demons now available for Apple ArcadeSal Romano — April 2, 2021
- 91PlatinumGames presents ASTRAL CHAINAtsushi Inaba — February 14, 2019
- 92Platinum Games' Inaba says secret project is 'unlike anything done before'Andy Robinson — May 2, 2019
- 93Platinum Games accelerates self-publishing plans with Tencent investmentJames Batchelor — January 7, 2020
- 96Platinum Games announces Hideki Kamiya-directed hero game Project G.G.Sal Romano — February 25, 2020
- 97PlatinumGames opens new studio to create live service games for consolesMichael McWhertor — February 27, 2020
- 98Sol Cresta launches in 2021Sal Romano — April 1, 2021
- 99Platinum reveals new engine designed to deliver 'bigger, more expressive games'Tom Ivan — March 13, 2020
- 100Bayonetta 3 to Use In-House Engine Called "PlatinumEngine"March 13, 2020
- 101PlatinumGames appoints new CEO Atsushi InabaJanuary 13, 2022
- 102Game Developer Legend Hideki Kamiya in Shock PlatinumGames ExitWesley Yin-Poole — September 25, 2023
- 103PlatinumGames loses more game directors, reveals former vice president Hideki KamiyaEd Nightingale — 2025-02-04
- 104Hideki Kamiya video reveals five more leads have quit Platinum, including Bayonetta 3's directorAndy Robinson — 2025-02-04
- 105MagazineInterview: Atsushi InabaRob Crossley — October 22, 2010
- 106Platinum Games: 'Making Only Original Titles Is Very Difficult'Brian Ashcraft — April 2, 2016
- 107Platinum Games' guide to action game designChristian Nutt — March 18, 2016
- 110Cygames’ Project Awakening, Lost Order, and Garnet Arena: Mages of Magicary still in developmentSal Romano — 9 July 2026
- 113Metal Gear Solid Delta: Snake Eater reveals 'Guy Savage' nightmare mode developed by PlatinumGamesSal Romano — 22 August 2025
- 114Development Cooperation for eFootball™ “Daily Super Play” - PlatinumGames Official BlogPlatinumGames Official Blogadministrator — 2026-09-11
- 116'I feel extremely insulted by this': Platinum removes most of its games from its website, erasing the last signs of life for Project GGLincoln Carpenter — 3 February 2025