“We make sure of that right from the very beginning.” “So in games where dodging is important, like Automata or Bayonetta, we try to make sure there’s never a time you can’t dodge,” he added. Taura said the team wanted Automata players to see a response as soon as they pressed a button, and so the devs took pains to ensure actions like jumping and dodging could always be executed immediately. It’s pretty simple.”įor Platinum, speed is often a critical factor. And if playing is frustrating, then it’s not going to feel good. “If pressing a button doesn’t cause an immediate action, then the player will become frustrated while playing.
“When it came to Nier: Automata, we at Platinum Games were especially concerned with making the responses to the player input 'feel' really, really good,” Taura said. At the Game Developers Conference in San Francisco today, game director Yoko Taro and game designer Takahisa Taura took the stage (along with a translator) to chat about about the game came together - and the challenges they faced along the way.