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Since the announcement of its formation from the ashes of Okami creator Clover Studio and Capcom itself in 2006, Osaka-based independent game studio PlatinumGames has created significant
buzz in the west - thanks to its impeccable pedigree of creators from some of Capcom's leading game franchises.
Here, Gamasutra presents a series of three interviews that
give a rounded view of where PlatinumGames - newly signed with Sega for a four-game deal - is now, and where it might soon go.
First, Tatsuya Minami and Atsushi Inaba speak about the formation of the
company and its ethos - to create games that can compete on the world stage,
with real creativity as their basis.
Both creators were involved for some of the most beloved and
creative games in Capcom's stable - from hits like Resident Evil 4 (Minami) and Phoenix
Wright: Ace Attorney (Inaba) to innovative critical darlings like Okami (Inaba) and Breath of Fire: Dragon Quarter (Minami).
In addition, Devil May Cry and Viewtiful Joe creator Hideki Kamiya discusses his upcoming PlatinumGames title Bayonetta, and Shigenori Nishikawa comments on his new PlatinumGames project - the black-and-white,
hyper-violent and darkly comedic Mad
World, for the Nintendo Wii.
What made you really
decide, "Okay, now is the time that we need to start our own
company?"
Tatsuya Minami: Inaba left Clover Studio, and I and my group
left Capcom. However, we'd always had a similar vision for the kind of games we
wanted to create and the kind of work that we wanted to do. So PlatinumGames
was formed in October. We'd done our own thing separately for a little while,
and we finally got together and realized that we wanted to accomplish the same
thing, so we joined together.
I see. So how large
is the entire studio right now?
TM: Right now, with official employees, we have just over
80. However, including temp staff and contractors and whatnot, the total team
size is a little over 120. So Infinite
Line is actually being handled by Nude Maker, Kouno-san's company. Outside
of Nude Maker, there are over 120 employees at PlatinumGames.
When I spoke to you
last, I said to you that I thought that Capcom was finally releasing really,
really good games, and that it was like someone had switched on the creativity
switch and finally the good stuff was really coming. And you said, "I
don't know if you can say that in five years." Do you feel like this is
happening? Has the degeneration of the studio started, and is that why you
wanted to leave?
Atsushi Inaba: Games of course take a very long time to
create. So when a game finally comes out, it's actually a reflection of the
company of the last couple of years, not a reflection of what the company is
now, at the present.
Of course.
AI: Of course, this isn't a question of good or bad. It's
just personal taste. But the Capcom that I grew up with and that I spent time
at is very different from the Capcom that I left. They're doing their own
thing, but it was no longer what I wanted to do.
I think it's a very
good move to create your own studio, so that you can really realize the vision
that you want to make. It's been happening over the last three or four years
that finally Japanese creators are actually leaving and starting their own
thing. Before, there was so much of the company mentality, where it's like you
stay at this company for the rest of your life. It's good to see that people
actually are realizing, "You know, if I need to do what I want to do, I
have to leave."
AI: First, for creators who have a strong vision, I feel
it's a good thing. What it really boils down to is that it's very difficult for
people with strong vision to accomplish those visions within the large
corporate structure.

Sega/PlatinumGames' MadWorld
Very true.
AI: It's my personal opinion that having that sort of
corporate culture isn't good for the future of the game industry - not being
able to create games with a vision within these large corporations.
This isn't a problem that's native to Japan,
though it's definitely happening in Japan:
publishers are merging left and right, and all you're left with is just giant
companies. In order to meet the payroll, they have to put out games that are
guaranteed successes and make those big numbers. What that does is that it
stifles creativity to a point. You can still make creative games, but the
courage to create really unique, fun games is dying out.
They're afraid of
risk.
AI: Sega had the courage to allow this sort of unique
venture. We really want Sega not to lose that creative and unique spirit that Sega
is known for.
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The dearth of innovative titles coming out of Japan (excepting Nintendo) is yet another sign that the era of Japanese hegemony over the videogames business is over.
Japanese niches like their particular brand of RPGs, fighting games, and adventure games are facing the same problem that space combat games and adventure games faced last decade: they're losing cultural currency, becoming increasingly marginalized products. But they've still got heavy-hitters out there that will continue to bring in the money.
Let's hope that studios like Clover and Grasshopper keep innovating, and showing us the best of what Japanese game designers can do.