The bottom line
Platinum's games are defined by depth and mastery, not by brawling, so the cover shooter Vanquish is as much a Platinum game as Bayonetta. Depth, meaning more got out of a few mechanics through combination, timing and positioning, works in any genre and rewards the players who put in the time.
Key takeaways
| Learner | Player | Master | |
|---|---|---|---|
| Mindset | Brute-force encounters | Plan each step | Use tricks the tutorial skips |
| Rocket slide | Roadie run between cover | Get behind foes, chain melee | Cancel into boost-dodge |
| AR Mode | Rarely, too risky | Timed in rolls and jumps | Shoot grenades mid-air |
| Suit heat | Overheats | Knife's edge | Never overheats |
- Platinum builds every game to be playable at three levels, from novice to master. 0:58
- Novices can mash buttons or play Vanquish as a plain cover shooter and still have fun.
- Producer Atsushi Inaba says ignoring novices risks becoming "niche".
- Depth comes from combining a small set of mechanics with good timing and positioning. 2:07
- Adding new mechanics or unlocks is breadth, which is a different thing.
- In Vanquish, rocket slides, AR Mode and melee chain together while the suit's heat limit forces constant shifts between attack and defence.
- Masters find techniques the tutorial never teaches, which are advanced uses of the same mechanics. 3:57
- Boost-dodging cancels a rocket slide into a dodge, so you cover huge ground nearly invulnerable and never overheat.
- Bayonetta's dodge offset lets you dodge mid-combo without breaking your score streak.
- Hard modes and scoring systems give masters a reason to keep improving, and Vanquish's score is weak here. 5:21
- Vanquish shows a bare number with no grade or medal, and few players know what raises it.
- Platinum's other games use complex but readable scoring that teaches the advanced strategies.
- Depth works in any genre and can keep a multiplayer game alive for years. 6:51
- Project Gotham's kudos manoeuvres and Tony Hawk's mega combos reward skill in racing and skating.
- Call of Duty's sprint reload cancel has never been removed, since its timing and risk make it feel like a skill.
Depth can be found in any game where players can express themselves, or make interesting decisions, or play with more style and speed by discovering more advanced applications of the game's main mechanics.
Mark Brown
Chapter summaries
0:00 A shooter from a brawler studio
Vanquish looks like an outsider in Platinum's line-up, but its design matches the studio's brawlers.
- Vanquish is a cover shooter from the designer of Resident Evil 4. 0:22
- Shinji Mikami made it, and its pace differs sharply from a brawler.
- At first glance it seems closer to Gears of War than Bayonetta.
- Platinum is known for fast 3D action games like Bayonetta, Metal Gear Rising and The Wonderful 101.
- The only other oddity is the DS game Infinite Space, which is set aside.
0:58 Level one: the learners
Platinum games stay fun for players who never learn the systems.
- Novices get a good time even while playing badly. 1:02
- They may score poorly, die a few times and look awkward.
- In Vanquish they hide behind walls, take pot shots and use the rocket slide as a roadie run between cover.
- AR Mode is too risky to overuse, because activating it leaves you vulnerable.
- Running out of power makes the suit overheat.
2:04 Levels two and three: players and masters
Depth grows from a few mechanics, and masters push them past what the tutorial shows.
- Each Platinum game gets depth from timing and combination. 2:35
- Bayonetta's punch and kick make stronger attacks when pressed in order, sometimes with a pause.
- Metal Gear Rising's blade mode can start anytime, but a full meter and an injured enemy unlock the Zandatsu move.
- Vanquish's AR Mode needs good timing during rolls and jumps.
- Positioning matters too, such as sliding behind a group of foes.
- Players stop brute-forcing and plan each step. 3:39
- Sam Gideon's abilities become moves to chain, and cover is only a brief respite.
- The tutorial never covers the techniques masters use.
- Boost-dodging works because the slide doesn't heat the suit for its first split second.
4:32 Advanced techniques and the rewards for mastery
| Typical Platinum | Vanquish | |
|---|---|---|
| Complexity | Complex | Simplistic |
| Readability | Readable | Few understand it |
| Result shown | Grade or medal | Bare number |
| Teaches strategy | Yes | No |
Masters find skills beyond the tutorial, and they need harder challenges and a readable score to keep improving.
- Vanquish's advanced techniques are the same mechanics used with more skill. 4:32
- Flicking between guns during a reload speeds it up.
- Tossing a cigarette distracts enemies.
- Switching to another gun while firing speeds up a slow weapon like the rocket launcher.
- Shooting grenades mid-air in slow-mo gives massive splash damage.
- The main game's challenges push players toward that second level. 5:02
- Enemies with weak points on their backs need rocket sliding, slow-mo and retreat together.
- Shooting rockets out of the air in AR mode is expected.
- Players also slide under the legs of giant bosses.
- Masters need God Hard mode, expert challenges and scoring, and Vanquish's score fails them. 5:21
- Few players know what raises it.
- It seems tied to kills, headshots, time and cover used.
- Platinum usually gives a grade or medal, but Vanquish gives only a number.
6:18 Depth beyond brawlers
Novices still enjoy Platinum's games, and interlocking moves that reward mastery work in any genre, multiplayer included.
- Platinum's games look cold to newcomers but reward those who invest. 6:18
- Kamiya calls the first playthrough of The Wonderful 101 something like a tutorial.
- Crazy animations and set pieces keep novices happy.
- Looking and feeling awesome is a reward in itself.
- A high skill ceiling keeps multiplayer games alive for years. 7:17
- Fighting games, Rocket League and Call of Duty show this.
- Sprinting halfway through a reload skips the animation.
- Pressing too early cancels the reload, which is the risk.
- Depth means the more you put in, the more you get out. 8:00
- Air-combos, dodge offsets, rocket slides and reload cancels all count.
- The speaker wishes Vanquish had been a hit and shooters had followed.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Depth comes from letting players get more out of a small set of mechanics through combination, timing and positioning, so a game can be fun for button mashers and still reward masters. Vanquish, a cover shooter built with PlatinumGames brawler thinking, shows this through rocket slides, AR mode, overheating and tricks like boost-dodging.
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