By 2014, PlatinumGames studio had already solidified its place in the video game industry, gaining acclaim from slasher fans and enthusiasts of action-packed games through titles such as Bayonetta, Vanquish, and Metal Gear Rising: Revengeance. Given Microsoft’s search for creators of exclusives for Xbox One (and computers too, as Redmond had a unique take on ‘exclusive’ compared to its rivals), it was no wonder they teamed up with Japanese developers. The fruit of this partnership was intended to be Scalebound, a game that seemed like a fusion of Devil May Cry and Monster Hunter.
Man, dragon – two brothers
At the E3 2014 expo, it was revealed that Scalebound wouldn’t be another typical slasher game from PlatinumGames. Instead, they opted to create an action RPG. The fighting system was designed with such flair that the game would boast equal prestige as their previous projects. Throughout the game, you’d assume the character of Drew, who finds himself in the magical realm of Draconis, where a peril looms not only over this world but also Earth.
The young warrior was left with no other option than to engage in battle. An unexpected ally, the dragon Thuban, would aid him, leading to a unique partnership between two different species.
Mix of genres
In creating Scalebound, PlatinumGames sought to prioritize a more engaging narrative and stunning visuals, which meant simplifying and streamlining the combat system somewhat for easier gameplay. Yet, the game would maintain its connection to the slasher genre, with the majority of gameplay involving battles from Drew’s perspective. These encounters would be both intense and visually striking, demanding quick reflexes, agility, and strategic attack combinations from players.
Apart from the common foes the hero would dispatch with finesse that would impress Dante himself, there will be stronger adversaries standing guard on his journey. To overcome these powerful opponents, one must identify and exploit their vulnerabilities.
Or:
In addition to the usual foes the protagonist would vanquish in a way that would win Dante’s approval, more challenging bosses will obstruct his path. Defeating these formidable adversaries necessitates finding and using their weaknesses.
The character Drew would utilize a blend of close-combat and long-range weaponry, mastering swords and bows. These tools were designed to wear down over time, necessitating equipment changes. Additionally, the hero would sport an arm modeled after a dragon’s, which he could use to identify enemies’ vulnerabilities, execute unique attacks, or aid Thuban with healing abilities. Furthermore, the lead character was conceptualized as having the ability to transform into a remarkable fusion of human and dragon, boasting distinctive skills in this form.
Interspecies alliance
In this tale, Thuban isn’t merely a side character; rather, he becomes a secondary protagonist, playing an integral role alongside Drew. Drew can issue orders to his dragon companion, Thuban, who will initially be managed by AI, adjusting its actions based on the battlefield conditions. However, as the story progresses, Drew is meant to acquire the power to directly control Thuban, shifting the viewpoint to a first-person perspective. As their bond strengthens, Drew will gain the privilege to ride Thuban, causing havoc on the battlefield and traveling across locations upon its back.
As we advanced, we improved our equipment and enhanced Drew’s skills. Thuban’s power grew stronger too, learning fresh battle-related talents. Gradually, we procured new armor sets for him.
Not only for one
Scalebound was initially designed to offer both solo play and cooperative gameplay for up to four players. The creators planned to introduce various classes of dragons in the co-op, ranging from swift, airborne reptiles to massive, terrestrial beasts.
As a gamer, I was eagerly anticipating the release of Scalebound, knowing it would run on Unreal Engine 4, the top-tier engine from Epic Games back then. The developers showcased some stunning visuals, and the meticulously crafted dragon really caught my eye.
Dragons instead of dinosaurs
To delve into why Scalebound was taken off Microsoft’s release schedule, let’s first travel back to the inception of PlatinumGames. The concept for this game took root among the team members soon after the studio’s formation. Initially, they had envisioned Scalebound, but ultimately, Bayonetta caught the Japanese interest instead. After the success of Bayonetta, the team revisited their original idea, but it only resulted in a prototype. Unfortunately, this prototype failed to impress any publishers, leading the team led by Hideki Kamiya to pursue a different project – The Wonderful 101.
After encountering obstacles, the studio persevered and eventually decided to revisit the project. A change in the project’s concept attracted the interest of Microsoft as a potential financier. Although it hasn’t been officially disclosed, it seems likely that at this point, the decision was made to incorporate dragons rather than dinosaurs, which had originally been planned. Work on the game Scalebound commenced in 2013, and it was during the E3 2014 event that the project’s official announcement was made.
Inclined plane
Initially, everything appeared to be proceeding as expected. The Gamescom 2015 event unveiled gameplay for this title, and despite the postponement of the Scalebound release from 2016 to 2017, there was still a sense of optimism. Regrettably, in January 2017, it was disclosed that the project had been put on hold. Officially, this was due to “extensive calculations” and for “commercial reasons.
After that period, there was no further discussion about the matter. Over time, it became evident that one of the reasons the project suffered such a setback was due to PlatinumGames’ limited experience in creating online games. Nevertheless, by 2020, the studio had prepared itself to revisit the project, anticipating a favorable reaction from Microsoft. Regrettably, their efforts were unsuccessful. Eventually, some aspects (it wasn’t disclosed which ones) from Scalebound were incorporated (with adjustments) into Bayonetta 3.
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2025-03-08 22:37