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View Full Version : ***Huge MGS Blowout!!!*** (Including Acid 2, Subsistance, and MGS4)


Handycrap101
12-13-2005, 11:02 PM
It's not every day when someone like Hideo Kojima invites you into his home to have coffee. But that's exactly what we did on two separate excursions to Tokyo to get to the bottom of all things Metal Gear Solid. It was much more than just coffee-talk, though. We pried open the lid on Kojima Productions to see what this means for Konami and the industry as a whole.

This week you'll learn everything you need to know about Metal Gear Ac!d 2 (complete with first-ever English screens and brand-new videos). On Tuesday we'll hit you up with the most in-depth examination of MGS3: Subsistence possible, and back it up with direct-feed video from our multi-player session with the development team. Then, at midweek we'll roll out our massive Kojima-themed Retro/Active. Thursday, we deliver every morsel of info known about MGS4 so far. But the real bomb drops on Friday, when Kojima himself brings us up to date on hot topics such as the Xbox 360, Raiden, Rumble Roses and...working with Team NINJA's Itagaki. Plus, get ready for a special all-Metal Gear edition of the 1UP Show.

Who else can bring you this kind of access? No one. And as long as you keep coming to 1UP, we'll keep on bringing it.

Link (http://www.1up.com/do/minisite?cId=3146189&did=1) To front page.


Monday: Metal Gear Ac!d 2
Ac!d is back! We're not talking about some hippy 60s revival either. We're talking about the exciting new follow-up to Metal Gear Ac!d, the punctuationally-challenged PSP launch title that thrust everyone's favorite stealth magnet, Solid Snake, in a turn-based card-battle game of Tom Clancy-esque proportions [hijacked plane, terrorist threat, etc.]. But while it was a groundbreaking -- and somewhat unexpected -- vehicle in which to frame Snake's handheld adventures, even game director, Shinta Nojiri, was aware of the game's shortcomings. To get to the bottom of what Metal Gear Ac!d 2 is all about, we sat down with MGA2 director Shinta Nojiri to find out what sort of changes they made to the game. We also talked about the Solid Eye peripheral, shooting girls in bikinis with water pistols, and whether Kojima might be grooming the young director to take over the Metal Gear franchise.

If you haven't yet familiarized yourself with Metal Gear Ac!d 2, this is the layman's breakdown: Solid Snake and company head back into the world of tactical card battles, with 500 cards in the game (over twice the amount of cards available in the first game), the ability to bring over one card from your MGA1 save file, Ad Hoc 2-player battles, a brand-new Acid Shading graphics engine, a streamlined user interface and the Solid Eye 3D goggle that brings the game beyond the PSP's screen into true 3D. There's also the Solid Eye Theater which features 40 unlockable movies (viewable in 3D with the Solid Eye), ranging from MGS3: Snake Eater cutscenes, the Metal Gear Solid 4 TGS trailer, and movies created in partnership with Japanese men's mag Sabra, which is the Japanese equivalent of Playboy. It's a very ambitious undertaking for a sequel to a game that isn't even a year old. Our sister publication Pocket Games has an in-depth look at the game's refined mechanics, written by 1UP's own Jane Pinckard, but we're here to talk with Nojiri-san about how this game came to be, and what it means to the future of Metal Gear. Read on for an in-depth look at this behind-the-scenes visit with Metal Gear Ac!d 2.

When you're done reading the interview, make sure to check out the first-ever English screenshots of the game in action. And if you're looking forward to MGA2, you'll want to check out the five exclusive, downloadable, hi-res videos that Nojiri-san himself took of the game especially for 1UP readers, this Thursday when we blow out this cover story with Metal Gear videomania.

AC!D REDUX: A conversation with Metal Gear Ac!d 2's Shinta Nojiri.

1UP: I know you've made a lot of adjustments to MGA2. Since Ac!d 2 is actually coming rather quickly on the heels of the original, how'd you make such wholesale changes so quickly? Like the new Acid Shading graphics engine.

Shinta Nojiri: Well to start off, I'm originally a planner, that's how I joined Konami. And I think that really helped in putting such a tough project together in such a short amount of time. I'm not a programmer or designer, but that allows me to focus on planning the game and to create the game scenarios as well. So I'm not focusing on designing or programming.

Going into production for MGA2 there were two things we wanted to do specifically. The first thing was to change the graphics in Ac!d 2, simply because the first Ac!d resembled the Metal Gear Solid series, and it kind of resembled it too much, and we wanted something that was uniquely Ac!d [Acid Shading] and that brought along this very colorful, American comic look to the game. Secondly, the TobidACID -- in America we're calling it the Solid Eye -- and that's another feature that instead of going along with everybody's expectations for the sake of the sequel, by brinigng more cards, adding more characters. That's why I went with something completely different and that's the 3D glasses, the Solid Eye.

1UP: Why make another one so quickly. Was this a corporate mandate, to produce another sequel within a year of the first game's release, or was it some personal creative need you wanted to get out of your system?

SN: This was actually a request of my boss, Mr. Kojima, to bring out another Ac!d by December of this year. Then it was my task as director of the game to gather the resources, the people together all in a short amount of time. It's no secret that creating a handheld game isn't like making a console game, so it doesn't take as many resources. That said, the past year and a half has been almost Hell in terms of being so incredibly busy in development. There were so many different problems.

1UP: If Kojima asked you to make another one by this December, he must have like the first one. How does he feel about all the tangible changes for the sequel?

SN: To answer your first question, for MGA1, that was something I really worked on together with Mr. Kojima on a lot of different details on the game. For MGA2, he let me do my own thing, and he kind of trusted me with its development. I'm not sure if Mr. Kojima likes MGA2 or not, but as far as my team's concerned, they've already forgotten about MGA1, and they all love MGA2. They're very happy with it.

1UP: How old are you?

SN: 34. [Laughs]

1UP: How does someone so relatively young get to direct games bearing the Metal Gear name? Your first title was Metal Gear Ghost Babel for Game Boy Color [titled Metal Gear Solid in the States], which is nearly six years old, making you 27 or 28 at the time. And then you went on to work on the Boktai titles and now the Ac!d series. I imagine he's very protective of the Metal Gear series, so he must obviously trust you a great deal to put such responsibility in the hands of someone so young.

SN: [Laughs] I don't really know for sure! It might have been out of necessity. Mr. Kojima was working on MGS3, and there was no way he could split his body in half and have two Kojimas to work on Ac!d and Sneak Eater at the same time. I'm sure it's very scary to give Metal Gear to another person, so maybe that's why he put it on a handheld because if you make a mistake it's really not that big of a deal compared to a handheld version. And maybe because we sold over 600,000 of Ac!d worldwide, it's possibly another reason why he entrusted me with MGA2.

It's really difficult to make a traditional Metal Gear, because there's so much that's intrinsic to Mr. Kojima, so maybe that's why I'm doing this spinoff. All by myself, a test subject! [Laughs]

1UP: That's the humble answer, but maybe Kojima's grooming you to direct a Metal Gear Solid game some day. After all, with every episode of MGS, Kojima threatens that it's his last one. So maybe this is his way of preparing you to take over the reigns at a later date.

SN: I don't know what's going on inside his head but I think it might be different. [Laughs] I think he's more thinking about diversifying the line, and putting me in charge of a project that can sell. That's more along the lines of Mr. Kojima's thinking.

Link (http://www.1up.com/do/feature?pager.offset=0&cId=3146256) to page 1.

1UP: Metal Gear games are known not only for their graphical quality, cinematic presentation, and their innovation, but also to their attention to detail. Is there anything in Ac!d 1 or Ac!d 2 that follows this trend?

SN: What Mr. Kojima is working on are things that are unique to console games, like PS2, things that you can do with those consoles. For me, I'm more interested in doing something only handhelds can do, such as the Solid Eye peripheral.

1UP: You worked on Boktai, which made use of an integrated solar-cell to influence the gameplay. And now you have the Solid Eye for Ac!d 2. Do you enjoy creating games that may not require, but benefit from the use of an added peripheral?


SN: As for Boktai, the sun radar is really an idea that was Mr. Kojima's. The thing I'm really interested in are peripherals that allow you to have a different experience.

1UP: How does Solid Eye actually help the gameplay?

SN: Let me put this together to show you some things. [Assembles a Solid Eye] One thing I'd like to point out is that you don't need this to play the game. It's supplementary. You can play without the glasses, or you can play the whole game with the glasses on for the whole game.

1UP: Does the new graphics engine do anything special to help accommodate the Solid Eye?

SN: Yeah, the new graphic style was made with the new peripheral in mind, and it's easier to see the 3D graphics with this new colorful Acid Shading.

1UP: Will the new screenshots you can take in MGS3: Subsistence and transfer to Ac!d 2 for viewing not benefit as much from the 3D effect?

SN: [Laughs] That's a really tough question. One thing that's kind of fundamental is that the pictures you take in Subsistence are just a 2D shot. It's not moving. But in Ac!d 2, of course it's in 3D and moving so I think that's why it's going to be a big change. Do you think that's cool? [Hands 1UP the PSP with TobidAcid/Solid Eye Theater mode activated]

1UP: [Watches movies from the Solid Eye Theater, which Norji-san selected, showing the Sabra girls in various states on undress] Wow.

SOLID EYE THEATER: Metal Gear Boobies?

SN: So this is called the Solid Eye theater. You can access this mode by collecting cards, and there are certain cards where you unlock these movies.

1UP: This is the best! Is everyone at Kojima Productions always thinking about how to put chicks in your games? This girl is in a bikini getting totally hosed down by water pistols. I'm turning red.

SN: Everybody's thinking about it.

1UP: What do the female members of the staff think about it?

SN: They give me cold stares.

1UP: Oh here's a girl who's breathing heavy, and she's sitting on the steps in a bikini. A leather bikini. She looks like she's going to throw up.

SN: So the videos you're looking at, it's a collection of pretty much all the videos we have in the game. But when you first buy the game there's only going to be maybe like...

1UP: Two girls?

SN: Three girls. And one video from MGS3: Snake Eater. You continue with the game, collect more card, unlock more videos, the rarer the card, the sexier the video.

1UP: That's incentive! Is the American version to have the same content?

SN: The current plan is yes to have the same models in the American version as the Japanese version.

1UP: I'm importing it just in case. It'd probably be hard if I can't read everything on all the cards.

SN: If you did import it, you could play it. It has a lot of things that are fundamentally MGS. The way you move your characters. But something that's unique to Ac!d is that the cards have lots of text, lots of strategy. And that's very fundamental to learning the whole new system of Ac!d, and that might scare away people who aren't willing to invest the time into learning the game system. So if they just pick it up for a few minutes, or the Japanese version, will think "This is a crappy game" unless they go deeper into it.

1UP: [Noticing the amazing depth of field in the unlockable MGS3 cutscenes] For the unlockable movies in Ac!d 2 that come from MGS3: Subsistence, did you have to take the original animation data and re-render them using some special filter or process so they'd "pop" in 3D like this?

SN: Actually this was quite a big production, to get the Snake Eater videos into 3D. We took the pre-PS2 renderings, the wireframes, and had to alter them in a very high-tech way to make them into 3D, even though the glasses themselves are very low-tech. It took a lot of manpower. Let me show you something cool. It's not girls though.

Link (http://www.1up.com/do/minisite?pager.offset=1&cId=3146256) to page 2.

1UP: [Nojiri hands the PSP back to 1UP, with the Metal Gear Solid 4 TGS trailer running, in full 3D] Oh, man. This is unreal. Did you have to put this through the same process as the other movies?

SN: Yes. The same process, it took lots of money and lots of time. It took two weeks and we borrowed people from the MGS team. It took about 16 people to put this 3D trailer together.

1UP: Wow, this is so cool. Like in the very beginning when it's just some soldier looking around from a first-person view, it feels totally 3D. Then when Snake comes up and jacks him it's like "Oh, damn!"


SN: If you start getting 3D sickness, look away. But if you don't have that, keep looking. [Laughs] It's a very expensive technology that uses an expensive software.

1UP: While this Solid Eye is made out of cardboard, albeit a rather sturdy cardboard, over the years it's going to be subject to wear and tear. Do you have any thoughts about making a more permanent model, completely out of plastic or something?

SN: As of right now we don't really know what we'll do in the future. Right now we only have one 3D game, but I have confidence in games being made in 3D, so maybe this isn't the only you'll time you see it.

1UP: Will using this help me pick up chicks on the bus?

SN: No, you're going to get in an accident if you use it outside of your house, so please use it indoors. It's easy to take it off and play it like a regular PSP game outside, and that's the kind of way we were thinking about it. And at home you can play in 3D.

1UP: Do you have to activate the 3D mode? I see here that when you look at it without the 3D glasses it actually displays 2 of the same images.

SN: But when you go into Solid Eye theater, it automatically goes into 3D so you can use it with Solid Eye goggles. But for the game itself, push the start button, go into Solid Eye mode. You can turn it on and off.

1UP: Can you watch Solid Eye theater without the goggles?

SN: It's something only intended for Solid Eye goggle.

1UP: Just wondering what happens if little Johnny Gamer if he loses his Solid Eye on the bus.

SN: There's 40 movies in the theater. We were barely able to fit them all on the UMD.

THE WAY YOU PLAY: Reinventing Ac!d.

1UP: What sort of improvements to the gameplay did you make for Metal Gear Ac!d 2?

SN: For one thing, we have a lot of new cards. You can bring a card from MGA1 into your save file in MGA2. You can bring one card over from MGA1.

1UP: One card? Why one card.

SN: We were really worried about game balance and being too powerful. The ones we let you bring in are pretty powerful in the game.

1UP: Are there any money-shot cards that are just like killer for bringing over into MGA2?

SN: Especially like Metal Gear Rex, Metal Gear Ray, Shagohod, and Mach 2 cards, kind of like boss cards. They're really powerful in MGA2 if you bring them over from MGA1.

1UP: Was there any feedback you got from the first game that you took to heart when making the sequel.

SN: Actually I listened to a lot of criticism and reactions from fans of MGA1. Especially the interface, the gaming interface, an the camera. And that's one of the things I concentrated on in MGA2 to make it more fluid. But if you play MGA2 you'll find it's much more fluid, much more intuitive. So now you sort of move into real-time during your turn, and you can press the D-pad for different actions, like crouching or knocking.

1UP: So is the cost of the move subtracted from your deck automatically?

SN: There's no cost, you can do it all in your turn, these moves.

1UP: So you did this to increase the pace of the game?

SN: Right. It's all real-time within your turn. See, here I'm using a card here, and now I'm using a weapon, and moving around.

1UP: So what made you decide to make Metal Gear Ac!d a card-based strategy game, as opposed to, say, a straight-up turn-based strategy-RPG?

SN: As we were making MGS3, we said this is a good time to try something different. We had this handheld system to work with, so we decided to make something a little unique. That was one reason, but the other reason we went with this gameplay style, obviously because it's a handheld system you'll be playing it outside, and you might be interrupted, but since it's a card-based game you can be interrupted, you can set it down, and you're not going to miss a cinematic or a key point in the story, like a standard MGS game where you need to sit down, hook up the audio system and focus on the cinematic quality of the game.

We also had a cool strategy in that if we put this card game on a PS2, a Ac!d game on the PS2, there was a chance it wouldn't sell because it's a strange idea or whatever reason, but we launched this game along with the system hardware in Japan and it was a good chance to try something now. People are going to pick it up because it's Metal Gear, and it's a great chance of success by launching along with the hardware.

Link (http://www.1up.com/do/minisite?pager.offset=2&cId=3146256) to page 3.

1UP: I guess it still, in a way, was like a turn-based strategy RPG, but the cards really provide a greater vehicle for Metal Gear fan service.

SN: So this is something we put in to appeal to fans. As far as gameplay is concerned, you can choose which cards you want to put in your deck, and create your own way of approaching the game and creating your own gameplay style and strategy style. So that was one of the reasons we went with a card-battle approach.

1UP: Who would you say are the more hardcore MGS fans? Americans or Japanese?


SN: I think it's probably more so in America, but there's many hardcore fans in Japan as well.

1UP: One thing that makes Metal Gear so fun is that you always feel like you're being set-up with this serious, real-world perspective, whether it's via nuclear threat, or terrorist scenarios. But then just as things verge on being a little too bleak, here comes a boss with thunderbolts coming out of his face. It brings it back into a very comic book style of storytelling, which is not only cool, but a relief as well. I notice you've done this with MGA2 as well, with the bosses being these really bright, over-the-top kind of enemies, who can shoot their fists at Snake, etc. Do you guys have fun with that?

SN: One thing that I think as far as MGS is concerned, it's really something that's unique to Mr. Kojima and whatever may be going on inside his head. But as far as Ac!d is concerned, this is something that's going on inside my head. People's ideas are different, people are different, so this is the result of that. So maybe thats one reason that compared to MGS, Ac!d doesn't have a lot of political overtones. I could put MGS elements in this game, but since it's something that's unique to me, I create the story and the lines the characters are saying. Ultimately what I wanted to do was to create something that was very professional, it's still Metal Gear, but something that's very unique to my thinking and to my heart.

1UP: What are the main themes for MGA2? What are the most important core elements of the game?

SN: I think people could probably guess what it is about me that I really want to focus on and that is actually the card element of the game, and that is the most frequently addressed criticism of Metal Gear Ac!d as well, is the card element. But this is something that was my idea to integrate into Metal Gear, and I actually go about explaining why Metal Gear is connected to this card game idea in the actual story of Metal Gear Ac!d 2.

1UP: Is this revealed toward the ending?

SN: Yeah, it's hidden within the game. I don't want to spoil the whole story, so that's why I can't say precisely where it's revealed.

1UP: How much liberty do you have with the whole Metal Gear mythology? Does this take place somewhere specific within the MGS timeline, are you allowed to pick whatever characters you want from the universe, or are these total side-stories, where you can create as much as you want?

SN: Well the project that Mr. Murata, Mr. Kojima, and [MGS character designer] Mr. Shinkawa are working on is the main Metal Gear universe, and they've allowed me to create a side-story, a gaiden. But this isn't a bad thing, in my opinion. I haven't lost anything, it allows me to have a lot of freedom in the way that I view my own Metal Gear ideas.

1UP: Now that you've wrapped up Metal Gear Ac!d 2, it seems like you've had a lot of fun making this one. Are you already planning ahead to the third one?

SN: Well, actually, right now what's going on in my head is the whole idea of localizing all the game for every territory. That's the next stage. But as far as my next project it's something I'm really thinking about, and so far nothing's been decided. So as of two weeks ago it was only MGA2 so I haven't had much time to think of what's next.

1UP: What if Kojima called you in the middle of the night and asked you to make a Metal Gear Kart Racer?

SN: [Laughs] I don't think that's going to happen. I'm the one who came up with the card idea first, so I'd have to present the idea to Mr. Kojima to start off with, so I don't think it's going to happen. But it does sound of like a kind of good idea. [Laughs] My stomach is full of card games right now, so that's all I'm thinking about right now.

1UP: What else is there about Metal Gear Ac!d 2 that we should know about?

SN: As you many know, the U.S. version of Metal Gear Ac!d 1 includes a 2-player wireless battle mode, which is more like a stealth game, where the two players battle it out in stealth. But this time we're including it for the Japanese version, and obviously for American and European versions, but instead of focusing on stealth and people hiding, it'll be more head-to-head battles. I'm sorry, I really wanted to put in an infrastructure mode, but we just couldn't do it in time. My team and I always play in Ad hoc mode, and I think I might be the weakest player on the team. [Laughs]

The gameplay of the multiplayer is so different from the story mode, in the way you put the cards in your deck. I was surprised to find that for someone who thinks up the card ideas, I could be so easily beaten by someone who thinks along the terms of the gameplay and how to beat me. It's kind of embarrassing. [Laughs]

1UP: That's interesting. What do you think of the Design-A-Card contest you guys? Do you think someone might create a card so powerful it'd throw the design out of whack?

SN: We're going to have to be really careful about the cards that we put into the game, and choosing cards that are not too powerful. We're thinking about how the player goes about collecting these special cards, and maybe that's by putting a password into the game. Maybe by having the user's name, whoever created the game, for example if you made a card that got into the game, you'd put in "Milkman" to unlock the card.

1UP: Well, that'll give us a lot to look forward to. Thanks for your time and good luck with Ac!d 2.

Link (http://www.1up.com/do/minisite?pager.offset=3&cId=3146256) to page 4.

Exclusive Screens (http://www.1up.com/do/media?cId=3140674)
Gameplay Footage (http://www.1up.com/do/download?cId=3140674)

Coded-Dude
12-13-2005, 11:10 PM
awesome find, I got read it in its entirty now......

Handycrap101
12-13-2005, 11:11 PM
Tuesday: MGS3: Subsistance
The director's cut is nothing unique in the video game industry. It's not only a great way to capitalize on existing assets, it's also a clever excuse to fix up things that plagued a game's first run. Of course the game needed to be good enough in the first place to warrant revisiting, but with games like Ninja Gaiden Black, Devil May Cry 3: Special Edition, Kingdom Hearts Final Mix, etc., there's no doubt it was worth seeing all the new things added. In fact, it was Kojima's Metal Gear Solid that started this whole trend in the 32-bit generation. Nevermind the
"International Versions" of Final Fantasy VII and whatnot, it was Metal Gear Solid Integral which, in Japan at least, bundled the original game with the content that would be released in America as the "VR Missions." Kojima and his team continued that theme with Metal Gear Solid 2: Substance on both Xbox and PS2 in the U.S., although the PS2 version was notably better, with none of the slowdown that plagued the Xbox port, and featuring the added attraction of Snake skateboarding on Big Shell.

But for the upcoming Metal Gear Solid 3: Subsistence, Kojima and his newly-annointed development studio, Kojima Productions, have really outdone themselves. Not only have they tweaked the original game, Metal Gear Solid 3: Snake Eater, so that it's more user-friendly and therefore more replayable, they've added so much new material that it redefines what to expect out of a "director's cut."

WHAT'S IN THE BOX:
A peek inside Metal Gear Solid 3: Subsistence

The first thing worth noting, is the revamped version of the original MGS3: Snake Eater, titled MGS3: Subsistence, which presents the game with an all-new yet ironically old-school MGS camera perspective. This eliminates most of the complaints users had with Snake Eater, since it was often difficult to tell what was around the "corner" or what direction you were facing. Naturally, with the game's abundance of outdoor locales, the environment played a large role in this, but many players still requested a more familiar Metal Gear-style camera and now they've got it. This potentially reduces the challenge, which is good for less patient gamers, but this rejigged camerawork is also reflected in many of the game's cutscenes, particularly the final battle with The End. Even if you're overly familiar with MGS3, chances are you'll want to experience this re-envisioning of what might be the PS2's greatest game.

TAKING IT TO THE STREETS:
The nature of Persistence

While the Subsistence disc offers a whole new take on the original Snake Eater, it's still extremely familiar content. The real meat of the all-new content is found in the Persistence disc, which offers so much fresh material, it's likely to keep gamers playing far longer than Snake Eater itself. The reasons for this are tenfold. As in the original release, the Metal Gear Solid Snake Escape mode (a.k.a Saru Hebi, meaning Saru ("monkey") Snake) is back, with even more monkey catching escapades. The very existence of Sony's monkey mascots in the game pretty much suggests Subsistence as a whole would not cross over to Xbox, unless of course Kojima Productions removes this mode, or replaced it with similar creatures (Blinx? Metal Gear Sweepers? Stranger things have happened). But if you enjoyed filling manga-style monkeys full of tranq-darts, you'll more than get your fill here.

What should have gamers crowing with joy, however, is the first-ever English release of the original MSX Metal Gear (as opposed to the -- according to Kojima himself - inferior NES version), and more significantly, Metal Gear 2: Solid Snake, which has never seen the light of day in the U.S. Now Foxhound historians can experience the entire saga as it was meant to be seen, brought to you officially by Kojima himself. While it'll take some adjusting to the two games' primitive game mechanics, at least the plot twists that would surface in later Metal Gear Solid installments can at last be traced here in these two ports. Now, when you think about it, the timeline of the Metal Gear saga flows in order of: MGS3 (PS2), MG (MSX, PS2), MG2 (MSX, PS2), MGS (PS), MGS2 (PS2, Xbox), and the upcoming Metal Gear Solid 4: Guns of the Patriots on PS3.

Persistence also features a Duel Mode, which pits Snake against the various bosses of Snake Eater, like the Ocelot Unit, Ocelot himself, The Pain, The Fear, The End, The Fury, Colonel Volgin, Shagohod, The Boss, and even Snake on bike versus "the Pursuers." If you've always wanted to take the bosses on head to head without messing around with all that "gameplay" in between, this is the mode for you.

But the big reason for all the Subsistence hoopla, and a major first for Kojima Productions, is the emergence of Metal Gear Online, the squad-based online combat mode found on the Persistence disc. While Kojima has publicly stated in the past that they've been researching and tinkering with Metal Gear Online, few people would have imagined they'd offer it so soon. Having played it at length with the development team themselves, we can officially pronounce it awesome. Of the many missions we played, it's impressive how such familiar themes can seem so fresh with a few tweaks and Metal Gear-specific enhancements. One game type, Capture Mission, is essentially "capture the frog," in which you have to find a frog somewhere in the level, and take it back to your base. If you make it to base you score a point. First team to reach a specific amount of points wins the match. All the action can be viewed in either first or third-person mode, but it's a bit easier to keep track of what's going on in 3rd-person, which feels similar in perspective to games like SOCOM. Plus, with each team having a special character, it adds a lot of strategy to how you approach each mode and battle.

Characters like Sokolov, while poor at close-quaters combat (CQC), has the benefit of stealth camouflage, enabling the player who controls him to sneak by enemy members who would stop him from, say, returning to base. Raikoff, MGS3's pre-incarnation of Raiden, is impervious to the Playboy-style magazines you can throw on the ground, which slows down every other male character as they fixate on the girls. These crippled players (it's hysterical to see hearts floating out of their heads) are equally vulnerable to CQC moves or gunfire for the longest 5 seconds of your life. Raikoff, as an example, is also the strongest at CQC, which makes him especially dangerous to approach. One of the "secret" unlockables, although Kojima Production's website has openly admitted to her presence in the game, is Rumble Roses' Reiko Hinomoto, and her special attack is the Sunrise Suplex from Rumble Roses, which is amazing to see in action on a camoflauge-covered backdrop. Nothing like coming around a corner and finding Reiko hammering some poor soul into the dirt. In fact, her inclusion in MGO intrigued us so much we went straight to the source, Rumble Roses director Akari Uchida, to ask him how she ended up in the game in the first place. According to Uchida-san: "One day, Mr. Kojima came to me with the offer. It sounded great, and I said YES right away. Actually, Rumble Roses XX has received some "help" from MGS as well. I'll be able to talk about that soon. But in MGS3: Subsistence, Reiko kicks ass in a bikini. Rowdy Reiko goes wild on the MGS battle field like someone out of a Japanese Yakuza (mafia) movie."

Link (http://www.1up.com/do/minisite?cId=3146302) to page 1.

But it's more than just special characters. MGO features tons of modes in which to battle your opponents online, and your success or failure will determine your ranking, of which there are naturally dozens (this is a Kojima game after all). Beyond the Capture Mission, MGO offers the Sneaking Mission, where one player is randomly assigned as Snake, and everyone else on the battlefield has to hunt him down. Snake's camouflage index works to his advantage on this level, and it's not nearly as one-sided as it may seem. Snake's objective, other than pure survival, is to find a piece of Microfilm and return it to base like a good little espionage agent. Then there's the Deathmatch modes (every man for himself), Team Deathmatch (4 vs. 4), and what might be the most entertaining mode, Rescue Mission. In Rescue
Mission, you must find a yellow rubber ducky and guard it with your life, fending off enemy forces for a certain amount of time. Unlike the other modes, if you die in this mission, you do not respawn, which adds an extra later of tension to the action. In our time spent in this mode, we had a couple of very short, unsuccessful runs, but our eventual victory made it worthwhile. Once the timer went off and we raced to where the map said we would find our precious yellow duck, my teammates covered my back as I retrieved the tiny yellow toy (yes, it's slightly ridiculous, but Kojima's sense of humor permeates every element of Subsistence as a whole). At this point it was up to me to decide how best to protect myself as the seconds ticked away. Instead of placing girly mags in the doorway to the house I was holed up in, which would leave the enemy team susceptible to our gunfire, I decided to give them no warning, placing a series of claymores in the doorway to the house. Once planted, I crept down the stairs of the building, at the bottom of which one of my team kept watch for enemies who might enter from below. As we waited, we'd know the other team was down one member for every claymore we heard go off. I still kept my gun trained at the top of the stairs lest someone sneak past the crafty traps, but one by one they came in only to set foot on my mines. Victory for Team 1UP.

The combat mechanics aren't your usual run-and-gun controls you'd usually find in games like SOCOM. Instead, when a player comes within range of you, you press the Square button. When the targeting reticle has landed on the target of choice, you hold down the button and you start shooting at your enemy. A discreet, but obviously placed lifebar indicates how much damage your target has taken, which is helpful in knowing whether to pursue or stay away from someone with full health if your own health is low. Victories can be decided in a matter of seconds depending on how conscientious you are of the opposing team's condition, or they can stretch on, with your team often rallying behind the leader's special abilities. What's most important is that the game is fun, and communicating by headset is helpful to coordinating your team, should you have, for example, the frog, and you're heading to your base. You might shout "Cover me! I've GOT THE FROG!" which would most likely find your teammates collapsing on your base, guns pointed outward against all opposition. If you die, in most modes you respawn, but only after selecting -- Counter-Strike style -- your weapons from a select list (different rifles, pistols, machine-guns, flame-throwers, er, magazines, and claymores, among the options). At the end of every match a tally is shown, showing who the most successful players were for that sortie. Much like Halo and Counter-Strike's now-famous maps, which players know by name, so too will Brown Town, Killhouse, Lost Forest and Pillbox Purgatory soon enter the gamer's mental dictionary of classic multiplayer stages.

To be honest, it was almost painful prying ourselves away from MGO, after about a non-stop solid hour of play time, as it was a fantastically enjoyable multiplayer experience. The thing that makes Metal Gear Online so much fun isn't the sense of realism in the combat, or the great controls or the smooth gameplay (we'll see how it functions over the Internet soon enough), but it was the light-hearted undertones in this brick and mortar, camouflauge and olive drab scenario. Since plenty of games already offer the grit of combat and war, it's something of a relief to take such popular characters and put them through their paces, hunting after frogs and ducks. That's not to suggest MGO isn't a frenetic, white-knuckle experience -- it is -- it's just that there's enough humor in it to remind you you're playing a video game. We'll be firing up our import versions of the game to play against Japanese players all the way until the game's U.S. release in March 2006, but our exclusive videos should give you a good idea of what the action's like up close.

YOU'VE CREATED A TIME PARADOX:
There you go, messing with time again

That trademark Kojima sense of humor is no more obvious than in the awesome Secret Theater mode in the Persistence disc. In this mode, gamers unlock multiple movies, using MGS3's powerful graphics engine to view completely hysterical movies that contrast sharply with Solid Snake's gruff exterior. One movie, called "I Read Them For The Articles" shows a familiar scene, where Snake first meets/rescues Sokolov. Unlike the scene in Snake Eater, the scene in Secret Theater plays out a little differently, involving the very men's magazines used as tactical diversions in MGO. Another scene, titled "Ultimate Weapon," again presents a familiar scene with decidedly unfamiliar results, devolving into the most over-the-top game of rock, paper, scissors ever captured on "film." A movie called "Metal Gear S..." presents an incredibly minor character from Snake Eater who usurps Snake's leading role, supplanting him in nearly every cutscene from the original MGS3. But the most laugh-out-loud entry in the Secret Theater has to be Metal Gear Raiden: Snake Eraser, where everyone's favorite whipping boy, Raiden, unintentionally lands in every pivotal MGS3 cutscene, destroying the continuity of the game's events, and causing -- as the colonel would put it -- a TIME PARADOX. Every time Raiden screws up, the colonel shouts "Raiden! You've created a Time Paradox!" eventually dispensing with any explanation, and simply shouting "TIME PARADOX!" You have to see it to really get it, but it's so hysterically portrayed, MGS fans are finally going to have a chance to see the brilliant trailers the games media typically gets to see at E3 and TGS at Konami's press events.

A REASON FOR BEING:
The very question of Existence

The final disc that comes with Subsistence is the Existence disc, which, for the extremely lazy, presents the entirety of the game into a watchable movie, making clever use of the game engine to create a virtual movie, which is not completely unlike the sewn-together cutscenes that formed the movie that came with Shenmue II. We can't imagine how much man-power it took to create something as extravagant as the Existence disc, but anyone who's ever wanted to see what a Metal Gear movie would look like as directed by Kojima need look no further. If you just want to enjoy the Snake Eater experience in its full cinematic potential, your wish has come true. Another bonus that comes with the disc is the full Metal Gear Solid 4 trailer, which you can see right here on 1UP as well, but in brilliant DVD quality.

PANDORA'S BOX:
What you see is what you get, or is it?

The beauty of this massive collection of Metal Gear Solid 3 paraphernalia reads like a dream come true for the Metal Gear fan, and it really is. The first two original games, MGS3: Snake Eater redux, the endless replayability of the online game, the Secret Theater mode, Duel mode, and everything else we've described is clearly no cheap repackaging of a existing game for quick profit. This is the PlayStation 2's greatest game given the red carpet treatment and then some. If you somehow missed out on the first pass of Snake Eater, there's virtually no reason to miss it this time. Kojima and company know how to do justice to a game and the evidence on display here screams labor of love. But who knows what other surprises lay beneath the surface of Subsistence? Anyone who's followed Kojima's work over the years knows there's always something to find, some locker to open, some refrigerator to blow up. We're sure Subsistance is filled with the substance few other games could ever hope to match, whether it be special rankings, or unlockable bonuses depending on your success online and offline. The only thing we do know is that from our hands-on time with the multiplayer stuff, and all the movies and special features we tried and witnessed in the single-player modes, this might be the late, great swan-song for PlayStation 2. And until Kojima reveals his plans for Metal Gear Solid 4, we'll be seeing you online, magazines in hand, claymores on the ground. Get ready for action.

Link (http://www.1up.com/do/minisite?pager.offset=1&cId=3146302) to page 2.

NEW Videos (http://www.1up.com/do/download?cId=3140399)!!
NEW Images (http://www.1up.com/do/media?cId=3140399)!!!

Wednesday:
Kojima Retro/Active
An in-depth look at everything touched by the hand of Hideo Kojima.

chrismt
12-14-2005, 12:55 AM
Wow, I passed up buying MGS3, but not anymore! Looks like I'll be buying a wireless router just for this game. What a good way to pass time until the PS3.When is the release date on it?

12-14-2005, 12:58 AM
how could anyone in their right mind hate metal gear?? oh my god i want this game as much as i want a ps3 and thats no joke the existence disc alone.

Nodieza
12-14-2005, 04:57 AM
OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !! *phew* SWEET FIND!!!!

They never mentioned if subsistance's 3 disk set was coming to America or not, did they? God I hope so, if not I'll get an import ps2. hmm... anybody know for sure?

julps31
12-14-2005, 05:53 AM
MGS subsitance is lookin real nice. I'm lovin the 3d camera too. Looks like a a lot of fun. Can't wait to see if we'll get any shots of Raiden on Friday. Plus i'm excited to see what MGS4 is gonna be like with the new camera too. More easy to controll than MGS3 I know. Not to say theMGS3 was hard to controll but the camera didn't always give you the best shot.

The_One
12-14-2005, 06:25 AM
MGO will hopefully whoop some major arsenal (pun intended). Although from the video feeds, it doesn't actually look that enticing...

March can't come soon enough!! On another note, PS3 would probably be released around the same time... Hmm...

LaLiLuLeLo
12-14-2005, 06:36 AM
I really want more mgs4 info!!! Sigh... the pain...
THE PAIN!!!!

*explodes*

Nameless
12-14-2005, 07:01 AM
Handy, Nice post, + Rep for you...

Z
12-15-2005, 12:20 AM
I really want more mgs4 info!!! Sigh... the pain...
THE PAIN!!!!

*explodes*
hilarious!:laugh:

VG Aficionado
12-15-2005, 01:17 AM
I really want more mgs4 info!!! Sigh... the pain...
THE PAIN!!!!

*explodes*You made my day with your post :laugh:

Handycrap101
12-15-2005, 01:55 AM
Wednesday: Kojima Retro/Active

The path of Hideo Kojima is a long one. It began back in a day when the video game industry was mired in simple arcade-perfect game mechanics, where the only subtlety needed was the ability to jump on heads, dodge lasers, chomp on dots or eat fruit. Then came Metal Gear for the Japanese personal computer MSX, with all its inherent sneaking around, item management, high-tech gadgetry and plot-driven espionage. Metal Gear was complex, at least comparable to other games at the time. Kojima hasn't looked back since, fearlessly plowing ahead, wearing his influences on his sleeve with icons like Metal Gear's Solid Snake, an homage to '80s mulleted Kurt Russell-portrayed Snake Plissken, or Snatcher's Gillian Seed, himself modeled after Mel Gibson of Mad Max. Over the years, the settings and protagonists in Kojima's games would change (most notably when Snake passed the baton to Metal Gear Solid 2's Raiden), but the tireless energy and innovation would not. MGS2 would break new ground, while Zone of the Enders showed that Kojima could do big robots as well as anyone. Then came his dabblings with embedded solar panels in Game Boy cartridges, and finally, the landmark Metal Gear Solid 3: Snake Eater, which combined more Kojima-isms than all the past games combined. But how do these pioneering games stand up in the face of time, the cruelest judge of them all? That's what Retro/Active is here for, and over the course of the following pages we'll examine Kojima's key works and put them in their proper perspective.

Title: Metal Gear
Console: MSX2
Publisher: Konami
Developer: Konami

While the events that take place in Metal Gear don't tell the series story from the beginning, this top-down, 2D adventure game is-for stealth-game fans-the father of us all. Tasked with creating an action game for the MSX, an inferior, less popular alternative to Nintendo's Famicom, a young Hideo Kojima faced many constraints, not least of which was the hardware's inability to feature more than a handful of characters onscreen.

Settling upon the theme of utilizing stealth over direct confrontation, Kojima proceeded to spin a tale of Solid Snakes, Grey Foxes, Big Bosses, and a bipedal nuclear-warhead slinging tank dubbed Metal Gear. Numerous Metal Gear idioms were introduced here, including on-site procurement of equipment, using a transceiver to get mission updates, and the series signature "!" whenever Snake is spotted. Dated, to be sure, but still remarkably progressive in its scope and conception.

Title: Metal Gear 2
Console: MSX2
Publisher: Konami
Developer: Konami

The events that led to the creation of Metal Gear 2: Solid Snake will likely go down as one of the more fortuitous blunders in videogame history. Following the success of Metal Gear in its NES incarnation, Konami was quick to ship—sans Kojima's involvement—a second-rate follow up, dubbed Snake's Revenge. That game has since been disavowed from the official Metal Gear canon, but it did lead to Kojima's helming a proper sequel to Solid Snake's first outing. Set in the fictional Zanzibar Land during a global energy crisis, Metal Gear 2: Solid Snake shipped in Japan fifteen years ago... and hasn't shipped to these shores since. Expect that to be rectified next spring with the release of MGS 3 Subsistence; both Metal Gears for the MSX are part of the already awesome package.

Title: Snatcher
Console: SEGA MegaCD / MSX2 / PC-Engine / PC88
Publisher: Konami
Developer: KCEJ

As clear an example of Kojima's love for the movies as any, this cyberpunk detective novel in graphic adventure game's duds-despite having only shipped in English for SEGA's ill-fated Mega-CD format-continues to be one of Kojima's most popular titles. Set in the year 2047, the game concerns the titular Snatchers, a mysterious new biomechanical life form that is killing-and then taking the place of-civilians. Accompanied by a walking PDA known as Metal Gear, players donned the trench coat of the amnesiac Gillian Seed, a cop-or Junker-tasked with combating this new menace, and uncovering its secrets. With its text-menu interface, Snatchers was more of a cerebral affair than some of Kojima's other efforts, but his ingenuity and attention to detail helped make this game especially noteworthy. One footnote for those hardcore gamers ready to take the plunge: at certain action sequences-the Lethal Enforcers-branded Justifier light gun can also be used to blow those 'bots to bits.

Title: Policenauts
Console: SegaSaturn / 3DO / PC9821 / PlayStation / Sega Saturn
Publisher: Konami
Developer: KCEJ

To 'naut, or not to 'naut? It's a tricky question for many gamers in the West, namely because this deep space detective yarn has to date never been released in English. Similar to Snatcher before it, the game is a point 'n click adventure; this time, the player guides Johnathan Ingram-a law-enforcing astronaut who spent twenty five years floating through space-through his new life as a private detective struggling to over come his (justifiably) deep-seated fear of space travel. Like Snatcher, Policenauts features numerous references to popular movies at the time, most notably the lead detectives' resemblance to kooky coupling of Mel Gibson and Danny Glover in Lethal Weapon. Predictably, the game's language barrier hasn't kept it from becoming something of a cult classic-with an array of walkthroughs and petitions floating around online.

Title: Metal Gear Solid
Console: PS
Publisher: Konami
Developer: KCEJ

At a time when in most minds videogames were synonymous with Nintendo, it was this groundbreaking game that-along with such luminaries as Final Fantasy VII, Resident Evil and Gran Turismo-ushered in the PlayStation era, and introduced Solid Snake's ugly mug to a whole new audience, in the profess. The game's shift from two dimensions into three was the most apparent and striking improvement to the formula, but it was Yoji Shinkawa's character designs that brought Kojima's vision to life. Meanwhile, the PlayStation's disc-based media enabled the MGS team to give it a voice, through a sophisticated soundtrack and full voiceovers for the game's memorable cast.

During Snake's mission on Shadow Moses Island, one of many recurring themes in the Metal Gear saga is revealed: what the current generation will pass on to its children, and how to what degree it will dictate their own lives. Other aspects of Kojima's signature style begin to gel here, too: The fourth wall is broken when Psycho Mantis messes with Snake's mind. A companion's life depends on the player's ability to tolerate torture. Alliances are betrayed, and-for the first time-allusions are made to a greater, more sinister conspiracy then the one at hand.

With its relevant and topical storyline, cinematic scope and sensibilities, and unmatched brand of hide 'n go seek gameplay, Metal Gear Solid has sealed its reputation as an enduring masterwork that-to many-defines an era.

Title: MGS VR Missions
Console: PS
Publisher: Konami
Developer: KCEJ

Originally packaged in Japan as a part of Metal Gear Solid Integral, this collection of 300 training missions, ranging in length and difficulty would set yet another precedent for much of Kojima and company's work to come. Metal Gear Solid 2 Substance, Zone of the Enders The 2nd Runner, and the forthcoming Metal Gear Solid 3 Subsistence all feature similarly regimented training and time trial modes that challenge the player to master each and every aspect of gameplay.

In VR missions, players could choose from sneaking sorties, as well as Weapons, Advance, and Special Mode missions, which included such eccentricities as a Godzilla-sized Genome Soldier, extraterrestrial encounters, puzzles and brain teasers, and the ability to play (albeit briefly) as the cybernetic Ninja Snake encounters on Shadow Moses. Players were graded on time and ammunition remaining, with successful completion unlocking the next tier of challenges or even secret features such as trailers, a photoshoot mode, and some surprisingly prescient pictures of Metal Gear games to come...

Title: Metal Gear Solid
Console: GBC
Publisher: Konami
Developer: KCEJ

Better known to Gear-heads by its Japanese handle Metal Gear: Ghost Babel (the Solid was, presumably, tacked on to make the game more marketable in the West,) this 2D side-story to the adventures of Solid Snake remains one of the most impressive Game Boy games from any era. While most similar to the MSX/NES versions of Metal Gear in its top-down perspective and 2D graphics, the game integrated a number of elements from the enormously popular Metal Gear Solid for PlayStation, including zoologically-christened characters such as Pyro Bison, Slasher Hawk, and Marionette Owl, as well as a staggering 180 VR missions. As with Zone of the Enders later, development of this game produced one of Hideo Kojima's protégés: event planner Shinta Nojiri has since gone on to supervise Snake's debut PSP outings Metal Gear Acid-the sequel ships this spring.

Link (http://www.1up.com/do/minisite?cId=3146356) to page 1.

Title: Zone of the Enders
Console: PS2
Publisher: Konami
Developer: KCEJ

Whether for the heavy metal action--or the much-trumpeted MGS 2 demo that came packaged with it--gamers just couldn't wait to snatch up this flashy action game. Shame, then, that more than a few were left feeling slighted. The lightning-fast combat and snappy camera felt just right, and the game features Kojima's trademark fanatical attention to details, front to back.

But there was a message in all that mech mayhem, making hero Leo Steinbuck's obligation to fend for the feeble a bit of drag. Worse, still, the game could be beaten in a day, and the anime-inspired storyline and characters were unmemorable. Clearly, there was potential for something greater; potential met 2 years later with a superior sequel.

Title: Metal Gear Solid 2: Sons of Liberty
Console: PS2
Publisher: Konami
Developer: KCEJ

Eagerly heralded as the PS2's killer app, the hugely-successful, high-profile launch of Sons of Liberty would be tarnished only by a little free-roaming crime caper from then unknown Rockstar Games-a portent of a changing, and expanding demographic of gamers. But while the game received rave reviews, it remains one of the most decisive games in recent years; due in no small part to the introduction of lead character Raiden, the whiny, willowy Luke Skywalker to Snake's cooler and more capable Han Solo.

Expanding and enhancing upon the gameplay mechanics that made the first MGS so memorable, Sons of Liberty was also panned for its excessive use of the Codec communication system, and for the numerous and seemingly interminable dialogues, speeches, and soliloquies that broke up the (awesome, admittedly) action. In spite of these shortcomings, MGS 2 remains an engrossing affair, its sights, sounds, and grasp of the cinematic (Harry Gregson-William's score is one of those sweeping, can't-get-it-out-of-your-head affairs) mostly unmatched. One of the most accomplished games in the PS2 library; it belongs in yours, too.

Title: MGS 2 Substance
Console: PS2 / Xbox
Publisher: Konami
Developer: KCEJ

Not content to settle for near-perfection, the Sons of Liberty returned packed with a whopping 350 VR missions and 150 alternative missions, as well as unlockable, playable characters including a buck naked Raiden in Streaking Mode. Oh yes, and a demo level of the woefully misguided MGS level from Konami's Evolution Skateboarding, too. Expanding on the model established by MGS VR Missions, Substance once again enabled stay-at-home spies to hone their skills using nearly every tool in MGS2's considerable library.

For those slavish fans looking for something a little meatier to sink their teeth into, five Snake Tales (although not part of the MGS canon) mixed and matched objectives and environments from the core game to make for a more, well, substantial affair. Though it was an Xbox "exclusive" for a matter of months, the PS2 edition is and was superior-especially in the U.K., where it also included the fascinating interactive behind-the-scenes guide, The Documentary of Metal Gear Solid 2.

Title: Boktai
Console: GBA
Publisher: Konami
Developer: KCEJ

With or without its whimsical light-sensing feature, that such an elegant, enjoyable action RPG could be executed on the GBA is testament to Kojima's mastery of the medium. With its charming aesthetic, archetypal RPG exposition, and engaging game mechanics, Boktai made for a light and refreshing alternative to the higher-brow, harder-edged stuff Kojima and company were crafting for consoles. This is still a Kojima game through and through, though: managing hero Django's stores of solar power and the Metal Gear-style stealth action keeps players on their toes. Just the thing for gamers on the go, Boktai will go down as one of the GBA greats.

Title: Zone of the Enders The 2nd Runner
Console: PS2
Publisher: Konami
Developer: KCEJ

Bigger, badder, and blazingly fast, The 2nd Runner more than compensated for any ill will spread in the wake of the short-but-sweet Z.O.E. With its rollicking theme song and an epic array of jaw-dropping battles, it is, in fact one of the few pure action games in recent years that can hold a candle to Team Ninja's totally badass Ninja Gaiden. The 2nd Runner features some first class fan service, too; returning whelp Leo Steinbuck makes his return-this time at the helm of a transformable Vic Viper.

Presumably lost in the thicket of developing MGS3: Snake Eater, Kojima handed over directing duty of this gem of a game to Shuyo Murata—this proved to be a commendable decision. Murata managed to up the action, expand the length, and broaden the scope of the first game—and tone down the first game's sermonizing, too. Kojima must have been impressed: Murata's latest gig includes writing and co-directing Metal Gear Solid 4.

Title: Boktai 2: Solar Boy Django
Console: GBA
Publisher: Konami
Developer: KCEJ

Announced and subsequently released to little fanfare, this sequel enhanced and expanded upon Boktai's simple charms, and featured more complex RPG elements. Curiously, the results weren't as memorable as one might expect. The impressive arsenal of new ranged and melee weapons was appreciated, as were the multiplayer mode, requisite graphical upgrades, and a few neat gameplay twists. But the increased reliance on solar power—and going into debt at the Solar Bank as a result of it—and an exacting difficulty level made it difficult for all but the most dedicated of daywalkers to get to get to the game's later, more rewarding levels.

Title: MGS 3: Snake Eater
Console: PS2
Publisher: Konami
Developer: KCEJ

Going way, way back to tell this origin story of the man who would be Big Boss, team Kojima exceeded fans' expectations with this, one of the most topflight titles to ship for this (or any) generation of consoles. Just when it seemed like other developers were getting the whole sneakin' and peekin' thing down, the third Metal Gear Solid game took the action out into the wild. And while it wasn't likely to convert any stealth-game skeptics, critics and fans had a blast with Close Quarters Combat, and the games general emphasis on getting back to nature.

Snake Eater also introduced the matriarch of the Metal Gear mythos, The Boss, a complex and memorable character with a most unusual relationship to "Snake", and featured a younger, more petulant Ocelot, pre-revolvers. But the game's most significant accomplishment comes in answer to criticisms of the previous two installments. While it's still heavy-handed, and occasionally preachy, Snake Eater's story and pacing are tighter, the characters more compelling, and the message more effectively conveyed here than in previous Metal Gears. A masterpiece in every aspect, this is the work of a storyteller more comfortable with his medium than ever.

Link (http://www.1up.com/do/minisite?pager.offset=1&cId=3146356) to page 2.

Check out the direct links to the pages so you can see some "Then/Now ratings".

Thursday: Metal Gear Solid 4 101
Everything about MGS4

Nodieza
12-15-2005, 12:52 PM
A masterpiece in every aspect, this is the work of a storyteller more comfortable with his medium than ever.

How could mgs3 be described any better!! I can't wait.... I thought retro day was a little weak, and mgs4 day, today, is prbly just going to be a roundup of info, tommorow is the real charmer!

Handycrap101
12-16-2005, 02:42 AM
The hard facts on Metal Gear Solid 4 are scarce. Kojima himself has instituted a media blackout on new MGS4 material and info until E3 of 2006, presumably to lay low until he unveils -- in typical Kojima fashion -- his next demo/trailer that will surely blow our minds. To bring everyone up to speed until such time, we've assembled every clue he's uttered so far, into one convenient location, so that conspiracy theorists can connect dot A to point B and so forth, and make educated guesses about where the series will go. Of course, there's more to learn, from Kojima himself, in our interview with him this Friday. So now's the time to brush up, and come back tomorrow for Saving Private Raiden: An interview with Hideo Kojima.

NOTE: This is information gathered from various interviews with MGS mastermind Hideo Kojima -- all quotes are from Mr. Kojima with the original sources noted after the quote.

Gameplay:

- The theme of MGS4 is "no place to hide," but it will still be a stealth game. "The concept behind 'no place to hide' is that...there is no safety zone. According to the environment, things will always be changing, and there might be conditions where there literally is nowhere to hide."(1) Kojima has hinted in interviews and the first trailer that one aspect of the game may be destructible environments-you might be able to hide behind a wall but an enemy could always blow that wall apart.

- The plan is to make the game's overall world more interactive and realistic than ever. "I want to create [a] kind of simulation world. [For example, in most games you have a tree but it's basically a piece of plastic; a set piece.] There should be life in that tree. If we water the tree it will grow, if we burn the tree it will die."(2)

- Kojima has implied that you will be able to drive vehicles for the first time in the series. "We will try to make Snake control anything that's possible."(4)

- There will be a "psychological aspect" to the game. "There is an intense fear when you point a gun at someone. I want to represent that in MGS4...that's what real combat is all about." Kojima plans on consulting a real psychologist in order to flesh out this aspect.(1) He also says that the A.I. will be so realistic-so much like playing against other real people-that using psychology against them will be crucial.(2) The bad guys will use it against you, too; Kojima gave an example of the new Metal Gear robots (in the second MGS4 trailer) emitting various peaceful countryside noises (including cicada, horse, and cow noises) to lull the player into a false sense of ease before attacking.(2)

- Not all characters in MGS4 will be enemies. You may step into a battlefield between two foreign powers-depending on your actions or whom you kill, you can make friends or enemies with one or both countries (and thus their soldiers in the battlefield). What you do in one stage can also affect later stages of the game; if you help one country defeat another in a level, the defeated country may not be around in the next mission. There will also be innocent people not directly involved in the conflict in the war zone.(1)

- The MGS4 team is planning to include a feature that allows you to control Otacon's robot to scout ahead, although it may not happen if the team decides it doesn't work well.(4)

- The Close Quarters Combat (or CQC) system from MGS3 will return in some form in the game.(4)

- But as for the healing, hunting, and camouflage systems from MGS3, "Some of them might carry on into MGS4, but since the theme is battlefield, we might implement them differently," says Kojima. "We will try to create a system that is best suited for that battlefield. There's bullets flying around everywhere, so you don't have time to go hunting for a frog to eat."

Online:

- There will be an online aspect to MGS4, and "[it] will not be restricted to eight players" says Kojima, referring to MGS3: Subsistence's eight-player max for multiplayer battle modes.(2)

Story:

- MGS4 takes place roughly 10 years after MGS2 (which took place in 2007 and in 2009).(2)

- The plot will not be presented in the same way as it has in previous MGS games. "We won't create [the story] in the same way: cinema, action, cinema. I want the action to be less localized, for events to occur across large areas...I want to utilize the environment itself to tell the story line."(1)

- Like previous games, MGS4 will use in-game graphics for the cutscenes so there will be no difference between gameplay visuals and the cinematics. However, Kojima says more of the story will be told through scripted events and voiceovers during gameplay rather than non-interactive movies.(2)

- Kojima is interested in exploring "the concept of the substitution of war." For example, countries having robots do their fighting for them, or hiring mercenaries to fight their enemies, some of who could originally be from the same country as the soldiers they are fighting against.(2)

- "MGS4 will not be based on a specific location; we just call it 'the battlefield,'" says Kojima. "It's any location where war is raging, many different situations, and many different countries." Kojima plans on "going near fighting" in real-world wars to get inspiration for the game. "I'm worried that some of my team might suffer some serious mental damage," he says, "and be unable to return to the real world."

Graphics:

- Snakes' hair is actually physics-driven. His moustache alone contains the same number of polygons as an enemy in MGS3.(3) The game also uses self-shadowing and HDR lighting techniques to appear more realistic. Various color filter effects were overlayed on to the second trailer to make the footage look more real film.

- The second MGS4 trailer was generated in real time, not pre-rendered. Kojima proved this during the Tokyo Game Show by showing the demo again, pausing it, and changing the camera angle and lighting on the fly.(3)

Characters:

- An older version of MGS hero Solid Snake is MGS4's main character. He looks older now due to the passage of time and the imperfect technology that was used to clone him from super-soldier Big Boss (the hero of MGS3). His moustache and hard-bitten old-timer look was inspired by actor Lee Van Cleef. [link here to lee's imdb profile?] His special electronic eye patch (named the Solid Eye) features a radar as well as thermal and night vision (and possibly other features).(1) He still smokes, and appears to have some kind of serious medical problem (that causes his seizure in the second trailer).

- Snake's helpful scientist buddy Hal Emmerich (a.k.a. Otacon) returns in MGS4 as well. The two banded together after MGS1 and formed a group called "Philanthropy" to try and stop the proliferation of Metal Gear weapons throughout the world. (Judging by all the robots seen stomping around in the MGS4 trailer, they aren't doing so well so far.) In the footage we've seen, Otacon doesn't appear in person but his image is beamed to a small robot that accompanies Snake on the battlefield. Otacon himself is in a "safe place" outside the town Snake is fighting in.(3)

- Raiden is back, appearing in official artwork holding a baby. Fans have hated the longhaired blond soldier ever since he infamously replaced Solid Snake as the hero in MGS2. He's been the butt of many jokes (many from Kojima himself in MGS3), but now Kojima says, "After you finish MGS4, you're going to like Raiden very much."(5)

- Handlebar-mustached villain Revolver Ocelot has also appeared in press materials. While it's seemed like Ocelot worked for different sides or countries in previous MGS games, in truth he's always been a tool of The Patriots (see below). However, since he had Snake's cloned "brother" Liquid Snake's hand grafted on to his right arm after MGS1, at times Liquid's personality appears to take control of Ocelot. He was last seen (last in terms of the series' overall storyline) sailing off in a Metal Gear Ray weapon at the end of MGS2.

- The bisexual vampire Vamp, who we last saw getting shot in the head as a boss enemy near the middle of MGS2, will apparently return in MGS4.

- Meryl Silverberg, Snake's old love interest from the original MGS, looks to be alive and well in MGS4. (So if you got the optional ending in MGS1 where she died you'll need to play that game over again.)

- The Patriots are a mysterious secret cabal that controls the U.S. government. "Very few are aware of their existence, even those with codeword clearance," U.S. President Johnson explained in MGS2. "Politics, the military, the economy. They control it all. They even choose who becomes President. The Patriots rule [America]." They have been involved in various degrees behind the scenes in all three previous MGS games.

Hideo Kojima's role:

- Mr. Kojima is co-producing and co-directing MGS4 (along with Shuyou Murata, who wroked on Zone of the Enders and previous MGS games). "It's a totally new way of producing MGS," he says.(1) Kojima had only planned on producing, but he was convinced by his staff and fan reaction to direct again. He says he will not direct the next game (but then he said the same thing before MGS3 and MGS4).(2)

Sources:
(1) Electronic Gaming Monthly interview
(2) Game Informer interview
(3) Tokyo Game Show presentation
(4) PSM interview
(5) Official PlayStation Magazine interview

Link (http://www.1up.com/do/minisite?cId=3146394) to article.

Friday: Saving Private Raiden-Kojima saves the world

Vegtro
12-16-2005, 03:29 AM
I have a feeling that Snake is going to die in MGS4.

Handycrap101
12-16-2005, 03:35 AM
I have a feeling that Snake is going to die in MGS4.


NEVER!!

julps31
12-16-2005, 03:37 AM
Kojima already said that Snake wont die in one of his interviews.

Illmatic
12-16-2005, 03:58 AM
- Raiden is back, appearing in official artwork holding a baby. Fans have hated the longhaired blond soldier ever since he infamously replaced Solid Snake as the hero in MGS2. He's been the butt of many jokes (many from Kojima himself in MGS3), but now Kojima says, "After you finish MGS4, you're going to like Raiden very much."(5)


Hmm, maybe Raiden saves snakes life (maybe sacrifices himself?), or you have to control him for a part of the game to grab a cure or something? I don't know :laugh: , cheers for the news.

LaLiLuLeLo
12-16-2005, 04:32 AM
Kojima already said that Snake wont die in one of his interviews.

you got a link or a quote somewhere? Just so I can read it for myself because I'm obsessive compulsive about mgs. Not that I doubt you. :wave:

Maybe everyone will stop hating on raiden cuz they're gonna have him kick TONS of ASS.


He already had the moves, now he's battle hardened. When will people learn?

Handycrap101
12-16-2005, 04:35 AM
I dunno about you guys but I liked Raiden... Now I will like him even more. People are just too quick to judge and when they saw him they wouldn't have any of it and refused to play MGS with anyone besides snake.

Saibo
12-16-2005, 04:37 AM
you got a link or a quote somewhere? Just so I can read it for myself because I'm obsessive compulsive about mgs. Not that I doubt you. :wave:

Maybe everyone will stop hating on raiden cuz they're gonna have him kick TONS of ASS.


He already had the moves, now he's battle hardened. When will people learn?


Well if it makes you feel better, i remember Kojima saying the same thing, Snake is not going to die in MGS4.:tardbang:

PS i always hated playing as Raiden, it was somewhat disappoint to play as Raiden in MGS2, when i was expecting to play thru the whole game as Snake. Kojima says Raiden is going to be cooler in MGS4, if thats the case, i wont mind playing as Raiden or Snake.

Illmatic
12-16-2005, 05:25 AM
I dunno about you guys but I liked Raiden... Now I will like him even more. People are just too quick to judge and when they saw him they wouldn't have any of it and refused to play MGS with anyone besides snake.

Same here, i didn't mind him too much. I just wish they made him more tough/manly like snake. I think Kojima succeeded in getting us to see Snake from a different perspective, in a way it made me like Snake even more, Raiden too. :smoke:

julps31
12-16-2005, 05:32 AM
I can try to find the quote. I'll look around. And about Raiden...I never had a problem with him. I was disapointed that I wasn't able to play as Snake but I was cool with Raiden. Can't wait to see the "cooler" Raiden in MGS4.

O.D.S
12-16-2005, 05:43 AM
I just hope they mess up his face a little, he looks too much like a model to be in a war. (LOADS OF FACIAL HAIR!!!)

Also the voice actor should deepen his voice

Nodieza
12-16-2005, 05:57 AM
I liked Raiden, especially when Snake or (Pliskin) would say his name, mostly when you died, it sounded like "Ryan!!!", which is my real name (don't stalk me ^.^*whisper whisper*) so I'd be like "heh, Snake, your a funny guy calling my name and stuff, I am not dead."...

Anyways, Raiden was more down to earth, very confused like all of us would be in that situation allthough like julps31 said, I was also dissapointed that Snake's apperance and play time was limited >.> I was hoping in MGS2 Substance they'd add a mode where you could go through the Tanker with Snake.... *dissapointed*

Oh well, MGS3 subsistance will roxorzs my boxzorzes!!!! They should have a time paradox where Grey fox is alive ^.^ That would make my... life!!!!

Handycrap101
12-16-2005, 12:47 PM
In the final installment of our week-long Kojima Productions coverage, we sat down with the mastermind behind the Metal Gear games himself, Hideo Kojima. If there are any creators in this industry who innovate on a continual basis, you'd be hard-pressed to find a more worthy candidate than Kojima. Shigeru Miyamoto is certainly up there, but when it comes to presenting the full package sewn together in a modern style, the Metal Gear Solid is without peer. The same creative spark that fuels MGS can also be found in other Kojima-directed or produced games like the high-flying Zone of the Enders and the solar-powered Boktai. We've known Kojima-san for a long time, and were flattered when he invited us up to his personal residence in Roppongi Hills to have our conversation. As his secretary brought us bottled waters and black coffee (a staple in Japan), we settled in on his comfortable red leather chairs on a brisk and beautiful December day to talk about Kojima Productions, and all that that entails. The revelations shared here are many, but if you're a fan of his work, and would like to learn more about Kojima the man, make sure to check out the latest issue of the Official U.S. PlayStation Magazine to read some probing insights into what makes him tick. But for now, read on to see what went on during the development of MGS3, Metal Gear Online, whether MGS4 could come to Xbox 360, and what he thinks of Team Ninja's Tomonobu Itagaki.

Link (http://www.1up.com/do/feature?pager.offset=0&cId=3146425) to page 1.

1UP: The last time I spoke with you, you hadn't yet formed Kojima Productions. How does this change your daily life and what you do? Is the process of creating games any different?

Hideo Kojima: I regret to say, not a big change for me personally in the workflow that has remained after Kojima Productions was formed. What I mean is the style of how I work, my daily schedule, etc., has not changed so much. However, the former department I was in, KCEJ, I had 200 staff, and I had to work within KCEJ in terms of human resources, equipment, and the money behind all my projects. But now in Kojima Productions under the Konami group umbrella, I can now make use of Konami's total human resources, equipment, funding, which is much much greater than it was in the KCEJ days.

1UP: Why did it take so long for you to branch out and create Kojima Productions?

HK: Well, in the past, KCEJ was a totally independent and individually listed company, so there were many restrictions to creating my own productions. However from April, since it all merged together as the Konami group, that took away all the barriers I had before and then I was settled to create Kojima Productions.

In the KCEJ days I also had the role of being vice-president of that independent company, and I had to look after the management side. There was a lot on my shoulders at that time. Now that we've merged together, and I'm still one of the board members of Konami Corporation the game company, but it is not more flexible for me to be on the creative side and the production side, so it was actually good timing that this happen.

1UP: That clarifies a lot, because I didn't realize that each division of Konami was a separately listed, stocked and traded company. This explains the significance of the recent Konami "merger." Does the name Kojima Productions also infer that the things that come out of KP could be more than just video games? The Existence disc in Subsistence again highlights your flair for cinematic direction. Could Kojima Productions release movies, games, toys, anime, manga, etc? You did a lot of that with Zone of the Enders, so it seems like a natural extension.

HK: You're exactly right. Kojima Productions has the Metal Gear Solid brand, the Boktai brand, and we're of course not just thinking about games. We're on top of all the digital entertainment areas, meaning we have to explore online, toys, and even publishing, and not just games. We're able to totally produce all of these, in both a horizontal and vertical way, meaning we can produce in a much broader manner now with Kojima Productions.

To clarify a little bit more, in the past Kojima Productions was in just a game software segment, but this has spread out to a digital entertainment segment, meaning we could do a little bit more than just games. Of course games will be the core of what we produce, but we can collaborate with other media and tie-ins, meaning if it's within the digital entertainment area, Kojima Productions will be there.

1UP: If you had to throw out a quick example of something that might come to fruition as a result of this newfound freedom?

HK: There are a lot of things I can't say right now, however, just as an example, if I wanted to create a coin-op game based on Metal Gear Solid I could do that quite easily. In the past when it was KCEJ or Konami Corporation or another division, if you said you wanted to create MGS arcade game, you'd have to do all this paperwork and that kind of thing because each were individually listed companies, so you couldn't go beyond your section easily. But now since we're all in together, we have more liberty to do what we want. Once the project kicks off, it can go much faster that what was possible in the past, without interference.

Another funny example is that Mr. Yamauchi of Polyphony Digital who creates Gran Turismo. If he was just a creator within Sony, he wouldn't be able to produce games for Xbox 360 or Nintendo GameCube games. However, he could if he went independent. Then he'd have the liberty to Xbox 360 or Nintendo hardware platform games. So that's just a funny example, but it explains the image I'm trying to give you. So, if I create a new concept for a new franchise, first it always had to be a game, then if it became a hit it could go on to anime or toys. But now it's different, I can plan something from the start. I can plan the anime, or the toys in the planning stage.

1UP: Is that because now that Konami is a unified entity, you have direct access to the different divisions who manufacture toys and DVDs and other entertainment products?

HK: It's a matter of how much responsibility I have now. I have much bigger responsibility now and I can do all the approval things now. Not just inside, but outside as well. If I wanted to do something with an outside movie company or an outside toy company as well I have the liberty to do so, so it all changed and it all opened.

1UP: Since you can think from the outside in now, and think of the anime first, game second, if you wanted to work in that manner, it brings to mind Zone of the Enders, which started as a game, then became an animated series. Do you have any plans too continue the ZOE series?

HK: Actually I would like to create something with ZOE again, but currently we can't do so because we don't have that much human power that we could put into ZOE now. However, one day I would like to work on ZOE again.

Link (http://www.1up.com/do/feature?pager.offset=1&cId=3146425) to page 2.

1UP: Regarding MGS3: Snake Eater, all of your previous games have little easter eggs, cool things you can do that you might not think of, things that reveal an incredible attention to detail. Like shooting an ice bucket in MGS2, which causes the ice cubes inside to melt, or shooting an LCD monitor and having the monitor bleed to black. But while previous games had a few of these things, Snake Eater literally has dozens. Like twirling the analog directional stick around until Snake throws up. Where do you come up with all this stuff??

HK: 80% of all these gimmicks that we put in the game are decided at the planning stage. And while constructing the game out of that 80% almost half disappear because it's either technically too difficult, or maybe the idea when we tried it we thought it wasn't interesting at all, so half of them are chopped off at that stage when we're creating it.

Then, like 60% of that half is discussed with the team members, saying "oh maybe this is a better idea" or maybe "let's put this in." This is all up to the staff while constructing the game. At the beginning stage of the planning of course the big details are written, because the top priority is the game, and not the gimmicks. So what happens is I go directly to each of the staff and say "well what about this gimmick?" Then they decide together. It's not in the basic design document or anything. If I was working with 100 staff members that means there'd be 100 gimmicks. Then I go to the designer, the programmer, or the scenario writer or script writer and say "what about that gimmick, or this gimmick?" So that they can do their main job and one gimmick on the side. Then you end up with 100 gimmicks. Even when the game is made most of the staff doesn't know what kind of gimmicks are in there, because it's just a kind of mutual agreement between myself and each staff member.

Another example is let's say in the programming section, there's 30 people, if I go to the director of the section and say "We have these 30 ideas, put this in," and what happens is only 15 make it in, I'll go directly to the 30 programmers to make the 30 things happen. This is how I make all these gimmicks happen. So during the bug checking within the staff members, even the staff really enjoy finding these gimmicks, and even enjoy the process of bug testing. And the one you said, of Snake vomiting, they didn't know this.

1UP: Which is your favorite gimmick in MGS3?

HK: I like the vomiting a lot, actually. [Laughs] First I had this idea and I mentioned it to [Metal Gear intro credits designer] Kyle Cooper in the States while we were chatting, and Kyle said "if you don't do it, you're going to spoil your trademark Kojima style. So you should do it." So it was highly recommended by Mr. Cooper.

1UP: [Laughs] The vomiting?

HK: Yes.

1UP: MGS3's revamped game mechanics took it out of the corridors of old and really took things to a new level. Just when games like Splinter Cell were thought to have caught up with you, you stepped on the gas and left everyone in the dust yet again. It almost makes the old Metal Gear Solid's feel primitive by comparison, like complex games of Pac-Man. How do you feel about MGS3 in hindsight as you prepare Metal Gear Solid 3: Subsistence?

HK: I'm pretty satisfied. Although this was the least time I had to create a Metal Gear Solid, compared to 1 and 2, I'm very satisfied by, first of all, the balance. Although I'm creating MGS4 now, at that time I wasn't planning to create 4, meaning that I wanted to put all the techniques and all the technology in MGS3, so overall I'm very satisfied by the outcome of MGS3.

There was regret, actually, about the camera. Because it was Metal Gear and also the fact I have 3D sickness as well, I didn't want the camera to be FPS-style or behind-the-back, I wanted to make it top-view, because that was "Metal Gear," so I insisted on it. However at the same time I was always experimenting with the camera, before bringing MGS3 out. There are many users, after the game came out, who requested that the camera should be changed. So that's one regret I have, actually, about MGS3.

Another point was online. The team was working on online experiments for two years, but we couldn't put it in MGS3: Snake Eater. So, moving on to Subsistence, these two [the camera and the online play] are implemented. For me, it is the complete edition of MGS3. Since the team were experimenting with both camera and online, I felt like I would like to put both of these in the game to see the feedback from the users, almost as a trial, since they were working on it for so long.

1UP: Did you ever consider releasing the online game as a standalone product? Like Metal Gear Online, as is?

HK: Well, yes, it's been on my mind for quite a while. But the reason we don't release it as a standalone product, is that as a business opportunity, the infrastructure isn't there. What we've put in Subsistence, which we call MGO [Metal Gear Online], is only about 20% of what we want to do. But even if it's only 20%, we want players to try it out and play it, and we really want to receive feedback, so we can implement it in future projects. So then the full 100% MGO, whether it's with MGS4 or as a standalone project still has to be decided in the near future. But first, it was important to bring out the first 20% to the users and let them try it, that was the first priority.

Link (http://www.1up.com/do/feature?pager.offset=2&cId=3146425)to page 3.

1UP: With MGS3 and now Subsistence, it's amazing that you got it done in the time you did do it, since you had to create an entirely new game and graphics engine, one that supports so much organic geometry, grass, wide-open spaces, etc. Do you think it's a shame that you're only really getting to use this engine one-point-five times? Especially with the online portion. Have you ever thought of bringing Subsistence over to a console that's, how should we say, got a more robust online environment than the PS2?

HK: Are you saying something about X-something? [Laughs]

1UP: Maybe...

HK: It's a good idea. You know, in our last interview together, maybe two or three years ago I mentioned that in going from MGS2 to MGS3, it was totally impossible to create MGS3 based on the same engine as MGS2. So that's why it took another full year to create the "jungle engine." But another element that took so much time was this online engine. "Metal Gear Solid" has traditionally been with Sony, and I still believe and Sony is the best match in terms of the full complete package as a game software. However, for the online aspect, this is not the case. I feel no doubt that the online portion alone could be out on either PC or Xbox, maybe not Revolution, but other formats as well. The online aspect is completely different to the package that we have produced in the past on PlayStation.

1UP: With your debut of the Tokyo Game Show Metal Gear Solid 4 trailer, which has seen wide distribution in both Japanese magazines, online, and in the U.S. Official PlayStation Magazine recently, it really heralded the dawn of the next-generation. Everything else has been polished and nice, but this was so powerful, so compelling you even had to do a real-time demonstration at TGS to prove it was running on PS3 hardware. That said, it makes you wonder how much of a gap there is between the Xbox 360 and the PlayStation 3. Do you think you could create MGS4, technically, on 360 if you wanted to?

HK: Yes, that's technically possible. I want to express, first of all, it's not that I don't like Xbox or 360. It's just that last year, our hands were really tied to MGS3, so the other Konami developers were able to get their hands on the 360 tools and hardware earlier. But we simply didn't have time to do that last year. So, meaning that we were behind the other developers in terms of 360 development. Kojima Productions has this philosophy that we want to be the first in everything regarding new technology. So after we finished MGS3, the option was to work on the PS3 to try all the new things for Metal Gear Solid 4. The only reason for this is I'm the kind of person who wants to be the first person on the moon, and don't want to be asking "what the moon was like?" from other people. So that's the real story behind selecting PS3.

1UP: It's interesting that you think you could do this on 360, though.

HK: Maybe some nuance or a small details here and there might be different, but I feel that hardware is no longer a matter. I'm just talking about PS3, 360 and PC. Revolution is totally different, but there are really no differences among the other three.

1UP: Please explain what is it about Raiden and you nowadays? He's in the Secret Theater film in MGS3: Subsistence called "Metal Gear Raiden," where he appears in this amalgamation of cutscenes, but is screwing the continuity up, with the end result being the Colonel shouting "TIME PARADOX!" every time he does so. He's the most severely punished character in this scenario. I'm sure you never intended for him to be the source of such derision, but now that he is, you.ve picked up the baton and run with it, and are clearly enjoying yourself by doing it. When was the turning point where you decided "OK, I'm gonna mess with Raiden too"?

HK: The thing is, I don't hate him. I fool around with him because I like him very much. Me and my team like him, we spent a lot of time putting him together and we like him. But the fans ended up not liking him, and that I accept. Since I want my fans to enjoy my games, then I myself, who came up with the character said "Why not fool around with him?" I like the precedent of some talent agency, and try to cast him in some cool role in a movie [Metal Gear Solid 2: Sons of Liberty], but it just didn't work. That's why now I'll make him the clown in the movies.

1UP: Since you recast him as Raikoff in MGS3 and MGS3: Subsistence, who decided to make Raikoff . at least in the online portion of Subsistence — impervious to men's magazines [Editor.s note: One of Subsistence's most highly tactical "weapons" are the Playboy-style magazines you can throw on the ground, in the weeds, which cause any male players, except Raikoff, to stop and crouch and look at the magazine, making them incredibly vulnerable to attack]?

HK: I decided. [Laughs] The whole thing with Raiden/Raikoff in MGS3 is that there are actually many people in Japan who like Raiden. There are people who want to play as Snake, but there are also people who want to play as Raiden as well. But I wasn't going to do the same thing as MGS2, where you get to play with Raiden, because I know fans outside do not like him. That's why I basically put Raikoff in the game so you could see Raiden, and also offered the mask, so people who wanted to play as Raiden can have Snake wear the mask.

1UP: Since you have this virtual cast of characters, do you forsee bringing Raiden back for MGS4?

HK: Raiden is going to be in Metal Gear Solid 4. But it doesn.t mean you're going to control Raiden.

1UP: The real Raiden will appear in MGS4, or just a character who looks like him?

HK: It is that Raiden, not someone who looks like Raiden, it's Raiden. But I'm going to announce here, I'm going to make clear, that once you finish playing MGS4, you're going to like Raiden very much.

1UP: Wow, That's cool news. Lastly, why did you decide to add Reiko from Rumble Roses to MGS3: Subsistence? I know you like putting girls in your games, but why her in particular?

HK: Back when Akari Uchida, the producer of Rumble Roses, he came to me and said "Can we collaborate in some way?" The thing was the team, the guys on my team, said "No, we don't want to work with that game." So it didn't happen, but I always had it in mind, that Mr. Uchida wanted to work with the MGS team. So when we were working on the online stuff for Subsistence, I wanted a hidden character, another character that you could control. So I thought "Oh there.s that deal with Mr. Uchida" so I said "Why don't we work together now?" and I called him up. Actually I wanted to go to Mr. Itagaki of Tecmo, to use maybe one of the DOA characters, but then there was the deal with Mr. Uchida, that I couldn.t fulfill back then, so I said I'll just go to him.

1UP: When I was here with him a couple of weeks ago I did a very big interview with Itagaki-san, and he had a lot of nice things to say about you, and that He's really looking forward to MGS4. He basically said that He's impressed with what you.ve done in the stealth genre, and he thinks it reflects well on the state of Japanese game development.

HK: I'd like to work with him one day. He's very flattering, he says too much good stuff about me. Me being a kagi-ko [Japanese terms for a latch-key kid], being used to solitude, I'm not used to being flattered. [Laughs] I'm thinking about developing a game called "Kagi-ko: How To Kill Time 'Til Mom Comes Home."

1UP: it's interesting to see how you're putting such effort into salvaging Raiden.s reputation. It's like "Saving Private Raiden."

HK: The thing is I always knew I was going to do that with Raiden in MGS4, That's why I can humiliate him as much as I want to with "Metal Gear Raiden." Because I knew that I was going to make people like him after MGS4. Knowing that there.s going to be that comeback, I could do whatever I wanted to him in Metal Gear Raiden.

1UP: Well, Kojima-san, we're just about out of time. Thanks so much for sharing your busy schedule with us and giving us such great access to Kojima Productions. We'll talk to you soon, and see you online with MGS3: Subsistence.

Link (http://www.1up.com/do/minisite?pager.offset=3&cId=3146425) to page 4.

O.D.S
12-16-2005, 01:19 PM
Thanks for that interview Handycrap101, very little new info but still very informative.

VG Aficionado
12-16-2005, 02:36 PM
Do you think you could create MGS4, technically, on 360 if you wanted to?

HK: Yes, that's technically possible. [...]

1UP: It's interesting that you think you could do this on 360, though.

HK: Maybe some nuance or a small details here and there might be different, but I feel that hardware is no longer a matter. I'm just talking about PS3, 360 and PC. Revolution is totally different, but there are really no differences among the other three.There you have the origin of the rumour. The guys at 1up said Kojima could make MGS4 run "as is" on 360, while Kojima hadn't exactly said that. He doesn't even say if it would run at 60FPS like PS3's version.

What I mean is, games for both PS3 and 360 using Unreal Engine 3.0 may look the same, but it is a fact that PS3 performs better. An early build of UT2007 runs at 49fps while advanced builds of Gears Of War don't seem like they perform better than 15fps or 20fps.

Just check this GOW video: http://xbox360movies.ign.com/xbox360/video/article/651/651649/gearsofwar_091705_qtlowwide.mov
Detail and screenshots of this may look great and all, but even with no action, a small environment and just a few things happening on screen, framerate is disappointing.

CrumCon
12-16-2005, 02:45 PM
Do you think you could create MGS4, technically, on 360 if you wanted to?

HK: Yes, that's technically possible. [...]

1UP: It's interesting that you think you could do this on 360, though.

HK: Maybe some nuance or a small details here and there might be different, but I feel that hardware is no longer a matter. I'm just talking about PS3, 360 and PC. Revolution is totally different, but there are really no differences among the other three.

All i can say is Kojima is very carefully with his words, do you really think a huge dev like himself would talk big about ps3 and saying that Xbox360 isnt as powerful? i think not. because he also wants his games sell well on Xbox360 in the future. and not only on PS3.

while he's very carefull , i think he just want the gamers tojudge which console is powerful when he release his games on both platform.

VG Aficionado
12-16-2005, 03:17 PM
Hideo Kojima is and always has been very kind and polite with everyone. He may say "We could do great things with other systems as well", but that's not concrete. He says PS3, 360 and PC have no differences, and we all know it is not true.