While today’s game machines are capable of creating images close to movies, this was of course not the case when Kojima started out in the game industry. So that’s where stealth came from, and how Metal Gear came to life.”Īnother reason for Metal Gear’s game design were the hardware limitations at the time. By changing the perspective a little bit, a heroic element is born. “If you’re just running away the players will have a hard time empathizing with the character, right? So when I was trying to figure out how to make that work, the player is in a sense running away, but you must first infiltrate in an enemy base without any weapons, collect any weaponry on the spot, and clear the mission before escaping. Kojima wanted to create a game where you run from the enemy instead of engaging in battle, but this concept is difficult to make heroic. That reason was not explained at all at that time, so I wanted to depict it.” When nation A and B are at war, there’s always a reason. You don’t know why you’re fighting, you just know that you’re strong. My parents experienced the war, and what I didn’t like in the shooters or battle games, was that there was no background why A and B were fighting. The enemy dies when you shoot, or when you are shot by the enemy, you die. “Shooting games, or shooters, is still popular today, but battle happens when you and the enemy appears. In this first episode, Kojima talked a bit about how the Metal Gear series came to be and evolved over time, as well as the inspiration behind the character Solid Snake. The podcast is available in both Japanese and English, to give fans worldwide a chance to listen to his thoughts. Hideo Kojima released the first episode of his new podcast Brain Structure for Spotify.
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