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Hideo Kojima Speaks On MGR, FOX Engine, and The Phantom Pain in IGN Interview

IGN Middle East got an opportunity to sit down and have a chat with Hideo Kojima at a press conference in Dubai yesterday.

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Showing posts with label Interviews. Show all posts

Hideo Kojima Speaks On MGR, FOX Engine, and The Phantom Pain in IGN Interview

http://metalgearsolid.nl/wp-content/uploads/2012/05/foxengine1.jpg IGN Middle East got an opportunity to sit down and have a chat with Hideo Kojima at a press conference in Dubai yesterday. The interviewer ask him questions relating to Metal Gear Rising, the FOX Engine, and The Phantom Pain. Let's see what Mr. Kojima had to say.
IGN: The Metal Gear series is celebrating its 25th anniversary. 25 years of amazing games. How do you feel about that? What has the journey been like?
 
Kojima: To be honest, I never imagined it was going to be 25 years. Every time I completed a game, I told myself ‘this is it, this will be the last one’, but kept on making new Metal Gear games, and before I know, it was 25 years. What I mean is that, if you created a game thinking that ‘okay, I am going to make this for the next 25 years’, it’s not going to happen.

Now coming to Metal Gear Rising: Revengeance, when we look at Metal Gear Solid, it’s completely different from the franchise we are used to. Metal Gear Solid never truly had a competitor in its stealth-espionage genre, but Revengeance is a high speed hack-and-slash action adventure, which can be easily compared to other games from more experienced publishers. What was the thought process behind this?

Well, if you look at it, I suppose you could say that’s right! But basically, Revengeance is a spin-off along with the mainstream release that is Ground Zeroes. For the spin-off, we wanted to have variety, and I wanted to expand our reach to gamers who like hack-and-slash and hope to get accepted there as well. So that was our main goal as you can play with a few things in a spin-off, but Ground Zeroes will be conventional.

Right, even though it’s a game in a different genre, it still falls under the Metal Gear roof, and I am sure fans will enjoy it as much as the others in the series. Now related to that, and this is a much asked fan question, why was Raiden chosen as the ninja-cyborg guy in Revengeance instead of someone like Gray Fox?
 
It was actually not my idea, it was my staff in Kojima Productions that insisted on Raiden, and I respected their idea. I wanted to really focus on production than development, and they wanted to come up with a really cool hack-and-slash title with some Katana action and Raiden in it, and I thought ‘okay, that’s fine, I respect that’.

But in my personal opinion, I wanted to go for Frank Jaegar or Gray Fox. But if we had gone with that, I would have had to write the script and then be really committed to creating the game. I want to pass game development to the younger generation in my team, and have been trying to do so for quite some time. Before I never could give complete responsibilities for other games, but for Revengeance, they are fully in control. Besides, if I had created the game and directed it, it wouldn’t have been this game. I am very happy to see the growth in my team and how they have developed such an incredible game.

Shifting gears to what’s to come in the future. We have seen bits and pieces of the FOX Engine. We know about Project Ogre, we have seen the screenshots you have shared with us. I must admit, the new visual engine looks quite fantastic. What do you plan to achieve with the technologies that you are building, and how do you see it utilize the next-generation of consoles?
 
I can’t share much details about it yet, but the new engine is built towards not only having better visual quality, but also better functionality that will allow new kinds of gaming experiences, UI, playability, etc., and that is something we at Kojima Productions are working at, and some of which will be incorporated into Ground Zeroes.

In terms of technology, FOX Engine is very efficient and that’s one of our focus as well. We are continually trying to make it as efficient as possible, and with it, we can develop games in much shorter time period than ever possible before.

 Finally, have you seen the new Phantom Pain trailer?
 
[Laughs] Yes, yes I have. I really liked it.

So did we. Would you like to say something about it?

It was very visually appealing. The lighting was very good.

The trailer also looks familiar, especially the character, his mullet…we have seen him somewhere before…

[Kojima’s translator pitches in] Snake?

Yes!

Kojima: Oh! [laughs] It might have been an inspiration…

Sure…inspiration! Anyways, thanks a lot for your time. Any words for your fans in the Middle East?

Well, we are working on Ground Zeroes which will take a little more time. But there is Revengeance releasing next month, so why not play that while you wait for the new Metal Gear Solid.
 As my readers know, I have been following The Phantom Pain and trying to analyze key things through the trailer to prove it is in fact Metal Gear Solid. Although in this interview, Kojima doesn't reveal anything, he definitely is far from denying he has anything to do with it. I'll keep everyone updated as details roll in.

All credits go to IGN Middle East for this interview.

Our Burn Zombie Burn! Interview Has Arrived

BZB_logo

A while back I sent in some questions to the creators of Burn Zombie Burn! and we now have our answers back. Along with answering our questions sent in, they were very nice and gave us some screenshots and a little sketch art as well. Check out our Burn Zombie Burn! interview after the jump.

PSGoBB: Will Burn Zombie Burn have Youtube Support?

Jim Mummery: No – I’m afraid not.

PSGoBB: What major gameplay feature (mechanic?) will differentiate this game from the flood of other twin-stick-shooters on psn right now? ie. SSHD, Blast Factor, Everyday Shooter, etc.

Jim Mummery: Firstly, we should clarify - this isn’t a twin-stick shooter. For Burn Zombie Burn! we wanted to move away from twin-stick because despite its obvious advantages it does have limitations regarding the way you can play the game, the weapons you can use etc. Instead we have a different system that relies on shoulder buttons for firing and charging weapons – the use of triggers allows us to be a lot more varied with the weapon set. Something we needed for this game.

As for what differentiates us – Burn Zombie Burn! has a number of unique features but the main one, the title feature, is the use of fire.

In the game you use fire as a secondary weapon – it has many uses – you can use it to scare the zombies away, ignite explosives, set fire to fences and, most importantly, you can set fire to zombies and, if you really want to do well, you’re going to have to burn those zombies. Burning zombies ties into the game’s upgrades, its multiplier and the difficulty of the game. The number of burning zombies is your multiplier – as more zombies catch fire your multiplier goes up, as burning zombies burn out or get killed your multiplier drops. Also, burning zombies drop upgrades for your explosives and speed-ups for Bruce, our main character. They also drop mode specific power-ups for use in some of the game modes like Defend Daisy and Timed mode. However, the downside is burning zombies move faster and do more damage. The more zombies you’ve lit up – the more you’ll score but that means a whole lot of burning zombies you are coming at you at speed.

PSGoBB: Are there any sort of special power-ups or upgrades to the character?

Jim Mummery: During play you can upgrade your explosives (range and type) as well as gain speed-ups (see above).

PSGoBB: What kind of price can we expect to see for this title?

Jim Mummery: The price is to be confirmed but we’re expecting it to be about $10.

PSGoBB: If known at this point, which month, or day can we expect to see Burn Zombie Burn hit PSN?

Jim Mummery: Jan 2009

PSGoBB: Can your fans look forward to seeing a sequal such as Freeze Zombie Freeze perhaps?

Jim Mummery: Actually, we are doing a follow-up to BZB but I’m afraid I can’t tell you what it is yet.

PSGoBB: (Yes or No and explain if you like.) Are there going to be any big surprises for us that we aren't yet aware of?

Jim Mummery: Yes.

PSGoBB: Will the game include cut-scenes to clear the story or to begin it?

Jim Mummery: The focus on the game is the action – at its core this is an infinite play arena shooter – we haven’t given it an implicit story.

PSGoBB: Will Burn Zombie Burn include an online game mode?

Jim Mummery: Not this time around I am afraid.

Just reading this interview gets me more and more pumped up for this game. Not to mention these screenshots provided with the interview…

level_base37 level_drive-in57

level_graveyard32 level_lab45

level_suburbia57 level_woods09

main character sketch colour