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Still, it’s a concession.Īnd yet, this lack of autonomy over the offensive wasn’t on my mind when I played World of Demons. It’s likely a necessary and perfectly fine concession, as touch controls can’t possibly track inputs reliably enough to create an experience on par with, say, Bayonetta. World of Demons drops the how from attacking and it’s noticeable.
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All of Platinum’s previous action titles are built around balancing offense and defense, knowing how and when to attack and then knowing how and when to back off. While we talked to Platinum and DeNA about World of Demons, we consistently heard variations of a single mantra: They wanted an action game on mobile without making any concessions.
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But direct offensive maneuvers are more a matter of knowing when to quit attacking rather than any specific combat proficiency. Dodging, switching targets, calling in helper yokai, summoning other players - that’s all performed via quick swipes and taps. However, this is likely helped along by one specific design decision: You simply hold a finger on the screen to keep attacking. It feels remarkably snappy in combat, as it needs to be for handling small waves of yokai enemies with a full 360-degree view. We spent the better part of an hour playing World of Demons on an iPhone 8 Plus, and it’s clear that Platinum’s expertise shines through.
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What can you guys do?’ is something we immediately fell in love with.” This is a really auspicious confluence of events where I essentially came to Platinum and said ‘I want to do an action game on mobile. “I couldn’t think of any better company in the world than Platinum to do that. I’ve been working on console games for a long time throughout my career, and I never felt like there was anything on touch devices that had that level of fluidity and responsiveness,” Szymanski explained. “My goal, initially, was to bring action to touch devices. ”ĭeNA’s Andrew Szymanski is quick to sing Platinum’s praises as the studio that’s perfectly suited to create the game he wanted to publish. I think that’s kind of what started the inception. “We wanted to take these two elements, explore them, and create a game from that. We also think that we can develop a graphical and visual sense that would be possible only with a Japanese studio,” Yamanaka said. “We think that we’re very strong action-based. However, even as good as it looks, our time with World of Demons always came back to one point: Platinum found a way to translate its action sensibilities for touch devices.Īs creative director Masaki Yamanaka tells it, the developer had no intention of straying from its forte for its first foray into mobile. It’s a somewhat-traditional take on its Japanese influences, as it features samurai battling yokai (demons and monsters) - all with a paintbrush strokes contrasted against wood blocks aesthetic. For its next project, Platinum is venturing into unknown waters to prove it’s the best at action regardless of platform.Īs part of a collaborative partnership with DeNA, Platinum is developing a mobile game titled World of Demons.