"There's nothing like the feeling of slamming a long silver bullet into a well-greased chamber." - Revolver OcelotQuote:
Originally Posted by Green
I loved that quote, too. :lol:
Printable View
"There's nothing like the feeling of slamming a long silver bullet into a well-greased chamber." - Revolver OcelotQuote:
Originally Posted by Green
I loved that quote, too. :lol:
New japanese GameCube Commercial
has some Twin Snakes footage. it's from the cinema when Snake and the Ninja meet right after that little Ocelot thing happens. anyways, the cinema is completely different, and seems to have some kind of fighting going on between Snake and the Ninja.
Looks good.
What was that last bit of cgi from?
it's from Baten Kaitos.
anways, good news, turns out that cover art isn't final, so we should still expect some good cover art done by Shinkawa.
From GamePro:
the game is out in 2 and a half months, i really wish they'd let us know what the deal with the GameBoy Advance Connectivity is. im really hoping it acts as Snakes Super Utility Belt (ala Batmans). at the very least they should let us know if it's going to enchance gameplay, or if it's just going to unlock stuff.Quote:
GamePro: Why did you choose Silicon Knights to develop Metal Gear Solid: The Twin Snakes for the GameCube?
Hideo Kojima (Producer, Konami): When we decided to develop Twin Snakes, we had to look for a development team that had experience on the GameCube. When we started looking for a development company that could re-create the quality of MGS, we ended up not finding such a team in Japan. We talked to Mr. Miyamoto of Nintendo, and he recommended Silicon Knights to us.
GP: What titles of theirs’ had you played previously?
HK: I have taken a look at Eternal Darkness.
GP: Why did you decide to re-make Metal Gear Solid for the GameCube rather than create a brand-new adventure?
HK: As for a brand new MGS, I have so much to do with MGS3 alone. I do not intend to mass-produce side stories or spin-offs of MGS like franchises from other companies. The temptation from a business standpoint is there, but releasing too many titles weakens the brand. When Nintendo approached us to create a MGS game for GameCube, I had the confidence to do one if it were the remake of MGS1. And when doing a remake, I did not want it to be a simple remake. That's why I decided to do a remake of the MGS1 story with the MGS2 gameplay. And since MGS1 was released in 1998, there really is no point for the same staff 5 years later to do a simple remake. That's why I decided to collaborate with film director Ryuhei Kitamura and Silicon Knights of Canada. The introduction of new blood into development will make this MGS1 a revolutionary MGS1.
GP: What was Mr. Kojima’s involvement in developing the game?
Denis Dyack (President at Silicon Knights): Hideo Kojima’s involvement in the project is integral. He looks over the entire project and its production. He is actively involved giving comments and direction on art, game play, technology, sound and story. We have conference calls regularly and we have met both in Japan and Canada to make sure the project is a great experience for players. One of our top goals is to make MGS: TS both exciting for the hard core MGS1 fan and a great experience for players who have not played it before. Mr. Kojima in instrumental in helping keep the original spirit of the original and also making the experience completely new for those who played the original MGS.
GP: Why was the GameCube the chosen platform and not the PS2?
DD: Both Nintendo and Konami have very high standards for making games and their philosophies for quality are both equally high. Mr. Kojima and Mr. Miyamoto are also friends and they have wanted to work on a project together. So I believe it was just a matter of time before Nintendo and Konami started to get together for this project. For this project they wanted to do something special for the GameCube. Many Nintendo players have not experienced Metal Gear Solid because they did not have a PS1 and this seemed like the perfect project for the GameCube. As the game industry continues to evolve, I believe that you will start to see more collaboration like this in the future.
GP: What’s your opinion of re-making games instead of offering brand-new adventures?
DD: I believe that remakes definitely have their place. One of my favorite horror films of all time is a remake—John Carpenter’s The Thing. This remake defined science fiction horror movies for sometime to come and definitely made a positive impact on the film industry. This movie was able to keep the spirit of the original movie but take it so much further, which is by the way, the same goal of this collaborative project. We also believe that the collaboration between Mr. Kojima and Mr. Miyamoto is ground breaking. Working and creating together with these great game designers is an amazing experience for which is laying the foundation for some great games in the future. The exchange of ideas is good for games and we believe that this is a first small step in making games the dominant art form of this century. Another thing to keep in mind is that creating an original title takes a long time. This is exemplified by the time between each Mario, Metal Gears, or between Legacy of Kain and Eternal Darkness. Thus, this collaboration not only allows us to bring together two previous points but also something great between longer original projects.
GP: What can players look forward to in this version that they couldn’t in the original version?
DD: Most obvious are the graphical improvements. The GameCube hardware is much more powerful than the PS1 and this clearly illustrated in the graphics engine. We are using a unified pipeline technology that allows us to have many texture layers (bump mapping, shine mapping etc) with more complex environments and many more detailed enemies on screen. The cinematic experience will also be greatly enhanced. All of the cinemas are being completely redone and directed by Mr. Ryuhei Kitamura. Mr. Kitamura is an excellent film director who directed such films such as "Versus" and "Azumi". Players can expect some excellent cinematic direction by him. Also, the game design has been significantly enhanced from the original MGS. All of the mechanics from the MGS2 have been incorporated into the Twin Snakes. Therefore, first person shooting, dragging bodies, hiding bodies, hanging etc… can all be done now. Also, we can have more guards with their A.I. significantly improved. This will make the game play experience very different from the original game because you can do so much more and the game will react so differently than it once did. We believe that this will lead to a completely new game experience for players even if they have played the original game.
GP: Considering the talent behind the cinema sequences, how important are they in the game?
DD: The whole collaborative group believes that story is extremely important to the gamers experience, and in fact it is something that is inseparable. The game would just not be the same without its excellent story and cinemas. This is why they are getting such attention.
GP: What play elements (if any) did you use from Eternal Darkness and Blood Omen: Legacy of Kain in Twin Snakes?
DD: We will always use all of our previous experience in games when we create new ones. We have learned much from our previous titles and in a sense will incorporate this knowledge into every new design. In a sense this is the goal of the collaboration—to bring everything we have learned into creating a great game for the gamer to experience.
GP: One of the criticisms of the first Metal Gear Solid for PlayStation was that the cinema sequences were intrusive on the action. Will there be as much emphasis on them this time around?
DD: I do not remember this being a specific problem for MGS and I certainly didn’t think they were intrusive at all. We are working on some ideas for streamlining the interface for the players but the story will pretty much be the same. Otherwise, it would not be MGS.
GP: What was your biggest challenge in making this game?
DD: Creating MGS: TS with the spirit of the original while also meeting the expectations of the games. Players will have very high expectations for this game and we are working very hard to make sure that no one is disappointed.
GP: In playing the first version of Metal Gear Solid for PlayStation, was there anything that you wanted to change in it for Twin Snakes?
DD: We are pretty much doing that now. Giving anything specifically will just spoil it for the players. The game in many ways was ahead of its time and now with better technology of the GameCube we can help Mr. Kojima and Mr. Miyamoto to help realize the original vision of the game and take it further.
GP: What other games would you like to re-make in the same way as Metal Gear Solid?
DD: I would say Resident Evil but that has already been done. There are many games that I would like to see this done to but if I were to say one it would probably be Kid Icarus.
im hoping it's going to enhance gameplay because a few interviews back, Dyack said that the GameBoy Advance Connectivity would be one of the key features that made this game different from any Metal Gear game.
Pyscho Mantis better do some cool stuff, whether it involves the GBA or not. If he reads the memory card again, he'll have to mention a Nintendo game because Konami hasn't released any good gamecube titles in the US yet.
Quote:
Originally Posted by Kinopio
Perhaps Silicon Knights will use some of their ED type tricks. Have Snake's head explode or something.
im guessing they're gonna use that line that was used for the E3 Trailer were Psycho Mantis talks about how you like Miyamoto games or whatever.
I think some of their "ED type tricks" would fit in well in The Twin Snakes since they basically ripped them off from MGS anyhow. I bet Dyack would even admit to that if he hasn't yet.Quote:
Originally Posted by Chojin