Since its creation in 2007, PlatinumGames has developed a reputation for being something of a cult favorite studio amongst fans. While some of its releases like Nier: Automata and Bayonetta might lack high-profile sales figures, especially in comparison to their genre contemporaries, their critical and public reception more than makes up for this. Often PlatinumGames’ titles are beloved for their unique over-the-top style and subsequent quirky charms. It's for this reason that fans still lament what Scalebound could have been, five years after the project was unceremoniously canceled.

Promises of visceral action blended with PlatinumGames' unique world-building prowess, not to mention an enticing narrative revolving around dragons, were all left unfulfilled due to admitted failures from the studio and its publishing partner Microsoft. Like most games that are canceled, the idea of what Scalebound could have been has lingered among fans and those that were involved in the project. Just this month alone, PlatinumGames director Hideki Kamiya expressed a desire for the studio and Microsoft to try again with Scalebound. It’s for this reason that now seems like the perfect time to take a look back on the project’s complicated development history.

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Scalebound’s Development

Scalebound

Even though Scalebound was officially unveiled by Microsoft at E3 2014, in an attempt to kickstart the Xbox One following its lukewarm launch, PlatinumGames’ desire to make the game can actually be traced all the way back to the studio’s creation in 2007. While the concept of what Scalebound could be was drawn up at the time, the higher ups in the studio ultimately decided to put Bayonetta into active development instead.

It’s partly for this reason why discussions regarding Scalebound have never really gone away, as the game is embedded into the identity and origins of Platinum in many respects. Following the eventual launch of cult-classics like Vanquish, Metal Gear Rising: Revengeance, and The Wonderful 101 though, Scalebound was put into active and full development in 2013.

Around this time, a deal was struck between PlatinumGames and Microsoft, which would see the latter assume ownership of the Scalebound IP in exchange for funding and support. In the aftermath of this agreement, what the game was intended to be on the Xbox One was fleshed out by Kamiya and his team. Concepts revolving around dinosaurs and motion controls, which were both holdovers from the Wii-era, were scrapped.

Instead, the latest incarnation of Scalebound was set to be a primarily third-person action-RPG, where players could direct and occasionally take control of a dragon companion. Mechanically there would’ve been a diverse array of systems to support this concept, such as the ability to shape-shift, execute melee combos, and the option to customize the dragon’s move-sets and appearance.

This sense of ambition could also be seen within Scalebound’s narrative direction as well. Set within the high-fantasy land of Draconis, players would have been thrust into the boots of a character named Drew. Instead of being indigenous to the realm though, this non-customizable protagonist would have curiously hailed from the modern world. Finding himself within the nonlinear landscape, Drew would’ve quickly bonded with a dragon called Thuban, before setting off on a journey of discovery.

Between this heady mix of concepts, and the promise that the two heroes would’ve shared a symbiotic relationship gameplay wise, it’s easy to see why so many people are disappointed that Scalebound never became a playable reality.

Scalebound’s Cancellation

scalebound

After Scalebound’s global unveiling at E3 2014 via a cinematic trailer, several other follow-up appearances occurred over the course of several years. At 2015’s E3 presentation, PlatinumGames and Microsoft announced that, despite featuring a narrative seemingly designed to be a singleplayer experience, Scalebound would come with a four player co-operative option as well. Tentatively, a 2016 release window for the game was also set around this time, before it was publicly pushed back into 2017 towards the end of the year. Only a few months after this announcement, Microsoft revealed that development on Scalebound had come to an end.

At the time, very few details were presented to the public as to why the game was canceled. Speaking during an interview in 2019, PlatinumGames' Atsushi Inaba ambiguously stated that both sides of the equation had failed during Scalebound’s development. One year later, Kamiya mentioned specifically during a follow-up interview that the studio had lacked the experience to create a game with online centric features. An inability to live up to player expectations, and the damage this did to the mental health of Platinum's employees, as well as issues working with Unreal Engine 4, were both cited as reasons for the cancellation.

Scalebound Post-Cancellation

Atsushi Inaba Microsoft Xbox Phil Spencer

Considering how Scalebound has often been positioned as PlatinumGames’ dream game, and the unceremonious nature of its cancellation, it’s not shocking at all that the idea of its resurrection has persisted over the last five years. At several points during that time period, representatives from the studio have candidly stated their desire to try again with the project.

With Microsoft having ownership over the Scalebound IP, it looks as though the decision to bring back the game for the Xbox Series X and S is a decision that rests solely on its metaphorical shoulders. With Game Pass needing a stream of consistent content, there’s a chance that this popular and highly sought after title could be brought back in an attempt to garner goodwill amongst subscribers.

Scalebound was officially canceled in January 2017.

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