Cover-based shooter Vanquish comes from PlatinumGames - a developer best known for beat em ups like Bayonetta and MadWorld. In this video I look at how Vanquish borrowed the best elements of Platinums brawlers to make a shooter with an extraordinary amount of depth and opportunity for mastery.\r \r Follow me on Twitter - \r Follow Game Makers Toolkit on Tumblr - \r \r Support Game Makers Toolkit on Patreon - \r \r Recommended reading: \r \r Gamasutra: Platinum Games guide to ion game design\r \r \r Polygon: Why The Wonderful 101 doesnt really begin until the second playthrough\r \r \r Ozzie Smith: Dissecting the Core Mechanics of Vanquish\r \r \r Turbo Button: Defining Depth\r \r \r Games shown in this(in order of appearance):\r \r Metal Gear Rising (PlatinumGames, new)\r Bayonetta (PlatinumGames, new)\r The Wonderful 101 (PlatinumGames, new)\r Infinite Space (PlatinumGames, new)\r Vanquish (PlatinumGames, new)\r Gears of War (Epic Games, 2006)\r Middle-earth: Shadow of Mordor (Monolith Productions, new)\r Far Cry Primal (Ubisoft Montreal, 2016)\r MadWorld (PlatinumGames, new)\r Project Gotham Racing 4 (Bizarre Creations, 2007)\r Tony Hawks Pro Skater 3 (Neversoft, 2001)\r Super Smash Bros. for Wii U (Sora, new)\r Rocket League (Psyonix, new)\r Call of Duty: Advanced Warfare (Sledgehammer Games, new)\r \r Music used in this :\r \r 00:00 - Title Screen (Please, Dont Touch Anything, blinch)\r 00:59 - UFO (Please, Dont Touch Anything, blinch)\r 02:03 - Black Hole (Please, Dont Touch Anything, blinch)\r 03:54 - Reverse (Please, Dont Touch Anything, blinch)\r 05:02 - The Final Credits (Please, Dont Touch Anything, blinch)\r 06:17 - Awaiting Input (Please, Dont Touch Anything, blinch)\r 08:28 - Screen OFF (Please, Dont Touch Anything, blinch)