Hideki Kamiya Says Scalebound Might Have Survived Under a Japanese Publisher

Hideki Kamiya Says Scalebound Might Have Survived Under a Japanese Publisher

The PlatinumGames co-founder says cultural differences in game development shaped Scalebound’s troubled production and ultimate cancellation.

Por Pablo el 14 de October de 2025

The failure of Scalebound is well known in gaming circles. Once envisioned as a dream collaboration between PlatinumGames’ creative vision and Microsoft’s resources, it ultimately became one of the most infamous cancellations in modern gaming. But according to its director, Hideki Kamiya, things might have gone differently if a Japanese publisher had been behind it.

Kamiya, who is now back at Capcom working on a new Okami project, recently reflected on the experience and the differences he has noticed between Japanese and Western publishers in an interview with Video Games Chronicle.

Japanese studios give creators more freedom

Kamiya said he feels a greater sense of creative freedom when working with Japanese publishers. In his view, they tend to be patient and understanding when developers are exploring new ideas, something he believes is harder to find in the West.

“For foreign companies, if you’re trying to invent something new, because the shape of it isn’t clear yet, there tends to be pressure, like ‘show us something that’s taken shape more’. And if you look at the games themselves, like how first-person shooters were the popular thing for a while, I get the impression that they feel a sense of safety following an established format.”

He contrasted this mindset with his experiences in Japan, where studios often trust the creative process even when a project’s direction is still taking shape.

What Scalebound could have been

Kamiya pointed to several of his earlier games as examples of unconventional ideas that were nurtured through collaboration with Japanese publishers. Titles such as Bayonetta with its Witch Time mechanic, The Wonderful 101 with its Unite Morphs, and Okami with its Celestial Brush were all allowed to evolve freely.

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In contrast, Scalebound was a completely new concept that did not fit into any existing mold. Kamiya acknowledged that this made it easy for some people to have doubts.

“What it feels like when working with Japanese publishers is that the development culture feels closer to mind, and they tend to be more understanding toward creators.”

Throughout his career, Kamiya has worked with both Japanese and Western companies, including SEGA, Capcom, Nintendo, Konami, Koei Tecmo, Microsoft, Tencent, and Activision.

Taking responsibility

Despite his comments, Kamiya did not place the blame for Scalebound’s cancellation on Microsoft. He admitted that the responsibility ultimately lay with PlatinumGames and with himself as director.

Looking back, he believes a Japanese publisher might have approached the project differently, focusing on a more collaborative process rather than pushing for early results.

“I do think it would’ve been different,” he said. “I don’t mean that if it had been a Japanese publisher, the game would necessarily have been completed and released, but I imagine the process itself would have played out differently.”

Now, with decades of experience working across both cultures, Kamiya says he has learned how to balance the strengths of each. “If the opportunity ever comes again, we’ll find a way to take advantage of both sides’ strengths.”

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