Since its creation in 2007, PlatinumGames has developed a reputation for being something of a cult favorite studio amongst fans. While some of its releases like Nier: Automata and Bayonetta might lack high-profile sales figures, especially in comparison to their genre contemporaries, their critical and public reception more than makes up for this. Often PlatinumGames’ titles are beloved for their unique over-the-top style and subsequent quirky charms. It's for this reason that fans still lament what Scalebound could have been, five years after the project was unceremoniously canceled.
Promises of visceral action blended with PlatinumGames' unique world-building prowess, not to mention an enticing narrative revolving around dragons, were all left unfulfilled due to admitted failures from the studio and its publishing partner Microsoft. Like most games that are canceled, the idea of what Scalebound could have been has lingered among fans and those that were involved in the project. Just this month alone, PlatinumGames director Hideki Kamiya expressed a desire for the studio and Microsoft to try again with Scalebound. It’s for this reason that now seems like the perfect time to take a look back on the project’s complicated development history.
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Even though Scalebound was officially unveiled by Microsoft at E3 2014, in an attempt to kickstart the Xbox One following its lukewarm launch, PlatinumGames’ desire to make the game can actually be traced all the way back to the studio’s creation in 2007. While the concept of what Scalebound could bewas drawn up at the time, the higher ups in the studio ultimately decided to put Bayonetta into active development instead.
It’s partly
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