Platinum Games and Kojima Productions talk Metal Gear, Rising and “butting heads”

Metal gear Rising PS3 screens

OPM What are the key differences between Platinum Games and Kojima Productions as companies?

KS One thing that I did realise is that everyone at Kojima Productions says their opinions. Everyone butts their heads and makes sure that their voice is heard, and that’s something that Platinum Games now does as well, and it has shown in our relationship. In the end, we believe that this creates something better.

One big difference I think all our staff believe is that Kojima Productions is almost too detailed when it comes to its settings. [Everything is] so precise, and that level of detail is something that Platinum Games has never experienced. It’s not necessarily a bad thing, and we believe that keen eye has made our staff a lot better. That’s something we can take back for our games in the future.

AI That’s definitely not something we’re disrespecting Kojima Productions about. That’s a good thing!

KS Any studio has its specialities, and things it excels at, and we only had a limited amount of time to create Revengeance for our specific deadline. We had to sacrifice a few things, but if we were to work with Kojima studios in the future, we’d like a little bit more time to show a little bit more of Platinum Games’ unique points that we excel at.

OPM How did you like Raiden’s first appearance in Metal Gear Solid 2?

KS When I first played Metal Gear Solid 2 and saw Raiden, I was still a student. At first I felt, ‘Who’s this character that popped out after Snake? Who is this guy?’ And he was a character that didn’t really stand out to me. It wasn’t that I really disliked the character – there was a lot of passion I felt coming from [him] and a lot of motivation, as well – but I didn’t understand him. I love Metal Gear Solid 2, though, just to make that official!

The growth and the development of the character up until Metal Gear Rising: Revengeance has been great. He kept a lot of the personality and the characteristics from Metal Gear Solid 2’s writing, and I thought that was very important, but of course, as time developed, he became more adult – and that’s also portrayed in his personality and spirit in the game. In Metal Gear Rising: Revengeance, you can see the growth. His stance is different in life – he’s a father, and many things have changed since [the days of] Metal Gear Solid 2.

OPM Everyone has their favourite Metal Gear game. Did you refer to your own favourites when making Revengeance, and what’s your favourite Hideo Kojima game?

AI If [Bayonetta director] Hideki Kamiya were to answer this question, he’d say Snatcher! But for me, it’s Metal Gear Solid 1. I don’t know what Kojima’s favourite Platinum game is – but I have heard before, when I was at Clover Studio, that Kojima really liked Okami.

KS I really liked Metal Gear Solid 1, too, and I really, really loved the Cyborg Ninja. And at the time it was one of the first games that really used guns well – I really liked the PSG1 sniper rifle, which was something that I really got into at the time.

One big thing that I really like about Metal Gear Solid is that it’s really lifelike in a strange way – when you’re holding the gun it moves depending on how your status is at the time… whether you’re healthy or not, winded or not, but [after you’ve taken] medicine you stand still and have a controlled aim. And that’s something I felt was very realistic.

But in the end we didn’t specifically look at a title within the Metal Gear Solid series [when making our game]. The fact that we had to make Revengeance match the Metal Gear Solid world was one of the biggest challenges for us. And for us, of course, the biggest challenge [of all] – since Metal Gear Rising is an action game – the difficulty of including that in the Metal Gear Solid world was something we had to work hard for. So of course we butted heads a lot with Kojima Productions, but in the end I think we’ve made a great game and I hope people like it.