While PlatinumGames' core goal was to create new and original intellectual property, the team previously also accepted several contract works from Activision on several licensed projects, most of which received mixed reviews.[3] Prior to establishing the company, the three worked for Capcom, and were key members of the Osaka-based Clover Studio, which specialized in making new and creative intellectual properties.[4] They worked closely together developing popular Capcom franchises including Resident Evil, Devil May Cry, Viewtiful Joe and Ōkami.[8] Minami became the studio's head and focused on the company's management and administration, while Mikami, Inaba and Kamiya remained in the positions of director or producer.Produced by Inaba, the game was designed to appeal to a western audience and had a unique art style inspired by that of Sin City.The original story was written by Yasumi Matsuno, who had previously worked on Square Enix's Ogre Battle and Final Fantasy Tactics, while PlatinumGames and Sega jointly localized the title for the West.[17] In 2010, Sega announced that they would cease publishing mature video games for the Wii, citing the disappointing sales of MadWorld as a contributing factor.[19] Inspired by the works of Arthur C. Clarke and Greg Egan, PlatinumGames collaborated closely with Nude Maker while developing the game.[clarification needed] The title was directed by Kamiya, who originally pitched several "casual" projects for the studio before starting the development of Bayonetta.[25] The game features an original story, with inspirations drawn from Scandinavian mythology, while the design of the titular character was based on Kamiya's own vision of an "ideal woman".Mikami decided the game's third-person perspective through trial and error, and hoped that with it, the team could increase its gameplay pace.[41] Directed by Kenji Saito, the game, titled Metal Gear Rising: Revengeance, was released in 2013 and received generally positive reviews from critics, and was a commercial success.According to Kamiya, inspiration was drawn from classic tokusatsu series like Super Sentai, and that the game was designed to appeal to all types of audiences.Though Nintendo did not comment on the game's sales, the title sold only 38,828 copies in Japan in its first week of release, faring much worse than the original.[63] In 2013, Kamiya revealed that he would like to have an opportunity to continue PlatinumGames' partnership with Nintendo, creating new properties or working on extending the universe of their existing franchises such as Star Fox.[68][69][70][71][72] By the end of March 2016, Minami stepped down from his position as president and CEO, with executive producer Kenichi Sato succeeding him.[80] Directed by Nier creator Yoko Taro, the game received critical acclaim and more than 2 million copies were sold.[86] In April 2018, the company announced a partnership with DeNA for an action game that explores Japanese folklore for Android and iOS devices, titled World of Demons.Its development began in 2015 with 30 employees attached to it, including staff who had worked on Star Fox Zero and Bayonetta 2, was soft launched in some countries in 2018, but was pulled from storefronts the following year."[92] Tencent Holdings supplied capital investment into Platinum in January 2020, which will allow the studio to self-publish its future titles.According to Inaba, the core goal of the company is to make new and original intellectual property, and that taking risks is a crucial part of video game development.The studio also invites employees who are not involved in game design, such as artists and programmers, to provide creative input to their projects.According to PlatinumGames, a good action game should be "passive" and feature a "unique selling point"; replay value that allows players to hone their skills; a strong leading character; and should not follow conventional design philosophy.