Hideo Kojima Q&A

We speak with the creator of the Metal Gear Solid series about his upcoming projects.

At this year's E3, GameSpot had the opportunity to sit down with Hideo Kojima, the famed creator of the Metal Gear Solid series. Through the help of translator Scott Dolph, Kojima spoke on a number of topics, including the two upcoming Metal Gear Solid games--Metal Gear Solid: The Twin Snakes for the GameCube and Metal Gear Solid 3: Snake Eater for the PlayStation 2--as well as Boktai, an upcoming Game Boy Advance game that, through the use of a light sensor on the cartridge, requires sunlight to play. Be sure to also check out the downloadable audio version of the interview.

GameSpot: Thank you again for taking the time to do this. Certainly this was another exciting E3, since you've announced not one, but two new Metal Gear games, in addition to Boktai. Is there a particular product that you're most pleased with demonstrating at the show for the first time?

Hideo Kojima: Obviously I am proud of all three of my games, but Boktai is definitely new, it's different, and it's not something that will look great at the show visually, but it is my number one game here.

GS: Is this a project that you've wanted to work on in the past, and only now feel as though that the technology is at a place where you can produce it?

HK: It was more of a cost issue for the solar sensor. I always talk about raw games, and this is this idea I have that you buy this game and if you take it home and play it and it's game over, the game ends and you have to go buy another one, and it's really a matter of how you get the right medium for this disk that breaks or disintegrates once it reaches game over. So with Boktai, it was really a matter of coming up with the proper sensor at a reasonable price to make this happen.

GS: How do you manage to split your time between at least three major projects simultaneously?

HK: With Boktai, I first worked on the initial game design, and then gave that to the team and whatever they come up with based on that game design, I see and correct and give advice. With MGS3, I come up with the game design, the game plan, all the directing, everything hands-on. And as for the Twin Snakes, I'm the producer and supervisor. My own team and the people at Silicon Knights work together daily, and what they come up with is given to me, and I say you should do this and do that.

GS: Speaking about Twin Snakes for a moment, is this a product that would be best suited for fans of the original Metal Gear Solid, or is it best for those who aren't experienced with the series? Who is the target audience?

HK: It will be for both. Obviously for those who have never played the original game, it's totally new. And for those who have played it, they’ll be playing MGS1 with game mechanics like action, and the game system of MGS2, so there will be different moves and enemy AI and all of that.

GS: Is the story of the game different to any extent, or longer? I know there are going to be some small differences, but to what extent?

HK: It will pretty much be the same. The thing is, now that we're working with this great film director Ryuhei Kitamura, he's worked from the storyboard of the polygon demos, and then he's directed all the polygon demos, the motion capturing, so you'll be seeing a lot of different scenes. The polygon demos are done totally differently, so you might even see totally new scenes that you've never seen before.

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