Now that the game is complete, Hideo Kojima posted some short bits of commentary on his Twitter on which he looks back on the rough development process and the end result.
About 2 yrs ago, our “free slash” game development enfaced stifling. Being not able to give up, I asked Platinum Games for their dev support. It was almost gambling for them but they took our request. And they kept both schedule and quality and brought about brand new fantastic game. Nothing can make me happier.
Video game was born about 30 yrs from now. That was the shooting game to press the button to eliminate enemies who are coming to you front. The basic action hasn’t change since while it evolved into FPS, physics inclusion, or Open World. But RISING is not shooting game but slashing anywhere freely.
In long time history of action video game, lot’s of games with jumping, running, kicking, crunching, punching, and shooting were born. But game with hiding did not come out easily. And as such, game with free slashing wasn’t even exist. This is invention.
After studying physics of “free slashing” in Koji Pro, it was easily implemented in our lab. However my sons with my gene (GENE) in my team could not bring about unprecedented game with the use of such mechanism while not blood related Platinum Games inherited my MEME and accomplished successfully.
Kojima seems to be happy with the end result, and the job people outside Kojima Productions (Platinum Games) did. Metal Gear Rising Revengeance is set to release later this month.
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