---
title: 'The Painful Tragedy of Scalebound'
source: 'https://youtube.com/watch?v=Z4vCqybFrxw'
video_id: 'Z4vCqybFrxw'
date: 2026-08-02
duration_sec: 974
---

# The Painful Tragedy of Scalebound

> Source: [The Painful Tragedy of Scalebound](https://youtube.com/watch?v=Z4vCqybFrxw)

## Summary

This video explores the development and cancellation of Scalebound, an ambitious action RPG by PlatinumGames that was exclusive to Xbox One. It details the game's origins in Hideki Kamiya's passion for dinosaurs and dragons, its evolution through various pitches, the partnership with Microsoft, and the eventual cancellation in January 2017, leaving the IP in limbo.

### Key Points

- **PlatinumGames Founded** [00:00] — Capcom veterans Atsushi Inaba, Hideki Kamiya, and Shinji Mikami founded PlatinumGames in 2007, producing critically acclaimed games like Bayonetta and Vanquish.
- **Scalebound Concept** [00:37] — Hideki Kamiya had a concept for a game featuring a young man and a dragon companion named Thuban, focusing on their bond across storytelling and gameplay.
- **Announcement and Hype** [01:20] — Scalebound was announced during the Xbox One's early days, generating significant public interest and hope for the console.
- **Cancellation** [01:37] — Microsoft abruptly ceased development on Scalebound, surprising many, and the IP rights remain with Microsoft, preventing Platinum from revisiting it.
- **Kamiya's Passion for Creatures** [02:10] — Kamiya's love for dinosaurs and giant creatures like Godzilla influenced his game designs, including references in Devil May Cry and Bayonetta.
- **Initial Pitches** [03:14] — Scalebound was initially pitched as a Wii game with a little girl controlling dinosaurs, later evolving to a child protagonist with dragons, and eventually an older swordsman.
- **Deal with Microsoft** [04:34] — Platinum signed a deal with Microsoft around 2013, facilitated by Ben Judd, to bring Scalebound to Xbox One.
- **Working Relationship** [05:26] — Kamiya praised Microsoft's hands-on approach, which streamlined production and kept Platinum honest, differing from Japanese publishers.
- **Broadening Appeal** [06:37] — Platinum aimed to attract a wider audience by reducing the risk/reward feel of previous games, focusing on accessibility.
- **Gameplay Core** [07:04] — Scalebound featured Drew and Thuban in battles, with action RPG elements, customizable dragon skins, and a bond system affecting gameplay.
- **Bond Mechanics** [09:01] — The relationship between Drew and Thuban was central, with shared health, skill points for supportive actions, and unlockable joint attacks.
- **E3 2014 Reveal** [10:46] — Scalebound was unveiled at E3 2014 with a trailer showcasing the dragon form and bond, generating excitement.
- **gamescom 2015** [11:17] — A five-minute gameplay trailer at gamescom 2015 showed combat, co-op options, and diegetic music, setting expectations for a holiday 2016 release.
- **Delay to 2017** [12:12] — In January 2016, the game was delayed to 2017 to implement innovative features.
- **Cancellation Rumors and Confirmation** [12:43] — In January 2017, Kotaku reported development troubles, and Microsoft confirmed cancellation shortly after.
- **Aftermath** [13:59] — Platinum's Atsushi Inaba said both sides failed, and the studio learned painful lessons. They would love to revisit the IP if possible.

### Conclusion

Scalebound's cancellation remains a tragic loss for gamers and PlatinumGames, with the IP trapped in limbo due to Microsoft's ownership. The video highlights the challenges of ambitious game development and the importance of publisher-developer relationships.

## Transcript

Capcom veterans Atsushi Inaba, Hideki&nbsp; Kamiya, and Shinji Mikami joined&nbsp;&nbsp; forces in 2007 to found PlatinumGames.&nbsp; Operating out of Capcom s backyard in Osaka,&nbsp;&nbsp;
Japan, while producing critically acclaimed&nbsp; games such as Bayonetta and Vanquish for Sega.&nbsp;&nbsp; These titles and several others set a cadence&nbsp; for Platinum, mixing combo-based action with&nbsp;&nbsp; over-the-top visuals for incomparable interactive&nbsp; experiences. All the while, however, Hideki Kamiya&nbsp;&nbsp;
had another idea brewing in the back of his mind,&nbsp; a concept that would finally give respect to the&nbsp;&nbsp; larger-than-life creatures he d long adored. Scalebound was to star a young man stranded&nbsp;&nbsp;
in a fantastical world whose companion,&nbsp; the fire-breathing dragon named Thuban,&nbsp;&nbsp; constituted the last of its kind. Instead of an&nbsp; antagonistic or purely functional relationship,&nbsp;&nbsp; the two unlikely allies forged a bond&nbsp; that united them across storytelling&nbsp;&nbsp;
and gameplay mechanics. Publisher Microsoft&nbsp; Studios fell head over heels for Platinum s&nbsp;&nbsp; pitch, signing a deal that would make the&nbsp; sprawling adventure exclusive to Xbox One.&nbsp; The public similarly grew attached to Scalebound,&nbsp; fawning over every screenshot and morsel of&nbsp;&nbsp;
gameplay footage shown during its fleeting life&nbsp; cycle. But it never actually saw the light of day,&nbsp;&nbsp; not outside of well-crafted vertical slices and&nbsp; glowing press previews. Announced during the nadir&nbsp;&nbsp; of the Xbox One s early days, Scalebound seemed a&nbsp; beacon of hope for the beleaguered console. Thus,&nbsp;&nbsp;
all were surprised when Microsoft abruptly ceased&nbsp; development on the project, pulling the plug the&nbsp;&nbsp; year it was to hit store shelves. And the fact&nbsp; that Microsoft owns the intellectual property&nbsp;&nbsp; rights means the keys to Kamiya s unique&nbsp; vision remain outside of PlatinumGames reach&nbsp;&nbsp;
for an indeterminate length of time. This is the tragedy of Scalebound.&nbsp;
Hideki Kamiya s fondness for action,&nbsp; adventure, and role-playing games&nbsp;&nbsp;
informed his love of dinosaurs and gargantuan&nbsp; creatures like Godzilla. This passion followed&nbsp;&nbsp; the now-storied game designer to Capcom to the&nbsp; extent that he envied Shu Takumi s role on Dino&nbsp;&nbsp;
Crisis and wanted to swap projects despite&nbsp; working on Resident Evil 2. But Kamiya s&nbsp;&nbsp; passion was made manifest by other means moving&nbsp; dinosaur skeletons appeared in Devil May Cry,&nbsp;&nbsp;
for example. The designer additionally&nbsp; referenced dinosaur movements for the&nbsp;&nbsp; game s Griffon demon. Dragons also served as&nbsp; the thematic basis for Bayonetta s Fortitudo&nbsp;&nbsp; boss and influenced the creation of&nbsp; certain enemies in The Wonderful 101.&nbsp;
These auxiliary depictions merely scratched the&nbsp; surface for Kamiya, who felt video games too&nbsp;&nbsp; often typecast dinosaurs and the like as either&nbsp; the villain, pet, or mode of transportation. In&nbsp;&nbsp;
an attempt to flip the script, the pitching&nbsp; phase for PlatinumGames s first endeavor saw&nbsp;&nbsp; the Devil May Cry creator propose a game&nbsp; with dinosaurs as the main subject matter.&nbsp; Kamiya divulged in a GameSpot interview that&nbsp; Scalebound counted among the first concepts&nbsp;&nbsp;
the studio considered after opening its doors. The&nbsp; project was initially pitched as a Wii experience&nbsp;&nbsp; starring a little girl through whom players could&nbsp; control dinosaurs with the Wii remote. Ultimately,&nbsp;&nbsp; other endeavors took precedent. After shipping&nbsp; Bayonetta in 2009, Platinum revisited the&nbsp;&nbsp;
dinosaur game, keeping the child protagonist&nbsp; but jettisoning the dinosaur theme in exchange&nbsp;&nbsp; for dragons. Building a prototype helped further&nbsp; flesh out the idea and led to Kamiya s realization&nbsp;&nbsp; that he d much rather join the action instead of&nbsp; watching it. This line of thought begat another&nbsp;&nbsp;
significant change, one wherein a slightly&nbsp; older swordsman replaced the little girl.&nbsp; Platinum shelved the project again soon&nbsp; thereafter, setting aside its dragon&nbsp;&nbsp; prototype to move forward with what would&nbsp; later become Wii U s The Wonderful 101.&nbsp;&nbsp;
Towards the end of the Wii U title s development,&nbsp; Kamiya reengaged the dragon game, working&nbsp;&nbsp; alongside the studio s lead designer to compose&nbsp; a refined version of the concept document. At&nbsp;&nbsp; long last, the game designer had an opportunity to&nbsp; helm development on his dream. The Japanese outfit&nbsp;&nbsp;
inked a deal with a prominent western publisher&nbsp; to help bring its co-founder s dream into reality.&nbsp;
Over time, Japanese publishers had grown wary of&nbsp; original fare with a big budget and an independent&nbsp;&nbsp; studio attached. Japanese firms who produced&nbsp; these types of experiences, thus, turned to&nbsp;&nbsp; crowdfunding, licensing agreements, mobile game&nbsp; development, or leaving the industry flat-out.&nbsp;&nbsp;
Luckily for PlatinumGames at the time, translator&nbsp; and former Capcom producer Ben Judd facilitated&nbsp;&nbsp; a meeting with Microsoft that landed Scalebound a&nbsp; new home after it entered production around 2013.&nbsp;
Creative Producer Jean-Pierre Kellams told&nbsp; IGN that partnering with a western publisher&nbsp;&nbsp; marked an important step for the studio and by&nbsp; all accounts, the two fostered a great working&nbsp;&nbsp;
relationship. According to Kamiya, Microsoft&nbsp; s very hands-on approach differed from that&nbsp;&nbsp; of Japanese publishers that followed a good-ol&nbsp; -days business model, in which higher-ups were&nbsp;&nbsp; satisfied so long as the game worked out in&nbsp; the end. The team at Xbox similarly emphasized&nbsp;&nbsp;
the final product yet had a vested interest in&nbsp; the process by which its partners reached that&nbsp;&nbsp; point. Most importantly, Kamiya insisted Xbox&nbsp; s managerial efforts kept Platinum honest and&nbsp;&nbsp;
streamlined production to the extent that&nbsp; they developed the game faster than usual.&nbsp; Microsoft s expertise enhanced the content of&nbsp; Scalebound, as well. A self-aware Platinum knew&nbsp;&nbsp; that while most of its endeavors were critical&nbsp; darlings, they didn t exactly fly off store&nbsp;&nbsp;
shelves. Asking Microsoft s gaming division for&nbsp; advice on how best to attract a broader audience&nbsp;&nbsp; served as but one of many ways the Bayonetta&nbsp; creators stepped out of their comfort zone.&nbsp;&nbsp; As a result, skilled and advanced players were&nbsp; not the target audience; instead, the studio&nbsp;&nbsp;
tried appealing to a wider range of players&nbsp; by sidestepping the severe risk/reward-type of&nbsp;&nbsp; feel that pervaded its previous adventures. Though&nbsp; certain design choices spawned from older pitches,&nbsp;&nbsp;
the hope was that Scalebound s fantastical nature&nbsp; would further interest those who didn t typically&nbsp;&nbsp; give Platinum-developed games a second glance. The player character, Drew, participating in&nbsp;&nbsp; expansive battles between two large-scale&nbsp; creatures provided Scalebound with its&nbsp;&nbsp;
gameplay core. In true Platinum fashion,&nbsp; the protagonist wielded outrageous weapons,&nbsp;&nbsp; including swords that dwarfed Drew in size.&nbsp; And of the myriad tools at his disposal,&nbsp;&nbsp;
many came imbued with elemental characteristics&nbsp; such as the ability to deal fire damage. While&nbsp;&nbsp; this may have seemed like business as usual on&nbsp; paper, action role-playing elements sat at the&nbsp;&nbsp; forefront, a first for the development crew. But Kamiya and Co. remained adamant about&nbsp;&nbsp;
carefully ingratiating the studio s signature&nbsp; action-centric DNA into Scalebound s more RPG&nbsp;&nbsp; qualities. Thus, the responsiveness of movement&nbsp; that helped separate Bayonetta and Devil May Cry&nbsp;&nbsp; from their counterparts pervaded the dragon&nbsp; game, ensuring players would always feel in&nbsp;&nbsp;
full control of Drew. Controlling the dragon,&nbsp; Thuban, proved integral as well, given Drew&nbsp;&nbsp; s ability to direct the creature s behavior&nbsp; on the battlefield. Yet, developers designed&nbsp;&nbsp; the companion AI such that Thuban could also act&nbsp; independently, obeying commands in a general sense&nbsp;&nbsp;
while simultaneously responding to situations&nbsp; with some semblance of autonomy when necessary.&nbsp; Drew s command over Thuban extended to the dragon&nbsp; s aesthetic design, too. Platinum wanted players&nbsp;&nbsp;
to customize his appearance with skins that&nbsp; matched their preferences, emphasizing the unique&nbsp;&nbsp; bond that users were to build with the creature.&nbsp; Said bond represented the center of gravity for&nbsp;&nbsp; Scalebound, as the unlikely companions found&nbsp; themselves propelled into a mutually beneficial&nbsp;&nbsp;
relationship whose growth could save the magical&nbsp; world of Draconis. This pairing and its importance&nbsp;&nbsp; to the overarching narrative harkened back to&nbsp; Hideki Kamiya s vision of designing a game where&nbsp;&nbsp; the dragon took center stage hence the team&nbsp; prioritizing customization options for Thuban.&nbsp;
The connection between Drew and Thuban blossomed&nbsp; out of their shared sense of isolation,&nbsp;&nbsp; with the former being unexpectedly thrust&nbsp; into Draconis from the modern world and the&nbsp;&nbsp; latter constituting the last of his kind. Platinum&nbsp; notably designed Scalebound around the evolution&nbsp;&nbsp;
of their relationship on levels both high and&nbsp; low. If Thuban died during a combat encounter,&nbsp;&nbsp; so, too, did his human companion and vice versa.&nbsp; Their partnership even informed various gameplay&nbsp;&nbsp;
mechanics, apparent in the skill point system&nbsp; that rewarded users for healing the dragon or&nbsp;&nbsp; performing other supportive role-type actions. Speaking with IGN, Gamer Designer Yasuke Miyata&nbsp;&nbsp; behaviors that ultimately benefited progression.&nbsp; Eventually, the duo would build up enough trust&nbsp;&nbsp;
that enabled Drew to mount the dragon; and&nbsp; the same principle applied to unlockable joint&nbsp;&nbsp; attacks a mechanic capable of amplifying&nbsp; the synchronicity between man and dragon.&nbsp; All told, Platinum seemingly had something special&nbsp; up its sleeve, another original IP that could help&nbsp;&nbsp;
the industry break new ground. Microsoft Studios&nbsp; s Creative Director, Ken Lobb, boasted during an&nbsp;&nbsp; Inner Circle podcast appearance that Platinum had&nbsp; the chance to produce a Game of the All-Time. And&nbsp;&nbsp;
for a long while, it appeared audiences would get&nbsp; to someday make that judgment for themselves. But,&nbsp;&nbsp; somewhere along the way, the Japanese studio s&nbsp; ambitious epic slowly began fading from view.&nbsp;
PlatinumGames wowed audiences during Xbox s E3&nbsp; 2014 conference upon unveiling Scalebound with&nbsp;&nbsp; an action-packed reveal trailer showcasing Drew&nbsp; s dragon form and his bond with Thuban. Other&nbsp;&nbsp; specifics about the Xbox One exclusive, such&nbsp; as its release date, remained under wraps at&nbsp;&nbsp;
the time, but the developer and publisher&nbsp; assured hopeful players the role-playing&nbsp;&nbsp; title would leverage the power of Xbox Live&nbsp; to deliver dynamic and immersive gameplay.&nbsp; Despite offering a mere glimpse at the land&nbsp; of Draconis, the debut trailer captured the&nbsp;&nbsp;
public s attention and held it until Scalebound s&nbsp; second showing more than a year later at gamescom&nbsp;&nbsp; 2015. The five-minute, combat-filled gamescom&nbsp; video depicted the RPG s dynamic duo taking&nbsp;&nbsp;
on soldiers and mammoth-sized creatures. Drew&nbsp; employed short and long-range attacks; meanwhile,&nbsp;&nbsp; his commands to Thuban mixed with the fearsome&nbsp; predator s independent behaviors intensified&nbsp;&nbsp;
the moment-to-moment action. Better still, it was&nbsp; all backed by strictly diegetic music that played&nbsp;&nbsp; through Drew s headphones. In short,&nbsp;&nbsp;
gamescom 2015 set the tone for what people&nbsp; could expect from Scalebound s holiday 2016&nbsp;&nbsp; release. The tail end of the trailer&nbsp; also teased four-player co-op options,&nbsp;&nbsp; which would permit three additional users to pop&nbsp; into dungeon areas for boss battles. While this&nbsp;&nbsp;
showing further intrigued onlookers, Platinum&nbsp; s eagerly-anticipated dragon game wasn t quite&nbsp;&nbsp; where it needed to be development-wise.&nbsp; That much became apparent in January 2016,&nbsp;&nbsp; when the company announced the project s delay&nbsp; to a nebulous 2017 launch window. Executives&nbsp;&nbsp;
expressed pride in Scalebound s production&nbsp; in a statement, claiming progress had been&nbsp;&nbsp; going well. Yet, the extended development&nbsp; period would provide developers the time&nbsp;&nbsp; needed to implement the title s many innovative&nbsp; features and thrilling gameplay experiences.&nbsp;
Within a year, however, these efforts had&nbsp; arguably been rendered fruitless. In January 2017,&nbsp;&nbsp; several sources familiar with Platinum s&nbsp; operations informed Kotaku that Scalebound&nbsp;&nbsp; was treading troubled waters and at risk&nbsp; of being canceled by Microsoft Studios. The&nbsp;&nbsp;
publication learned of the project s descent&nbsp; into development hell, its alleged problems&nbsp;&nbsp; having plagued production for quite a while. From&nbsp; the public s point of view, the claims seemingly&nbsp;&nbsp; bore some semblance of truth, considering&nbsp; the events leading up to Kotaku s report.&nbsp;
Microsoft removed its dedicated Scalebound page&nbsp; from the official Xbox website days before the&nbsp;&nbsp; report went live. And the action RPG conspicuously&nbsp; received no mention in an early January Xbox&nbsp;&nbsp; Wire post touting the then-upcoming releases&nbsp; across Microsoft-branded hardware. Fortunately,&nbsp;&nbsp;
the publisher didn t let the public stew for&nbsp; too long. Just hours after cancellation rumors&nbsp;&nbsp; hit the web, Microsoft confirmed to the press&nbsp; its decision to cease production on Scalebound.&nbsp; This blow to the Xbox One lineup came&nbsp; following a string of canned exclusives,&nbsp;&nbsp;
with Microsoft shelving the Phantom Dust remake,&nbsp; Fable Legends, and Project: Knoxville in 2015 and&nbsp;&nbsp; 2016. Scalebound s abandonment hit harder for&nbsp; some, though, thus resulting in the publisher&nbsp;&nbsp;
receiving the brunt of the backlash a response&nbsp; that Platinum would later denounce as unfair.&nbsp; In a 2019 VGC interview, PlatinumGames&nbsp; Studio Head, Atsushi Inaba, said the team&nbsp;&nbsp;
opposed the ire directed at Microsoft following&nbsp; Scalebound s cancellation. Both sides failed,&nbsp;&nbsp; according to Inaba, who admitted Platinum&nbsp; didn t do its due diligence while developing&nbsp;&nbsp; the game. Unable to offer much in the way of&nbsp; specifics, the executive noted that painful&nbsp;&nbsp;
lessons ensued from the Scalebound experience,&nbsp; each one strengthening the studio s growth.&nbsp; Irrespective of what happened and why, Platinum&nbsp; s fondness for Scalebound never faded; in fact,&nbsp;&nbsp; Inaba once told Eurogamer Portugal the crew&nbsp; would love" to revisit the IP if given the&nbsp;&nbsp;
opportunity. That opportunity would have to&nbsp; come with a blessing from Xbox, considering&nbsp;&nbsp; its ownership of the rights. Unfortunately,&nbsp; nothing suggests Microsoft has any interest&nbsp;&nbsp; in retreading old ground, meaning Hideki Kamiya&nbsp; s dream game remains trapped in limbo a space the&nbsp;&nbsp;
ambitious idea had already grown too comfortable&nbsp; in after years of waiting on the sidelines.
