“We weren’t experienced enough”

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scale-bound. This one word is enough to put you in a bad mood in many places. The short form of the story: The game was announced exclusively for Xbox One by PlatinumGames in June 2014, development was finally stopped in early 2017. Now Hideki Kamiya . has compared to cutscenes reiterated about the failed project.

With Scalebound, PlatinumGames wanted to take the next step towards modern game development, which also included photo-realistic graphics. That was a great challenge. “We were working in an environment that we were not used to,” Kamiya says. This mainly includes the Unreal Engine and its online features.

In the end, the conclusion remained: “We were not experienced enough.” That then led to the failure of the project. Hideki Kamiya concludes his comments with an apology to all players and to Microsoft.

The entire Cutscenes contribution


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through Gematsu, Images: Scalebound, Microsoft, PlatinumGames

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I am the Editor for Gaming Ideology. I love to play DOTA and many other games. I love to write about games and make others love gaming as much as I do.

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