How Platinum Design a Combat System

How Platinum Design a Combat System

In the entire canon of combat-centric action
games, one name stands above all the rest, sorry capcom, sorry from software, but the
best developer of high-octane bad-guy smashing beat ‘em ups is without a doubt Platinum
games. From bayonetta, to metal gear rising, to the wonderful 101, to nier automata, and
a bunch of others, Platinum have become known for seamlessly blending cinematic, stylish
action with complex and rewarding combat mechanics that feel just as good to fully master as
they do to use for the first time. Whenever I revisit a platinum game, I always
end up finding out new tricks, or discovering a new detail about the combat system, or just
figuring out a new way to push my skills past what I thought were their limits. In short,
platinum are the masters of making games that have depth. But what is depth? Well, unlike a lot of other
game design concepts, depth means exactly what you think it does. Deep games are games
with a lot of layers, and a lot of potential scope for different ways to interact with
their mechanics. Truly deep games allow players to unlock new strategies and complexities
from within the same set of mechanics they’ve been using the whole time. Check out my sorry
excuse for bayonetta gameplay compared with a real master of the craft like [INSERT HERE]
we’ve got exactly the same stats and moves at our disposal, but we’re just using them
on completely different levels. Think of depth like an ocean of gameplay knowledge that you
start off only seeing the surface of, but that reveals more and more nuances the further
down you descend. All the best competitive esports titles are
usually very deep for exactly this reason. Only games that can support a wide variety
of competitive strategies, and offer the greatest possible tests of knowledge and mastery will
be able to keep the kinds of psychopaths capable of only playing a single game for 1000 hours
occupied. But there’s a million deep games I could
be talking about, there’s fighting games, strategy games, Dota-style stuff and shooters,
what makes platinum special, why am I singling their approach to depth out? Well, I think that we’ve got a lot to learn
from the way that platinum can make insanely complex games that take years to truly master,
but still be able to accommodate less skilled players, and give them just as much of a good
time as the people on their millionth play-through. By changing how we view depth, complexity
and mastery, and by following platinum’s example, we can help to make games more inclusive
for newer people, whilst also making that depth more satisfying to plunge into. I’ve played Metal Gear Rising : Revengeance
a grand total of three times, and every single time that I’ve gone back to the it I’ve
managed to discover new cool things about how the game works, or about the best ways
to handle Raiden the twinky ninja cyber emo. My first trip through the game saw me getting
completely bodied by even basic enemies, and barely even using stuff like parries or blade
mode, except when I was required to – making the whole game an almost darksoulsian struggle
for survival against the odds, but with way more triumphant metal music. Second time around
I got my teeth stuck in, and spent my time really mastering all those mechanics I’d
ignored the first time around, and it was great to see just how much combat potential
I’d been missing with blade time- cutting people’s limbs off and watching them hop
around is so much better when they gave you real trouble your first time fighting them.
And in my most recent play-through, the experience was sort of… Zen, nothing really posed a
threat to me any more, and so I whirled through each level like a cold, calculating tornado
of death, using my accumulated knowledge to push for those elusive S ranks. So how did platinum manage to pull this off?
How did they give me three different but fundamentally linked experiences within the limits of a
single game? Well, it all comes down to how they think about depth. As well as the fact
that the people over at platinum… sort of design games backwards. Where most studios spend the opening months
of a new project hashing out raw mechanics to get them feeling just right, platinum start
with big-picture abstract stuff. Their first job is to settle on a particular fantasy,
setting or vibe that’s going to inform the rest of the game. For example Transformers
devastation engages with the childlike fantasy of smashing action figures together, and the
wonderful 101 is all about feeling like a part of a superhero team. Atsushi Inaba, head
producer at Platinum says that a pro designer should be able to come up with at least 3
unique selling points that reflect this theme, and it’s only once these ideas are in place
that work on the mechanics, characters and everything else can actually begin. One example
of these unique selling points is the ability of the main character of vanquish, who’s
a douchey cool guy, to casually flick his cigarettes around to distract the thermal
vision of bad guy robots. It’s… it’s pretty awesome. Contrary to what you might expect, the core
mechanics in any of platinum’s games, from Madworld to Vanquish, are usually very simple.
You’ll almost always have a light melee option, a heavy melee option, a ranged attack,
a dodge, a jump, some sort of super ability aaaaand that’s more or less it, doesn’t
sound like a lot, right? Well that’s because these mechanics are designed in such a way
that their depth and challenge comes not from complexity, but from emergent factors, meaning
that they’re really easy to get to grips with, but still have very deep gameplay for
experts to enjoy Novice players will begin their time with
a platinum game by engaging with the combat mechanics at face value, and not really putting
much thought into their advanced applications. That means that it’s important for platinum
to make combat accessible, and ensure it still engages with those thematic ideas even when
players are working on a very basic level. Adding enough combos so that players will
randomly activate them by button mashing or by sprinkling in scripted segments where even
underperforming players get to feel powerful helps to internalise the themes and tone of
a game during those crucial first few levels.Platinum’s games nearly always start off with an incredibly
easy but bombastic opening sequence to teach you how to play and ingrain the core thematic
idea for this exact reason. This fella in metal gear rising is literally 2 minutes into
the game, and it’s brilliant. As a player gets better and better at the
game, they won’t unlock much in the way of new moves or abilities, they’ll just
be able to use what they have more effectively. By chaining different basic techniques together,
and discovering some of their fun, emergent properties, players can slowly but surely
develop an expanding repertoire of highly technical skills, like combos, counters and
ways to manipulate the enemy ai. Higher level play allows players to begin
engaging with those unique selling points I mentioned earlier. Let’s take transformers
as an example. As previously outlined, the core fantasy of that game is all about the
fun of fighting as a big, chunky robot who can transform into a car and then hit people
like a truck. New players get this feeling in the cutscenes and scripted segments, but
advanced players who’ve seen that stuff before can still engage with it through play.
Skilled transformers devastation players won’t spend their whole time in robot form or vehicle
form, they’ll rapidly switch between the two to chain together combos and rack up loads
of damage. Hitting the transform button at the end of a string of moves immediately turns
you into a car and sends you flying at the nearest enemy. Charging at enemies in vehicle
form can shatter shields, opening them up for a beatdown in robot mode and vehicle form
shrinks your hitbox meaning that it’s great for avoiding barrages of ranged fire, or taking
down fast moving enemies. Your first play through of a platinum game
is a complete and satisfying experience, but you spend it watching and trying to emulate
the cool character you see onscreen, it’s not until your subsequent playthroughs that
you actually get to actually become them. This is what Hideki Kamiya, director of The
Wonderful 101, as well as other stylish but deep games like Okami, Resident evil 2 and
Devil may cry means when he says that the first playthrough is “something like a tutorial”
and that “the real game begins the second time through” Whilst platinum do design all of their games
to be perfectly fun played through just once, they’re also designed to be replayable,
with returning players focusing less on getting through the story, and more on getting a high
score by pushing their skills to the limit. Each game’s scoring system is tailored to
push players into acting a particular way, and fully immersing themselves in the game’s
core themes. Bayonetta’s scoring system heavily emphasises
long strings of combos and taking no damage, encouraging heavy use of witch time and mastery
of advanced techniques like dodge offsetting, where well-timed dodges and gunfire can allow
you to delay combos until you’re in the perfect position to strike. Vanquish heavily
prioritises speed, incentivising aggressive use of the bum rocket to flank enemies and
get through the level faster, with minimal cowering behind walls. Metal gear rising’s
score system, interestingly, is very forgiving when it comes to players taking damage, as
one of raiden’s core abilities lets him cut enemies open to heal, requiring precision
strikes to pull off reliably. This, combined with other uses of blade time like chopping
missiles out of the air and cutting armour to bits lets you feel like a highly-trained
ninja barely keeping a brutal killer at bay, which is, like, Raiden’s whole deal – like
I said, he’s really emo. To recap, platinum’s combination of deep,
flexible mechanics, modulated by a distinctive style allows them to create games that let
players of different skill levels engage with the mechanics in a way that’s right for
them but still find common ground in the high-concept themes. Now, as great as their stuff is, platinum
do make a relatively specific style of game, even when they do branch out into third person
shooters or rpgs, the focus is still on their trademark deep but fair combat. So, what lessons
from platinum’s approach to depth can we take and apply to our understanding of other
genres? well, I think there’s three. First, is the idea that simplistic, versatile
systems can often be more strategically engaging than very complex ones. This is because a
few versatile moves offer players much more scope for exploration and self expression
thanks to their emergent properties. More complicated systems on the other hand are
usually more rigid, and figuring out the best move to use is more of a matter of computation
than discovery, and once you’ve got that figured out, they’re very easy to optimise. Take a mechanically dense shooter like borderlands,
which has seventy trillion guns on offer and compare it to a much more straightforward
one like DUSK which has a grand total of nine. Because borderlands has so many variables
like elemental damage, level requirements, character skills, randomised stats and so
forth, finding the right gun for the job is usually very easy, and just amounts to finding
the one with the highest numbers that doesn’t have a crippling downside. Compare that with Dusk’s much more spartan
selection, which uses the idiosyncrasies between guns to make your choice of weapon very impactful.
For example, the crossbow has a piercing shot good for sick multikills, but the mortar’s
explosion is more reliable, at the potential price of catching yourself in the AoE. The
choice between the regular shotguns and super shotgun is interesting too, one is slow and
incredibly powerful whilst the others are faster, and have a tighter spread, but they
both draw from the same ammo pool meaning you’ve got to watch how hard you commit
to each weapon, in case you get caught with your pants down later. Simple mechanics often
lead to more strategic choices, because you’re forced to be creative, and slowly master what
you have rather than just working out what the exact best possible option is. The second takeaway from this look at depth,
is that by building games around a particular theme or idea, rather than a mechanic, we
can allow gamers of all skill levels to engage with the same experience. Platinum have shown
that this idea can work for a variety of singleplayer games, from the melodramatic Near a tomato,
to the campy, lighthearted fun of the wonderful 404, but this approach can work for multiplayer
games too such as in the elegantly designed competitive games Rocket League and spy party. The main appeal of rocket league is getting
to experience the highs and lows of playing football, but with everything cranked up to
eleven. To this effect, doing cool things like explosive tackles or diving across the
goal to save a shot are very easy to perform, are useful strategies, and both make heavy
use of the game’s fantastically designed boost mechanic. Just like in a platinum game,
the more you get to grips with the slightly weird way rocket league’s gravity works,
you’ll be able to transition from boosting along the ground, to performing boost-enabled
jumps and before you know it, you’ve become a real football superstar as you literally
fly across the pitch. Spy party does the same thing, the game pits
a spy and a sniper against each other in a test of deception and deduction. The spy has
to complete a number of objectives that involve interacting with the environment, and the
sniper has to suss out which character wandering around is controlled by a human before taking
the shot. Because the central conceit is so intuitive, and we’ve seen it a million times
before in spy movies two novice players can still feel like they’re engaging in a titanic
battle of wits. This is because at the highest and lowest levels of competition, spy party
is played in the same way, all that changes is how deep you’ve gotten into the metagame
of tells, bluffing and realising that oddjob from goldeneye is just as overpowered here. I could go on, but I think the most important
lesson platinum has to teach us isn’t about how other games work, but how we can perceive
them. A lot of the time, players and developers alike see complex and challenging styles of
play to be inherently exclusionary, and that only people good enough at games should be
allowed to enjoy them – but platinum have shown us that this doesn’t always have to
be the case. I had just as much fun playing metal gear rising badly trying to go through
the story as I did playing in a manner that could be loosely described as competent whilst
looking for high scores. By designing deep games that can be engaged
with on a variety of levels, we can get as many people as possible to have these experiences
without compromising the complexity or challenge that makes them enjoyable for more hardcore
audiences. Celeste is a great example of a non-platinum game applying this approach.
Celeste’s core themes of perseverance and self awareness wouldn’t come across if the
game wasn’t challenging, but it lets people turn the difficulty right down and avoid particularly
hard challenges if they need to, in order to make sure the game is about triumphing
through self improvement and not grinding your face into a brick wall for hours. On
the flipside, the game also facilitates insane stuff like the optional postgame levels or
speedrunning for people who’ve already mastered the game but still want that same feeling
of overcoming the odds. Depth isn’t always about making sure that
competitive players have stuff to master, or that people like me have cool details to
make video about, sometimes the best thing about making a game that’s easy to learn
but hard to master and can be experienced on many different levels, is that more people
get to enjoy the big core ideas that make it an experience worth having in the first
place. And it’s for that reason that platinum deserve their top spot amongst action devs,
whilst other studios have a more consistent track record, and more creative systems, only
platinum has been able to give each and every player the experience of looking at bayonetta’s
bum with the plausible deniability of pretending to punch angels, and at the end of the day,
isn’t that what video games are all about? Hi friends, thanks for watching! This video
and every other video on the channel was made possible by your generous support on Patreon,
every single dollar you donate that I don’t spend on frazzles goes right back into making
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like his most recent one which is all about how and why link became hot. Good stuff. Of course, the real people I should be celebrating
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Comments (100)

  1. Please kind lord, spare a few shillings 'fer a poor content creator? I can barely afford enough lootboxes to live on!
    Want more jokes of a similar calibre? Me neither. But if you're a masochist then you can follow me on twitter :

  2. Chess 2: tokyo drift

  3. I feel like Hellblade: Senua’s Sacrifice does this too in its combat system.

  4. Great video! Whilst I don't think it's exactly "innovative", For Honour is a pretty solid fighting system!

  5. How come Astral Chain is not mentioned in the whole video?

  6. So is Chao a person or what?

  7. 1:57 Isn't Chess 2 actually dope, and made by a well known fighting game designer responsible for Fantasy Strike and Super Street Figher II Turbo HD Remix?

  8. "Some sort of super ability" Wait, is that Akemi Homura's shield? 4:54

  9. their games on the highest difficulty make any fromsoft game look easy.

  10. Did I just get rick rolled in 2019?

  11. Ah!!! Thanks so much! Love character action games! I hope mine get talked about like this some day!

  12. Aren't you a bit misleading by putting the REmake2 cover on there with Hideki Kamiya? I don't believe he has any business with Capcom anymore. Considering if he did help make RE2 (2019) I think there would be talks of finishing the Viewtiful Joe trilogy. Pretty sure the shut down of Clover Studios didn't leave an open invitation to continue to work with Capcom. Hence why he went to create Platinum with other ex Capcom employees….

  13. Since I'm a PC gamer, I never got much chance to play too many character action/brawler games, so I always appreciate a detailed look at how depth is created in those. Kudos!

  14. I like how you made everybody happy by saying dota style and showing league of legends. Always look forward to your videos. Keep up the amazing work.

  15. YOU CAN THROW YOUR CIGARETTES!?!?!? I was today years old when I learned this.

  16. Typo in the title ^^

  17. Me: Five minutes into a Platinum game

    Someone who randomly comes in: "Oh is that the final boss?"

  18. This guy is seriously not popular enough. One of the few good underdogs here. Keep going man, we all appreciate your content!

  19. Algorithm boost comment

  20. Great, you gave me at least 8 new games to buy.

    Leave my god damn wallet alone, Adam.

  21. I really love the "First play through is the tutorial" quote. <3

    I just released an early access for a really innovative bullet hell. (Innovative enough that im having a hard time promoting it) And coincidentally, it has the Platinum philosophy that you talked about in this video. <3 Most players finishes the early access for just 10minutes, people get really into it and repeat it until they can drop their runs to 6 minutes.


  22. Why when you said fighting games did you show a volleyball game?

  23. Also, these games are called Spectacle Fighters, and not Character Action, is which sounds stupid.

  24. Um… the title has a typo in it

  25. Pokemon Snap… is a shooter?

  26. Seems like this guy compeltely misses the mark of what character action games are supposed to be lmao

  27. Dmc is still way deeper than all of platinum's games

  28. not a mention for astral chain

  29. High level Bayonetta sounds cool, but low level Bayonetta just doesn't do it for me.

  30. So what happened with The Legend of Korra game?

  31. didn't realize that vanquish is platinum's, I've been playing the game wrong

  32. A few people've said it but eh. Adam, how could you have talked about masterful Combat Systems, and Platinum no less, without talking one wink about Astral Chain? The Legions offer soooo much in terms of combos, strategic manuvers, fighting styles, etc. It's also pretty replayable with its ranking system.
    Idk, seems like a huge missed opportunity to me. But, surely you'll talk about it in a future video, riiiiight? Hahaha… Please <3

  33. Platinum games, the studio I wish designed warframe

  34. It’s really important to acknowledge that game depth is about usable options, not just options period. What I mean is that a game will not feel deep if one or two options is the clear optimal choice for nearly every situation, despite there being two dozen choices.

  35. 3:29 – So, how did Platinum manage to pull this off?

  36. 1:27 Such a great metaphore with Abzu!

  37. I certainly dove deep into DOA Extreme 3's plot

  38. And me when I played the game the first time I forgot that you could parry so I went until the last boss without blocking (metal gear rising)

  39. Interesting note: Platinum Games was founded by old members of Studio Clover, the creators of Okami, not a fighter game but very notable, and God Hand, one of the best beat em up games

  40. I honestly had a terrible experience with Beyonetta. I blundered through as far as I could with barely any understanding of the mechanics before getting to a point where I felt like I couldn't advance without figuring them out and feeling like I had no way of doing so.
    And I played NA and found it an interesting experience, but I always felt like the combat was a slog that I had to get through to get to the more interesting philosophical themes and plot. If it hadn't been for the way you can get permanently fucked over by one death and subsequent failed corpse run, I would have cranked up the difficulty high enough to be fun, but as it was I didn't find it very interesting. And I felt like most of the enemies were just clumsy sacks of hit points which were only any challenge to kill because of how long it takes at near peak DPS.

  41. Yes I’m glad you’re alive

  42. 1:18 Ah yes, the real master of the craft, [INSERT HERE].

  43. *Drunk me*: why do I feel the need to play Celeste?

    Ohhhh the music

  44. There is only one thing i don't like about this video… No comment or footage about Anarchy Reigns

  45. Where's Astral Chain?

  46. Coming off Automata going straight into Astral Chain felt so wired at first.
    I'm pretty far into Astral Chain now and the combat feels fluid and tons of fun, but compared to Nier it is slow and felt clunky at first. It's definitely more strategic and slow paced….for Platinum standards.

  47. it is somewhat of a wasted potential in games like Nier Automata sine 99% of all players will never get to this level of gameplay depth.
    it could do a better job in incentivizing players to improve.

  48. Bloodroot is a game coming out soon that has really amazing combat system.
    Easier than platinum games, but man is it fluid and fun.

  49. I dislike Platinum Games. I dislike Bayonetta with the practice mode exclusively on a split second loading screen on PC and the combo list deep down in the menu, so it takes around 10 seconds to get to. I can finish it, but button mashing is no fun, i barely can do more and i get an underwhelming shit rank at the end to finish me. I dislike Vanquish with it's ridiciluosly large crosshairs and the loss of upgraded weapons. I dislike Automata, because it's just boring. MGR is alright, i think. But i knew the parry cheese…
    I prefer Furi's, Sekiro's and Celeste's approach, where you can't finish it until you (mostly) master it. Well, Furi does have ranks, but it doesn't show you them after each boss in the story mode and after you beat a boss, getting the S rank is actually a cakewalk. Plus, i'm bad at remembering combo sequences. Well, this approach can't be applied to competitive action games and, granted, i'm bad at them and therefore dislike them.
    This view of mine is probably connected to the fact that i don't replay games (unless i played them a long time ago and now can barely remember them), it's boring, i know at least 80% of a game anyway, i've seen the most part, there is nothing interesting in watching it again. So i want to get everything i possibly can from a single playthrough, i hate this "finish our 30 hours tutorial first until you can play again for real, probably" approach.

  50. "Video games are all about looking at Bayonetta's ass." – Adam Millard, 2019. (paraphrased)

  51. Not a fan of these games but always interested in the analysis

  52. Would you please do a video on the utility of games teaching you applicable skills in the real world showing they aren't just a way to past the time or how they change your psyche (cognitively speaking)? Love you content, I think you are a real pioneer in the gaming industry.

  53. Search for Nier:Automata DLC Arena – Very Hard (A2) by donguri990. In the comments, people keep on saying "Did we even play the same game?" lol

  54. please cut your gameplay scenes and dont stech them. Its horrible to watch

  55. I still think that DMC is more stylish than bayonetta

  56. DMC series still better than Bayonetta series 😉
    Also, Team Ninja is there in great three instead of From Soft 😉

  57. Not a fan of the "first playthrough is the tutorial" style of design. I appreciate the argument for accessibility, but I never engage with the depth in Platinum games because high scores just aren't really compelling to me. I'm sure I'm not alone, and I'd rather see more games take the Celeste approach where the default experience forces substantial depth of engagement and options are there to lighten things up for players that want them.

  58. "What a save" part is painfully accurate.

  59. Have you ever played dishonored?

  60. "The epic highs and lows of small car football"

  61. Platinum Games are my number one favorite!
    Will you be doing more materials in the style of this in the future, „how X developer does things”?

  62. damn, didnt even show astral chain.

  63. Yes, video games are and always will be about Bayonetta's bum.

  64. 12:31
    I hear that scattered and lost, you can't hide it from me

  65. So why didn't this work for the Legend of Korra? The game was… 'meh' at best, and as such almost certainly the worst game Platinum ever made.

  66. I mean, I love platinum and agree with with what you said, but none of their game's combat system can compete with DMC3-4-5 and Ninja Gaiden black and 2, Platinum makes lots of games with lots of content tho, I'm particularly fond of the Bayo, MGR and Vanquish trio.

  67. The multiple playthrough thing worked well with Automata then. That was my first Platinum game xD I will play others, don't worry

  68. Man, I wished PLATINUM made Fallen Order instead.

  69. 2:12
    Thought it was Bayonetta
    I was so wrong.

  70. But devil may cry came from the brain child of Platinum. So DMC gets a pass.

    But Ninja Gaiden tho

  71. ok, you made me subscribe to your channel. Brillant analysis!

  72. I decided to revisit Kingdom Hearts II: Final Mix and play it on Critical Lvl 1, which I've never done before. The experience is much like the one you describe here.

    There is an amazing sense of depth to the game, when removing the levels. You're not grinding for levels to get through difficult passages in the game. Instead you have to engage with the mechanics and the options available to you. I try to learn each enemy's moveset and their weaknesses, and try to bring the right abilities, items and keyblade, and use a mix of melee and magic abilities, Drive forms and summons. There are a lot of little design choices in enemy and boss designs as well as combat mechanics that I appreciate more.

  73. not only combat system but combat animation… insanity

  74. And then they ruined Astral Chain. 🙂

  75. It's always a pleasure to watch your videos and get a little bit more insight on the great games out there. Thank you for your hard work!

  76. High-Level Design
    Situational design
    Replay value
    The story is not the FIRST
    Start with high intense stage

  77. If you don't talk about GodHand i'll dislike this video.

  78. less than 30 seconds he comes out with the dumbest comment. Over the top does not mean good and that's all they can do. As for from software dark souls combat is different from bloodborne and that is entirely different sekiro. And the armoured core is entirely different from them. Yea they can do a different style. Crapinum games can't. All they know is it over the top non-functional in a world in which physics exists to combat. It's garbage It non-functional it's illogical because all the devs thought was "Does this look cool". Hell ff15 had better combat than all platinum games. It's complete garbage. Also, their work on Nier Automata is only the combat they had one job and they fucked it up. I think their game can only be liked by the same type of people that like micheal bay. Explosions over the top retardation. Also you aren't even a real nier fan.

  79. This is cool and all but how is it any different from what capcom does with DMC? Seriously how is DMC worse at this?

  80. Rickrolling as superpower? SIgn me up!

  81. any Platinum game is 10 times better than any Darksouls game

  82. So it's like Kirby boss fights?

    I've spent hundreds of hours just going through the true arena over and over again, trying to improve my time or win with a weird challenge like using only the wheel ability (I nearly won with that one, actually)

  83. >assuming I play games more than once after I beat them

    How bold of you, Adam.

  84. I'm not into this genre of games but hearing the excitement in your voice makes me wanna try them!

  85. How Platinum Games develops games…

    Let's make Devil May Cry but…

    With giant robots

    Sci-fi super soldiers

    Metal Gear, but based around Virgil's combat style

    Dante is a hot woman

    There are 101 Dantes


    Not to say they don't make improvements, but that's basically it, and it's awesome.

  86. This kinda reminds me of how Ys VIII – Lacrimosa of Dana, from Falcom gave that same "feeling" of depth with its cool Flash Guard and Flash Move mechanics. Those two, coupled with the simple and intuitive way the skills and damage types work made the game look and feel like that. It is somewhat less cinematic, but you still get that strategic play for advanced players when you learn how to work the AI patterns into your favor.
    So yes, I agree with you. A truly "platinum" analysis.

  87. I'm surprised by Platinum's claimed development approach: I've always found Platinum's games to be technically accomplished and soulless.

  88. Could you make a how to out of this?

  89. Loosely defined as competent. I want that on a t shirt.

  90. 1:56 "There's fighting games…" DOA Extreme 3 Fortune ROFLMAO!!

  91. “Shooters”

    shows Pokémon Snap

  92. Hey, I wanted to bring something to your attention. Hope you’ll be able to read it.
    A German Football player, playing for Arsenal, mildly criticized the persecution of minorities in China. In response to that, that player was removed from PES2020 via patch a few days after. You should read it up. His Name is Mesut Özil.

  93. You generalized the third lesson so much. Hard might meant exclusive but it doesnt mean shallow/unaccessible because only few people can beat it. The few people who do beat it find beating something MORE fun BECAUSE they struggled at it/hit a brick wall for so long. Hack and slash are precisely the same reason why most of these games are so boring even though they have insane graphics and million things happening at once. You could spam any button u want and the player will do a carnival of moves. While that may be satisfying for a while this gets really stale really fast. You usually need something else to pick the slack up like bossfights in gow1-3/story in gow4

    I guess different people different strokes and all.

  94. Did he say bum rocket?

  95. is no one going to notice how adam rickrolled us? no? alright.

  96. you didnt even mention GOD HAND

    you disgusted me

  97. I had no idea Platinum created Metal Gear Rising.

  98. 4:54 is he… rickrolling us all!?

  99. I have a question that may not be much of your area but I was really wondering if you could suggest something to help me with creating outdoor games. Video and cardboard games have a lot in common but applying the mechanics to outdoor games takes a lot of stretching and twisting. I tried to look someone up but "surprisingly enough" there aren´t many people talking about this topic. So being sort of close to the business could you mabe name a channel or book about the topic?

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