
Those limitations are going to be on any big studio that has a lot of people they have to feed. You are really going to have to make certain things in other IPs, certain modes that maybe make sense for the market, but aren’t necessarily something that you would want to do naturally as a creator. The second your studio is so large you have to feed enough people, which requires relying on publisher funding to be able to survive, means that you don’t have the freedom that an indie developer would have. How much creative freedom do you have at PlatinumGames given the fact that you have made an assortment of different styles of games? We couldn’t do something that’s too small like that or we’d never survive. And it’s something that we can’t have for a studio our size. Just to be able to just do what you want to do as a creator, that sort of unfettered freedom is amazing that they have that.

Obviously there are financial strings, but just without having a big publisher or without having to do something big with a huge team and project management and all of that. But on the other hand, believe it or not, I feel envious of them because there’s something about having raw creativity without any strings attached. I really want to help them in any way I possibly can because obviously there are tons of different challenges that occur as an indie developer. Looking at the indie scene there are a couple base feelings that I feel, and one is I really want to support them. What are your thoughts about the indie video game scene that’s on display here at Reboot Develop in Croatia? There are lots of different ways for you to grow as a game designer, so at PlatinumGames we try to give a lot of our staff many opportunities to travel, to go to different locations so that they can be influenced in that same way, and therefore affect the sort of games that they design. So we always try to take into account how meeting a new culture makes you feel or how it informs, if you’re an artist, how something looks, if you’re a programmer talking to somebody about new techniques. That allows you to be influenced by your feelings, which are much stronger than what your eyes can possibly convey. There’s a big difference between seeing something and feeling something, and obviously to really feel something you need to be there, so that allows you to be influenced by different cultures.

And for myself as a creator, it would be great if I can somehow use the things I see or the things I feel here in future game experiences.Īs someone who travels the globe, how does going to different cultures influence the video games you make?

The place itself, the location is just beautiful, so it’s been great to be able to come here. I actually do watch “Game of Thrones,” so being able to see all the area around where that’s filmed is really cool. What’s it like to be here in Dubrovnik, the home of Kings Landing from “Game of Thrones”? It has a rocking soundtrack when you are fighting and in all the overall presentation of the game is something that is very well done.Inaba, best known to gamers for his work at Capcom’s Clover Studio, where he created truly original action games like “Viewtiful Joe,” “Okami” and “God Hand,” took some time at Reboot Develop to chat with Variety about his studio’s philosophy, why he’s jealous of indie game makers, and how his visit to King’s Landing (known in the real world as Dubrovnik, Croatia) could impact him creatively. The soundtrack is epic, the game has a fun theme song and all of the thuds, pounds, and screams fit the action perfectly. This is a very late title in the life of the PlayStation 2 and in all honesty, I would not say it is the best-looking game on the console, but by this point, Clover did the best they could with the visuals. Clover Studios did a phenomenal job in the looks department.

The story does not take itself too seriously as I said and this is evident in those fantastic cut scenes. I like the difficulty, but I am sure for some it may seem a little off-putting. The enemies will kick your butt until you figure out the right way to take them all down. God Hand forces you to not just get good, but get good fast. This is a very challenging game and while it may sound like a button masher. It sounds like it would be mindless, but it is far from it. You can dish out these epic combos and set up the buttons to your liking. Thankfully the combat system in the game is a ton of fun. The game is very combat heavy and that is really all there is to it. It is probably the best of all the 3D beat-em-ups I have ever played actually. I have long been a fan of beat-em-up games and God Hand is one of the best.
