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Doom anniversary

A love letter to Cacodemons, Carmack, and Doom


Promoted from our Community Blogs!
Dec 14
// Maxwell Roahrig
[In honor of Doom's 20th anniversary earlier this week, Max shares this remembrance. Want to see your own blog appear on our front page? Go write something! --Mr Andy Dixon] When I was eight years old, my dad brought home my ...
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E3: Shoot your friends in Nintendo Land's Zelda minigame


Jun 07
// Maxwell Roahrig
While I'm not terribly excited for Nintendo Land, Nintendo's latest collection of mini-games, there's no one on staff more pumped about the project than Jonathan Holmes. In this video, Holmes checks out "Legend of Zelda: Bat...
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E3: Wii U can't stand up


Jun 06
// Maxwell Roahrig
Legendary designer and all-around goofball Shigeru Miyamoto discussed the Wii U hardware in a recent interview with Kotaku. When asked why the console won't be able to sit vertically like every other console on the marke...

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E3: It's Holmes vs. Concelmo in Persona 4 Arena!


Jun 06
// Maxwell Roahrig
Two quick notes before I get into the meat of this post. First and foremost, I'm only a recent fan of the Persona series. After being pretty anti-JRPG for years, I finally caved in and gave Persona 3: FES a try, an...
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E3: New Super Mario Bros. 2 releasing August 19


Jun 05
// Maxwell Roahrig
Nintendo is all about Mario today. First, we had New Super Mario Bros. U announced for the Wii U. And now we're given a release date for a new 3DS entry into the NSMB series: August 19. The main gimmick behind New S...
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In a move that should shock no one, Nintendo just announced New Super Mario Bros. U at its E3 2012 press briefing. No word if it'll be a launch title or not (it should be), but it's looking like a NSMB game alright!The defining factor for me, though, is the inclusion of baby Yoshis. SO CUTE! Oh, and there's a new flying suit. But BABY YOSHI BLOWS BUBBLES, GUYS!

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E3: Sony unveils Cross Controller for PS3/Vita


Jun 04
// Maxwell Roahrig
During its press conference today, Sony announced plans to allow the Vita to become an enhanced controller for PlayStation 3 games. LittleBigPlanet 2 will be getting a Cross-Controller patch which offers a new story mode, sti...
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E3: LocoCycle is the latest from Twisted Pixel


Jun 04
// Maxwell Roahrig
Leave it to Twisted Pixel to make me wet with excitement with just one teaser. LocoCycle will see you playing as a motorcycle that graduated valedictorian from assassination school. Knowing the beards at Twisted Pixel, the game will feature their wonderful sense of humor and great characterization.  Hopefully there's something a bit more substantial on the show floor.
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E3: Spec-Ops: The Line to get downloadable co-op


Jun 04
// Maxwell Roahrig
Because it's 2012, and every action game ever needs co-op, Spec-Ops: The Line will receive downloadable cooperative missions. No word if the entire campaign will be co-opified (a word that is totally not made u...
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E3: Splinter Cell: Blacklist set for spring 2013


Jun 04
// Maxwell Roahrig
Hot from the Microsoft press conference, Ubisoft announced a new entry into the Splinter Cell series. Blacklist will see Sam (this time with a new voice actor Eric Johnson) shooting and sneaking his way through the ...
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If you read Bob's article this morning about Band Fuse: Rock Legends, you could tell that he and I are pretty excited about the game. But what words unfortunately can't do is show you gameplay footage, so check the video to ...

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PSVita Uncharted and Resistance to get multiplayer


Jan 23
// Maxwell Roahrig
During my time with the Vita last week (more on that later), I managed to dig up some interesting little nuggets regarding Uncharted: Golden Abyss and Resistance: Burning Skies. Now, these may seem like no brainers, but ...

Hideo Kojima talks Metal Gear Rising: Revengeance

Dec 13 // Maxwell Roahrig
Q: Could you talk a little bit about what the game was like before the cancellation? Hideo Kojima: I was working on Peace Walker, and I handed Rising off to the other staff. We had a different relationship from other working teams. I wasn't aware of the content, really just working on Peace Walker. I probably should have stepped in to collaborate on the game design, but whenever I do that the young staff never develops. I didn't want to do that. And I certainly didn't want to do that for Metal Gear Rising. In the summer of 2010, I realized the game design just wasn't there yet. So, at the end of last year, I realized that at this pace, we wouldn't have a game. The younger team wanted a Raiden that felt great to move around, but at the pace things were going, that would never happen. I decided to cancel the project. But we had all of these assets already created such as motion capture, some great story bits, etc, and I wanted to use that somehow. That's when I decided to contact Platinum Games. They gladly accepted. At that point, we had a very solid game core, but we had to work according to the plan that was already established. We have a very tight deadline. We're working like game companies did many years ago, very fast paced. Atushi Inaba: I kept meeting Kojima-san at parties and always asked him "What's happening with Rising?" Now that I think of it, maybe I shouldn't have asked that question, because maybe that's why we got the project. I mean, I'm having a lot of fun, but we have to work really fast on this game. Kojima Productions is really making us work very hard. HK: The game is high speed action. The development is high speed development. If we're successful with this, we're going to make huge changes in the industry. Now that you've handed a project to your younger team and they were unable to complete the game, do you foresee giving them big projects in the future? Do you see yourself becoming more hands-on with the projects at your studio? HK: We have really good staff members and people working here [at Kojima Productions]. But the game's designers, the leaders, were very hard to educate. We will probably work with outside designers. So far there have been many games that have had problems with execution. For many game designs, it is very hard to materialize the idea. For this occasion, it was not my game design. Usually, I'm much more involved in the project, but this time I was not. I stepped back and watched what they were doing After the premiere of the trailer at the VGAs, there was almost a mixed reaction among the hardcore Metal Gear fans as to what they saw. Some people are very excited, but other fans say "We like what we saw in the original version, whereas this game looks like a Bayonetta instead of a Metal Gear!" To those fans, what do you want to say to them to tell them they should be excited for the new take on Rising? HK: What people saw in the old trailer is the same game. Sure, the camera effects look very different, but it's the same game with the same goals as the original version. The original goal was to have a game where you can slice everything, there's speedy action. The game Platinum is making runs at 60 frames per second, whereas the old [Kojima Productions] version ran at 30 and had a stealth aspect to the game. AI: We are making the game we have clear in our minds, and it's not Bayonetta. One of my favorite action games of the last few years is God Hand. Have you [Mr. Kojima] played God Hand, and were there any other Platinum or Clover games that influenced your choice to go with them for Rising? HK: I haven't played God Hand, but I saw the trailer and loved what I saw. But Okami had a huge impact on me. That game, I remember when I played it, the action felt so good. After some levels, I just had to stop playing because I was too jealous of what they made. Mr. Inaba, Platinum Games thus far has only made original games. Was there any resistance to working with a franchise? AI: When we started Platinum Games, we had nothing. The only thing we could do is work on our own original games. The thing about Platinum is that I'm the only producer on staff. So if I'm not excited about a game, we probably won't ever work on it. So when Metal Gear Rising was offered to us, I was very excited about working on it. You mentioned in the documentary [shown before the Q&A] that you were looking at Western developers for Rising. What made you go with Platinum Games? HK: When you think of action games from Japan, you immediately think of Platinum. They are by far the best, so I had no doubts in my mind when I approached them. Were there any specific Western studios you had your eye on? HK: Well, I want to keep my friends around the world from all aspects of development. The katana is one of our main concepts for this game, which is something very difficult to explain. At that point, I thought I needed a Japanese company, and Platinum was that company. There are many great production teams from North America, but I thought that if I took the project to them, I would come back and there would be no katana. Instead there would be a gun with a chainsaw or something. With your original team, you had a hands-off approach. Since the game is at Platinum, will you be checking up more often? HK: Well, I have to be a bit more hands-on with the project since it was my idea. But I don't want to be telling people what to do. I just want to put the money on the table and have Platinum make the game. More recently, there have been a lot more product placement in your games like the iPod in MGS4. Is that because of any extra funding, or some other reason? And do you see product placement in games reaching the same levels as Hollywood movies? HK: No, it's not a promotional thing. We create these fictional worlds, so we inserted things like the iPod into them to give the world a sense of believability.  How has Kojima Productions thought about where Rising fits into the Metal Gear universe? AI: I don't think the soul of something can be explained with words. I've talked about it with my staff, and I told them "If you don't like Metal Gear already, I probably wouldn't have been able to take the game on. Fortunately, Platinum is filled with people who love and deeply respect the series. The Metal Gear universe is so deeply detailed, we don't want to change it.
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Yesterday, myself and a cavalcade of more talented writers than I had the pleasure of attending a press conference and panel style Q&A with Metal Gear creator Hideo Kojima and Platinum Games producer Atushi Inaba to discu...

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E3: CinemaNow coming to PlayStation 3


Jun 06
// Maxwell Roahrig
As originally posted on Flixist Sony, just moments ago, announced that CinemaNow, a movie streaming service along the lines of Netflix, will be coming to the PlayStation 3 very soon. How soon? Well, PlayStation CEO Jack Trett...

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