E3: Metal Gear Solid: Rising interview
NowGamer had a sit down with Metal Gear Solid: Rising’s Shigenobu Matsuyama (creative producer) and Mineshi Kimura (director) for a few words about the game.
Will we learn about how Raiden became a cyborg?
Yes, that will be in the story of Rising.
Will we see classic Metal Gear Solid elements – long cutscenes, lots of exposition etc.?
It’s not a Hideo Kojima game – Hideo Kojima was very famouse for storytelling themes, with the messages and the humour. I’m not trying to do the same thing, because I think I’m might not be very good at battling head to head [with Kojima]. This means there’s more emphasis on a different approach – we’re not copying what has been done before. This time it’s a katana sword action game at the core – that’s one difference between the games of the past and this one.
Will sword battling make up most of the game? Will other techniques/styles be available?
What I’m thinking is there’s a two-layered battle system – of course it’s a sword action game, so the sword combos in the sword action is one layer. But the other part is like the part you saw in the video where he kicked and put the guy off balance, then it goes into slow motion – like bullet time – where you can aim more precisely where you want to cut.
How far do the environmental attacks go?
What you saw in the trailer of course is possible – even back in R&D there was a very tall building you could cut and slice down. But then we thought the balance of the game would be destroyed. So at this stage we’re kind of thinking maybe we should not do it so much – we need to consider the balance with the gameplay and the mechanics. We haven’t really defined the correct answer as of yet.
Will there be any other types of weapons to avoid repetitive gameplay?
Yes we are planning to have other weapons as well – of course the main one will be the katana sword. It will depend, though – how you use the other weapon and how you use the sword is another fun element we’re trying to implement.
What kind of multiplayer, if any, can we expect in Rising?
We’re still actually considering this aspect as of now. We won’t make the game without online, but we’re still considering what element of online to put in the game.
When was Rising conceptualised? Was it a plan relating to the ninja dream sequence in MGS3, or something unrelated?
Concept-wise, we always wanted to do something with the main character as Raiden – this was always talked about in the team. But if we just say we want to make the main character Raiden that doesn’t go well toward creating a game. So first we thought more on the technology side, where we thought we want to create a system where we can cut at will and cut wherever we want. We started research on that and found that it was quite successful. So we thought if it was cut at will, we should use a katana, a blade. Then it was an obvious fit that the main character would be Raiden, so that’s how we conceived MGS: Rising.
Will Rising follow the chronology of other MGS games? Will we see returning characters from the series?
The storyline is between MGS2 and MGS4, and how it unfolds is we have the human Raiden from MGS2 and we want to show how he became the Raiden we know in MGS4. In the trailer you saw that Raiden is a little bit darker than the character we know – he cuts people like crazy so it’s almost like he’s insane. So we want to draw how he became [like this] and what happened to him between the Raiden of MGS2 and MGS4.
To answer your question about returning characters, we’re not probably going to show so many characters in Rising because, since it’s a new part of a series we don’t really want to [reference] the Metal Gear saga so much. Because we want the newcomers of the game, the game players, to come in and play more freely without knowing the background of the whole Metal Gear Solid universe, so in that sense we don’t want to make it all tied up to all the story or plot from MGS 2, or MGS4 and make it too complicated.
What will boss fights be like?
What we can say right now is that we will have boss fights – we can’t say specifically what kind of boss fights it will be, but if you have any preference you like we can still probably adjust! [laughs] We’re going to have a lot of variation in our boss fights.
Are you planning to make it more focused on the action rather than the cinematic experience?
The latter – we want to focus on the action. We’re not saying that we won’t put in cutscenes – we will have cutscenes as well – however the volume of them will be much less. We don’t want to stop the flow or the tempo of the action, and also the story – of course the story is very important, we understand, and we will have a very strong story – however we would like to concentrate more on the action part. Also we’re not thinking of making the story super complex, it’s more of a straight, simple story we would like to present.
So it’s more accessible for a larger number of people?
What kind of environments will we be facing? We’ve seen labs, research facilities – how deep will these backgrounds go and how will they connect to the fighting system?
We want to try and have a lot more variation, but we can’t at this stage say it will be set at this stage or in this environment. We will disclose this information at some point in the future.