"We've never used this size of a team and this amount of time to build a game before," he told Famitsu magazine, "and even so, this is the first time it's been so tough for me, especially towards the end of development. I suppose I'm getting what I deserved there."
Originally Posted by Polygon
When asked what sort of depth is behind The Wonderful 101, Kamiya got a little coy with the interviewer. "I'm not gonna say that you can button-mash the whole way," he replied, "but you can also take more of a sheer force-oriented approach. It's easy enough to just finish the game, but if you try to work out better strategies and play a better, more stylish game, then it just gets deeper and deeper. I'd like people to just play the way they want, and hopefully they'll get addicted once they see all the things they're able to do. In that way, the entire first playthrough is something like a tutorial. I think the real game begins the second time through."
It's a philosophy that's plain when you look at most of Platinum's previous releases, most of which feature multiple skill levels that reward deeper exploration of how the gameplay system works. "With action games I'm involved with," Kamiya said, "I don't want people to just play them one time through. Ideally I'd like them to play their whole lifetime. There are certain action games that I'm still playing to this day, after all. It's not because I want to see the ending, but because the gameplay itself is fun; it feels good to control. That's the kind of game I try to make, and while I don't like to say things like 'There's X amount of content until the ending,' I will say that there's more volume to this game than Bayonetta."
http://www.polygon.c...ond-playthrough
Pretty neat.