
A Japanese studio known for fast, deep 3D action games like Bayonetta.
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Gcreator of Game Maker's Toolkit testA Deep Dive into Star Fox Zero's ControlsBayonetta shows how one action game can serve novices and experts: an automatic mode and one-handed play let anyone in, while combos, dodge offset and Pure Platinum medals reward depth. The catch is that button bashing can finish the game, so many skip that depth and get harsh grades after runs that felt good. Build depth from a few mechanics, and don't rely on optional scoring to show it.
From Atsushi Inaba, Hideki Kamiya and Mark Brown
Every Platinum game is built to be fun from button-masher to master. Platinum designs for learners who brute force encounters, players who find combinations, and masters who find techniques the tutorial never mentions, all using the same base mechanics.
Producer Atsushi Inaba argues the novice experience matters because ignoring those players means "you run a risk of becoming niche." In Vanquish, novices hide behind walls, take pot shots and use the rocket slide as a roadie run between cover, while risky AR Mode is too dangerous to overuse.
Treat the first playthrough as a tutorial and let spectacle carry novices. Hideki Kamiya says the entire first playthrough of The Wonderful 101 is something like a tutorial, and "the real game begins the second time through."
This can make Platinum's games look cold and standoffish to newcomers. Crazy animations and set pieces keep novices having a good time while players who invest are rewarded.
Looking and feeling awesome is its own reward for mastery. Beyond scores, Platinum fans master its games for "the ability to look and feel awesome when you play." The gap between a novice and an expert Vanquish player is plain to see.
Depth comes from combining few mechanics, not adding more of them. Bayonetta has only punch and kick, but pressing them in different orders, sometimes with a pause, makes stronger attacks. Vanquish chains rocket slides, AR Mode and melee while the suit's heat limit forces constant shifts between attack and defence.
Mark Brown separates depth (getting more out of basic mechanics through combination, timing and positioning) from breadth (new mechanics or unlocks). Metal Gear Rising's blade mode can start anytime, but a full meter and an injured enemy unlock Zandatsu. The aim: "the more you put in, the more you get out."
Leave advanced techniques out of the tutorial for masters to discover. Bayonetta's dodge offset lets players dodge mid-combo without breaking the combo or score streak. Vanquish's boost-dodging cancels a rocket slide into a dodge, covering huge ground nearly invulnerable without overheating.
These are not new features but skilled uses of existing mechanics: boost-dodging works because the slide doesn't heat the suit for its first split second. Other Vanquish tricks include flicking between guns to speed a reload and shooting grenades mid-air in slow-mo for massive splash damage.
Grades reveal how to improve; Vanquish's number doesn't
From Mark Brown's analysis
Scoring turns mastery into a goal while novices still finish. Platinum's scoring (shared with Clover) rewards combos, variety and fast successive kills and subtracts points for damage taken. Novices can button-mash through for poor grades while experts chase better ones.
Mark Brown calls scoring "the most important part of all" of what masters need, alongside very hard modes like Vanquish's God Hard and expert challenges.
Top medals demand the systems casual play can ignore. Bayonetta's Pure Platinum medals need complex combos, fast chaining, taunts and dodge offset, so experts play "in a fundamentally different way to a novice, button-bashing scrub."
Scores that require the full mechanic set reveal new ways to play rather than just rewarding fewer mistakes.
Readable scores with grades teach players how to improve. Platinum usually pairs complex but readable scoring with grades or medals, which teaches the advanced strategies. Vanquish broke this with a bare number, and few players know what raises it.
Vanquish's score seems tied to kills, headshots, time and cover used. "Vanquish just gives you a number with no context."
Optional grades can discourage players and leave the depth unseen. Players complain about being "slapped down with a crappy grade" after a run that felt successful in Platinum games. And because Bayonetta can be finished by button bashing, many players never learn combos, chains or dodge offset.
The lessons drawn: think about when and how a score is revealed, and don't rely on optional scores alone to deliver the experience you most want players to see.
Cancelling into a dodge anytime makes combat free-flowing, not easier. Bayonetta lets players cancel any move into a dodge, unlike Dark Souls, which locks out dodging during a swing. That makes Bayonetta "very free-flowing and non-committal."
With free cancelling, enemies can be more aggressive, joining in midway through finishers because they don't wait for the player to finish.
Witch Time rewards a last-second dodge with slow motion. Dodging at the last second triggers slow-motion Witch Time, a reward that gives an advantage without ending the fight like an instant-kill counter.
It is cited among ways to stop parries turning combat into "a waiting game," alongside Nioh's tight window and God of War's stun.
Sound and weapon glints warn of incoming strikes amid busy visuals. Bayonetta signals enemy attacks with audio cues and glints on the enemy's weapon, on top of exaggerated anticipation frames.
An automatic mode lets players pull off advanced combos with one button. Bayonetta 2 has an automatic mode that performs advanced moves and combos from a single button, and a mode that can be played with one hand.
It is held up as the standard for complex games: even a studio making rich systems makes sure first-time players and players with motor disabilities have a good experience, lowering physical demand without changing the game's goals.
Its automatic mode performs advanced combos with a single button.
An automatic mode lets players pull off advanced combos with one button. Bayonetta 2 has an automatic mode that performs advanced moves and combos from a single button, and a mode that can be played with one hand.
It is held up as the standard for complex games: even a studio making rich systems makes sure first-time players and players with motor disabilities have a good experience, lowering physical demand without changing the game's goals.
Top medals need complex combos, quick chains, taunts and dodge offset, which a button-basher can ignore. Players can finish it without seeing that depth, and complain about harsh grades after runs that felt successful.
Top medals demand the systems casual play can ignore. Bayonetta's Pure Platinum medals need complex combos, fast chaining, taunts and dodge offset, so experts play "in a fundamentally different way to a novice, button-bashing scrub."
Scores that require the full mechanic set reveal new ways to play rather than just rewarding fewer mistakes.
Optional grades can discourage players and leave the depth unseen. Players complain about being "slapped down with a crappy grade" after a run that felt successful in Platinum games. And because Bayonetta can be finished by button bashing, many players never learn combos, chains or dodge offset.
The lessons drawn: think about when and how a score is revealed, and don't rely on optional scores alone to deliver the experience you most want players to see.
You can cancel into a dodge at any moment, and enemies join in midway through finishers. A last-second dodge triggers slow-motion Witch Time, and sound and weapon glints warn of incoming strikes. Its scoring systems (shared with Clover) reward combos, variety and fast successive kills and subtract points for damage taken. Novices can still button-mash for poor grades.
Scoring turns mastery into a goal while novices still finish. Platinum's scoring (shared with Clover) rewards combos, variety and fast successive kills and subtracts points for damage taken. Novices can button-mash through for poor grades while experts chase better ones.
Mark Brown calls scoring "the most important part of all" of what masters need, alongside very hard modes like Vanquish's God Hard and expert challenges.
Cancelling into a dodge anytime makes combat free-flowing, not easier. Bayonetta lets players cancel any move into a dodge, unlike Dark Souls, which locks out dodging during a swing. That makes Bayonetta "very free-flowing and non-committal."
With free cancelling, enemies can be more aggressive, joining in midway through finishers because they don't wait for the player to finish.
Witch Time rewards a last-second dodge with slow motion. Dodging at the last second triggers slow-motion Witch Time, a reward that gives an advantage without ending the fight like an instant-kill counter.
It is cited among ways to stop parries turning combat into "a waiting game," alongside Nioh's tight window and God of War's stun.
Sound and weapon glints warn of incoming strikes amid busy visuals. Bayonetta signals enemy attacks with audio cues and glints on the enemy's weapon, on top of exaggerated anticipation frames.
Shows the accessibility standard for complex games by offering a mode you can play with one hand.
An automatic mode lets players pull off advanced combos with one button. Bayonetta 2 has an automatic mode that performs advanced moves and combos from a single button, and a mode that can be played with one hand.
It is held up as the standard for complex games: even a studio making rich systems makes sure first-time players and players with motor disabilities have a good experience, lowering physical demand without changing the game's goals.
Builds every game to be playable at three levels, from novice to master, with depth from combining a few mechanics. Its other games usually pair complex but readable scoring with grades or medals, and producer Atsushi Inaba warns that ignoring novices risks becoming niche. Punch and kick make stronger attacks when pressed in order, sometimes with a pause. Its dodge offset lets players dodge mid-combo without breaking a score streak.
Every Platinum game is built to be fun from button-masher to master. Platinum designs for learners who brute force encounters, players who find combinations, and masters who find techniques the tutorial never mentions, all using the same base mechanics.
Producer Atsushi Inaba argues the novice experience matters because ignoring those players means "you run a risk of becoming niche." In Vanquish, novices hide behind walls, take pot shots and use the rocket slide as a roadie run between cover, while risky AR Mode is too dangerous to overuse.
Treat the first playthrough as a tutorial and let spectacle carry novices. Hideki Kamiya says the entire first playthrough of The Wonderful 101 is something like a tutorial, and "the real game begins the second time through."
This can make Platinum's games look cold and standoffish to newcomers. Crazy animations and set pieces keep novices having a good time while players who invest are rewarded.
Looking and feeling awesome is its own reward for mastery. Beyond scores, Platinum fans master its games for "the ability to look and feel awesome when you play." The gap between a novice and an expert Vanquish player is plain to see.
Depth comes from combining few mechanics, not adding more of them. Bayonetta has only punch and kick, but pressing them in different orders, sometimes with a pause, makes stronger attacks. Vanquish chains rocket slides, AR Mode and melee while the suit's heat limit forces constant shifts between attack and defence.
Mark Brown separates depth (getting more out of basic mechanics through combination, timing and positioning) from breadth (new mechanics or unlocks). Metal Gear Rising's blade mode can start anytime, but a full meter and an injured enemy unlock Zandatsu. The aim: "the more you put in, the more you get out."
Leave advanced techniques out of the tutorial for masters to discover. Bayonetta's dodge offset lets players dodge mid-combo without breaking the combo or score streak. Vanquish's boost-dodging cancels a rocket slide into a dodge, covering huge ground nearly invulnerable without overheating.
These are not new features but skilled uses of existing mechanics: boost-dodging works because the slide doesn't heat the suit for its first split second. Other Vanquish tricks include flicking between guns to speed a reload and shooting grenades mid-air in slow-mo for massive splash damage.
Scoring turns mastery into a goal while novices still finish. Platinum's scoring (shared with Clover) rewards combos, variety and fast successive kills and subtracts points for damage taken. Novices can button-mash through for poor grades while experts chase better ones.
Mark Brown calls scoring "the most important part of all" of what masters need, alongside very hard modes like Vanquish's God Hard and expert challenges.
Readable scores with grades teach players how to improve. Platinum usually pairs complex but readable scoring with grades or medals, which teaches the advanced strategies. Vanquish broke this with a bare number, and few players know what raises it.
Vanquish's score seems tied to kills, headshots, time and cover used. "Vanquish just gives you a number with no context."
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