Platinum Games Wants To Resurrect Scalebound

Scalebound was once one of the hottest Microsoft exclusives during the Xbox One’s early years. Platinum Games created the cool action title, which combined Devil May Cry style action and attitude with dragons. Despite the hype, the game was canceled in 2017 and has become one of gaming’s curious “What if?” stories. Platinum’s leadership still believes in the idea and is willing to meet with Microsoft to bring it to fruition.
An interview with IGN Japan, Platinum’s president and vice president, Atsushi Inaba and Hideki Kamiya, respectively, reflected on Scalebound’s cancellation. Inaba states that Kamiya, the game’s creator, talks about reviving Scalebound “all the time.” This isn’t just wishful thinking; the pair wants to have serious talks with Microsoft about revisiting the project.
“Both Kamiya and I are serious – we really would love to work on Scalebound again,” says Inaba. “I’d like to discuss it with Microsoft properly.” Kamiya added that Scalebound’s development was far along when it got the ax and that it’s “pointless” for Microsoft to let the IP languish.
“I’d like to appeal to Phil Spencer directly! Let’s do it, Phil!” says Kamiya.

E3 2014 was the first time Scalebound was announced. In a sci-fi world, Scalebound featured Drew as an action RPG character. He was a warrior who is bonded with Thuben the dragon. Although Drew was the only character, he could wield swords and other weapons. Players were able to issue commands to Thuben, an AI-controlled AI. Scalebound was also able to support four-player cooperative play. It was originally scheduled for launch late 2016, but it was delayed and Microsoft cancelled the game in January 2017.
In the years since, Kamiya, Inaba, and Phil Spencer have expressed disappointment over Scalebound’s demise. In a video interview from November 2021, Kamiya spoke candidly about the cancellation, admitting Platinum bit off more than it could chew in terms of the game’s scope and that it lacked the experience at the time to realize his vision:
“We were working in an environment we weren’t used to. The Unreal Engine was our development environment. Additionally, our knowledge was not sufficient to make a game that relied on internet features. These were huge hurdles that we had to conquer. We weren’t experienced enough and couldn’t get over that wall, leading to what happened in the end. I’m sorry to the players who looked forward to it, and moreover I’m sorry to Microsoft who had placed their trust in us as a business partner. I want to apologize both as a creator and as a member of Platinum Games.”
[Source: IGN Japan via IGN]
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