Metal Gear Rising: Revengeance

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From the Manufacturer #interview { font-family: Arial, Helvetica, sans-serif; } #interview li { margin-top: 15px; margin-bottom: 15px; list-style-type: none; font-family: Arial, Helvetica, sans-serif; } Get inside the mind of legendary Game Designer, Hideo Kojima, creator of the Metal Gear Series. Exclusive Q&A from PAX 2012 as he reflects on the 25th anniversary of the series. If you could do an HD remake of any one of your titles, which one would it be, and why? It would be METAL GEAR SOLID. If it was to be arranged in a contemporary way using the latest technology, I think it could result in something quite impressive. However, I don't want to be the one to recreate it. Aside from releasing HD remakes of Metal Gear, what else do you have up your sleeve to help celebrate the 25th Anniversary of Metal Gear Solid? We have trophy support for MGS4, a music CD, an anniversary book, a novel, figurines and toys, apparel items, and a variety of products related to METAL GEAR. If Snake didn't become as popular of a character in the Metal Gear Solid series, do you think you have gone another route, story-wise? Perhaps, using "The Boss", or even making the game where it had multiple character scenarios, perhaps, playing through the story of the Cobra Unit during World War II? That may have well been a possibility. Instead of a saga centered on Snake, I may have written a story focused on the "FOXHOUND" members, similar as what was done in "X-Men." You took a game, Metal Gear Solid, that wasn't originally supposed to even be an entire series, and you turned it into one of the most memorable stories ever seen in gaming. When WAS the "Solid" storyline originally supposed to end, and what would have been done differently? I originally intended to end it with "METAL GEAR SOLID." That is the very reason why I introduced his ultimate enemy, "Liquid Snake (clone)," who possessed the same abilities as "Solid Snake." Had that not been the case, I wouldn't have utilized the stereotypical and difficult-to-manipulate character setting of a clone for a main character. How did you conceive such a magnificent storyline for this series of games? Where did you gather your inspiration from? I believe that this is derived from the game design, story, and setting being handled by the same person. In comparison to movies or novels, there may be some elements that may fall short, however, I strove to build a world and story that worked well with the game. To Mr. Kojima, have you ever based any of the Metal Gear characters off of yourself and do you see yourself in any of the characters? Not conciously, but "Snake" and I have come a long way together and so to some extent, a little bit of me is reflected in him. Like aging, for example. Is there any chance of making a side story with Gray Fox playable ? He is the most memorable and dominant ninja ever to be seen on mgs series,Mgs community can't deny that. Gray Fox's younger years is a theme that I'd like to work on someday. Have you ever thought of doing something related to Snatcher or Policenauts? Which Metal Gear game are you the most sastified with, and which are you the least sastified with? I poured my all into the development of each title at the time and so I am satisfied. However, I can also say that at the same time, there is a part of me that will never be satisfied and that is the reason why I still make games to this day. Which Metal Gear game are you the most sastified with and why? Could you share one of your favorite Metal Gear moments? I would say "METAL GEAR SOLID." This was developed before the game made a name for itself and so I was able to freely create the game as I desired without pressure and being concerned about whether it would sell or not. We all got to Ocelot grow as a character throughout the MGS series, he definitely made the series. What character in the MGS franchise do you think potentially got overlooked? That would be Colonel Campbell. It's easy to misinterpret him as a
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Features

  • Rising's stealth elements will emphasize Raiden's considerable speed and agility through what Matsuyama describes as "hunting stealth."
  • Gameplay will focus on two key elements: swordfighting, and a style of stealth that is more fast-paced and action-oriented.
  • "Cutting" entails sophisticated swordplay that lets players engage in third person melee combat, as well as precisely slash enemies and objects "at will" along a geometrical plane using a "free slicing" mode.

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Product details

EAN

83717202066

UPC

12301020168

ASIN

B002I0J8FI

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