For the player, this means management of two separate - but easily learned - systems. Drew levels up through battle: every time he or Thuban defeats an enemy, he’ll earn a skill point. These can be chained by defeating a second enemy within a timed period, which will give you some sort of bonus on top of what you’ve already gained. “If you pace your combat in the right way,” explains Kamiya, “if you're successful at consecutively defeating the enemies, the longer that chain will last.”
“It’s really big,” says Kamiya, as Drew walks through the village that stretches off into the distance. “It just keeps going.”
We only got a brief glimpse at Thuban’s customisation screen, but it’s clear you can customise the dragon from head to toe. Horns, tail, knuckles, wings, armour, breath, skin were all able to be swapped out and played with, while armour can also be equipped. As Thuban is as an independent character - one who will obey your commands but whose sophisticated AI will react to situations accordingly - the decisions you make in this screen are crucial.
As we near the end of our conversation, Kamiya was keen to stress that although these RPG elements are indeed a departure for the studio, it doesn’t mean he’s neglecting the slick, frantic action Platinum is known for.
“Even though I know we've been emphasising that this is an action RPG, because I need to get that message across - I hope you agree that we know how to make action games. We know how the responsiveness of a move is what really differentiates our games from other action games. That's what's so special about our games, whether it's Bayonetta or my previous title Devil May Cry. So one thing that's not going to change is that how great it feels when Drew is in battle. You're not going to feel like it's worse than what we've done before. The sort of intuitiveness and the response to the action that Drew is taking? That will remain at the quality that’s always defined our action games