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Platinum Games

Company

2 documents in the library are about Platinum Games, from writers such as DiGRA and The Game Business. Each has a summary and key insights with the page they come from.

Documents
2
newest 9 Jun 2026

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Each row is a game or company named alongside Platinum Games, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Platinum Games

Cover of The New Paramount Games Isn’t Like the Old Paramount Games
Article

The New Paramount Games Isn’t Like the Old Paramount Games

Paramount Games is undergoing a strategic transformation, moving away from past failed attempts at gaming to establish a sustainable, long-term development and publishing operation.

  • Paramount Games is shifting its strategy toward 'cost-effective AAA' titles, explicitly avoiding the massive, high-risk budgets associated with industry-standard blockbusters like GTA.
  • The company aims to release multiple titles per year across its portfolio, leveraging established properties like SpongeBob and Nick Toons alongside new original IP to ensure consistent audience engagement.
  • Paramount has partnered with Platinum Games to develop 'Teenage Mutant Ninja Turtles: The Last Ronin,' signaling a move to prioritize development partners who demonstrate genuine passion for the source material.
The Game BusinessJun 2026
Cover of Memory and Meaning in Analogue: A Hate Story and Nier: Automata
Article

Memory and Meaning in Analogue: A Hate Story and Nier: Automata

This paper examines how two games, Christine Love's visual novel Analogue: A Hate Story (2012) and Platinum Games' action RPG Nier: Automata (2017), make the act of saving and loading data meaningful beyond its usual role as a gameplay mechanic.

  • The paper argues that save and load systems in games can carry narrative, thematic, and interpretive meaning, not just serve as a gameplay mechanic, prompting reflection on how the past is stored, accessed, and remembered in digital culture.
  • It frames its analysis through the concepts of "mechropolitics" (who lives and dies within a game's systems) and "mnemopolitics" (whose lives are remembered and how), drawing on theorists of archiving, difficult knowledge, and testimony.
  • In Analogue: A Hate Story (2012), players cannot see every file in a single playthrough, so they must decide whom to believe and what to preserve, a choice tied to Leigh Gilmore's notion of the "adequate" versus "tainted" witness.
DiGRAJan 2018