Metal Gear Solid: Rising

Slicing and dicing with Kojima Productions.

With Hideo Kojima off with the fairies or something, it's up to others within his studio Kojima Productions to take up the Metal Gear mantle.

With Metal Gear Solid: Rising, the multiplatform sword slicing hack and action game (more on that later), creative producer Shigenobu Matsuyama is answering the call.

Here, Matsuyama tells Eurogamer why star attraction Raiden is worth a second chance, reveals in detail the mystery surrounding Hunter Stealth, and dismisses the reveal trailer as an "exaggeration".

Eurogamer: How did you come up with the idea of doing an action slashing game within the Metal Gear universe?

Shigenobu Matsuyama: First of all, on the technology side, we were experimenting with cut at will - that you could cut anywhere. That technology came into place, therefore I thought if I made this as a game it would be very interesting.

The second point is, the same with MGS2, I wanted to have Raiden play a stronger role. What if we made Raiden the main character? I was thinking about that. So with that and the technology, this concept of MGS Rising came up.

Eurogamer: What are Raiden's strengths and weaknesses?

Shigenobu Matsuyama: Raiden's weakness is his self, his will. His strength, from the story side, is he's grown up as a trained child soldier. Now he's become one of the strongest soldiers you see in the MGS series.

In MGS, Snake is getting old, as you know. I want to contrast that. The user will play and feel the younger blood, which is Raiden. That's probably another strong point of Raiden.

For the weakness, about the will, in the team we call it "himself". We want to put this on a theme that he will try to go through his weakness, to go through his will. It's one of the themes we're thinking we want to put in the plot.

Eurogamer: Will we see Raiden as a child warrior? Where does this game sit in the MG timeline?

Shigenobu Matsuyama: First of all, your question: will we put in more background story, what I'm thinking is I would probably present that kind of background as a setting but not draw on the story directly.

The game's chronologically set between MGS2 and MGS4. However this is not a spin-off of the MGS universe. Also I don't want to make the users feel they can't enjoy it unless they know MGS or 2, or they haven't played 4. I don't want to puzzle people who never played MGS too much.

Therefore I will not lead directly to MGS4. No is probably the answer.

Eurogamer: Is the game mostly hack-and-slash?

Shigenobu Matsuyama: It will be pure action, with the sword katana action. RPG or build-up elements will not be in the game.

However, with MGS Rising, the key word is zan-datsu. "Zan" means to kick and cut and "datsu" means to take. We will have the stealth element as well. It's not the stealth you normally have played in MGS. It will be purely based on action. I call it the Hunting Stealth. You will be the hunter. You will hide because you don't want to be spotted by the enemy.

So you will hide at high speed and hunt down your opponent. It's not like waiting stealth. It will be high speed and acrobatic. When you punch, you're trying to absorb the energy or weapon or item. You're not just waiting, still. It's fast paced action stealth so you can hunt without being noticed.

Those are the two key elements in Rising.

Eurogamer: You say you don't want people to have to have played previous Metal Gear games. Would you agree the Metal Gear plot's become a bit too mental? Will Rising have fewer, shorter cut scenes than in Kojima's Metal Gear games?

Shigenobu Matsuyama: You're exactly right about the complexity of the MGS series world and universe. Yes, the cut-scenes will be shorter!

I'm not saying the story is not important, but that was specifically tailored by Hideo Kojima. Since I'm not him, I'm not going to base my game on a very heavy scene. The story will not be in the centre. It's more katana action. I have to play a different style.

Don't get me wrong, the story will be there, because I believe a good-quality story background will always be needed in these kind of titles.

Eurogamer: How will you express Raiden's speed in the gameplay?

Shigenobu Matsuyama: It's very difficult to come up with good ideas and good ways to express the quick action. I'm always saying that something makes a game too complicated to control. I'm always saying MGS Rising should be intuitive for the novice players to play as well, and you should have a great feeling when you're using the katana.

So, I'm saying to the team don't try and make it so complicated because that's not the ultimate style I'm aiming for. That's the difficult part. We have great ideas, but if we chuck them all in the controls will be too difficult. So we have to decide which go in and which do not.

The rather brutal MGS: Rising reveal trailer.

Eurogamer: The reveal trailer was pretty brutal. Why did you make it so violent?

Shigenobu Matsuyama: One reason is impact was needed because it's a new title. But the thinking behind the violence is more complicated and well thought. First of all, there should be more freedom in a game, I thought. The freedom to do anything I thought was important.

In the game you don't have to play like the trailer. We do not recommend you play like the trailer. There are more enemies: mechanical enemies, and there are humans too. And the theme, zan-datsu battle, meaning to cut and to take, you cannot do that from human enemies. Hunting stealth can be done from the mechs and cyborgs that appear in the game. If you cut and slice human enemies you will have no reward at all. The game will not be designed so that you have to do so in order to clear it.

But the freedom is there. It's very interesting, because you could be so precise. You could cut just the weapon of the human enemies and make them not fight any more. If you make a mistake, you might cut their hand, and you'll feel like, oh, I really made a mistake. I'm not saying this will be a game for children. It's a game for adults. Therefore I didn't want to lie. If you make a mistake something will happen in order to make it real and make you feel it's real as well.

That kind of image from the trailer you saw I thought was needed. But again, that trailer is almost an exaggeration of what you could do. We're not going to persuade people to do that.

Eurogamer: Have any games inspired you to go in this hack-and-slash direction? Do you admire any developers?

Shigenobu Matsuyama: It's a difficult question to answer. I can't say a particular title right now.

I've been creating games for a long time, and I do have a philosophy of what good games are and what good games are not. All games inspire me in some way. I look at many games, whether it's for the console or the coin-op, because I used to be a coin-op game designer. So anything I thought of as good game design, I try to implement in all my games.

For the people I admire, there are so many. Hideo Kojima is one of them. I'm not saying that because I'm in Kojima Productions now. I knew him for a long time. I was in the same company, but we never approached each other. I always looked up to him as a mentor. Now I have the chance to be in his Kojima Productions and work together with him. I'm deliberate not to be so close in terms of getting inspired from him. I'm trying to avoid that right now. It's a little difficult to explain.

Also, we would like to emphasise that this game is not, well, you might say hack-and-slash, but it's more than that. You would categorise it as hack-and-slash. We just want to represent a good feeling when you cut everything, like buildings and things like that. To me when you say hack-and-slash it means so brutal.

Eurogamer: Maybe hack-and-action?

Shigenobu Matsuyama: Whoa. I'm learning my English now.

Eurogamer: You can have that one for free.

Shigenobu Matsuyama: Thank you. We'll use this hack-and-action.

More on Metal Gear Solid: Rising

Eurogamer: Are there any Western creators you admire?

Shigenobu Matsuyama: It's not influential - maybe it's influential in a way - but what was shocking was a title like Grand Theft Auto. I never realised the freedom of any other games. You could go anywhere. You could do anything. It was fun, but at the same time I felt a fear of what the people would do and how they would react. When I saw that title I thought, as a creator, there was going to be a hell of a lot of risk involved. As I create Rising, and going back to the freedom to cut humans, I always have Grand Theft Auto and that shocking feeling in my mind.

When you ask me what kind of games I like and dislike, I've been creating arcade gun-shooting arcade machines and also racing games. Personally I like titles like Gran Turismo. That's just for my hobby.

Eurogamer: You mentioned you have a philosophy for what makes a good game. What is it?

Shigenobu Matsuyama: One of the game philosophies I have is I want to recreate the feeling you get that, oh, I made a mistake. I've been doing this for over 10 years. A lot of people in the company - executives - don't like this style. For a gun-shooting game, you accidentally shoot a normal civilian. Nowadays it's normal, but in the past it was almost a taboo. I wanted to represent - not because I wanted to shoot civilians - but I wanted to make people be careful, get the feeling of, 'Oh, I made a mistake.'

I thought it was very important. But I also added a non-reward when you do that. When you shoot a civilian, your rank becomes lower from a police officer to a junior police officer. You're punished when you do that.

It's the same with Rising. I want to recreate a feeling that you made a mistake and you feel like you made a mistake, not to the extent that you're going to hate the game, but people will think, 'Okay, next time I will try to not make a mistake and I want a challenge.' That feeling is very important to a game, and I want to put that in Rising. Keeping the tension of that feeling is important as well.

So, in Rising, you might make a mistake. You might try to get just his weapon but you might cut his hand, and then you're surrounded more and you're in a more difficult position. Or, you're trying to do the zan-datsu, you're trying to cut the mechs and get the batteries out. But if you make a mistake, you can't get that item out.

I want to make people learn from their mistakes. That's one of the philosophies I have.

Metal Gear: Rising is due out on PC, PlayStation 3 and Xbox 360 in 2011.

Comments (23) Latest comment 1 year ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Diomedes #1 1 year ago

    You should have asked some obvious thing ....will the PS3 version allow for Move implementation ?That would be REALLY cool...
  • Silent-Hal #2 1 year ago

    He says he doesn't want Rising to seem like a spin-off, but I wonder how they'll pull off a high quality, stand-alone story if the game also needs to slot neatly into MGS' already rather convoluted timeline. But I guess that would pose the problem of whether or not they could use the 'cyborg' Raiden in the game; he does end up back to normal in MGS4's epilogue after all.
  • NewbieZilla #3 1 year ago

    I've a feeling Shigenobu Matsuyama will be to Metal Gear what Jun Takeuchi was to Resident Evil. Disaster. Sounds like the game will be a hack all right.
  • gammonbanter #4 1 year ago

    Raiden is a big tart! Hate him!
  • INTVGene #5 1 year ago

    Why no Move/Kinect questions? That's what I was hoping to hear about.
  • MiniAmin #6 1 year ago

    Yes, the cut-scenes will be shorter!

    /pre-ordered
  • Lunastra78 #7 1 year ago

    The first cut is the deepest
    Baby I knooow

  • HisDudness #8 1 year ago

    Raiden is such a lame character compared to Snake. I can't believe they thought he could carry an entire title. If the gameplay is fun and innovative than I will take a look at this game, but otherwise I would have rather played as Mk. II.
  • mingster #9 1 year ago

    This has to have move support surely...
  • spekkeh #10 1 year ago

    Eurogamer: You mentioned you have a philosophy for what makes a good game. What is it?

    This is a good question. I think it should be incorporated standard in every game dev interview. Should give the most interesting answers.
  • sonicyoda #11 1 year ago

    Wow! From his answers I'd never guess he was Japanese!

    Anyway, this is definately on my radar. I loved playing as Cyborg Ninja/Gray Fox/Raiden/Whatever in previous games and I've always wondered whether someone could come up with a decent, full game using this mechanic.
  • Lunastra78 #12 1 year ago

    "What isnt mentioned in this interview, is that cutting or maiming people with swords in Japan is quite a huge taboo. Its something that is heavily frowned upon and many games/films have had bits cut out."

    Really? One would think otherwise after watching movies like Ichi the Killer and Battle Royale or reading manga like Berserk and Shigurui...
  • Lunastra78 #13 1 year ago

    You're right noface, I might be mixing it up a bit with the BR manga, which is far gorier. Ichi the Killer however features a man cleaved in two.
  • Lunastra78 #14 1 year ago

    "generally you dont actually see the dismemberment they cut away for a few seconds and then back to the action, you mind fills in the bits you missed."

    This is a very interesting aspect of watching movies. You know the ear cutting scene from Reservoir Dogs? You never see any actual dismemberment (only hear it while the camera pans away), but many who have seen the movie have a vivid memory of seeing the actual deed being done.

    As for japanese games I don't have any memory of actual sword dismemberment of human bodies, no. Too bad, japanese games need more Seinen and less Shounen.
  • sonicyoda #15 1 year ago

    Seriously, you shouldn't worry about dismemberment or any type of violence not getting the all clear from the Japanese censors. This is a country that cleared Takashi Miike's 'Gozu' for national viewing. This film contains a scene where a woman gives birth to a full grown man. Talk about fucked up! In fact, I can't believe Takashi Miike is allowed to function sometimes. Someone's already mentioned his version of Ichi the Killer which caused a fair bit of controversy over here because of the 'slice-in-two' scene.

    But yeah, if anything it's Western censors you want to worry about it.
  • BabyJesus #16 1 year ago

    He's right in Japan videogame censorship is abit weird, gorey games get the highest ratings possible which means essentially the game can't be sold by retailers (similar to Germany etc where it isn't actually banned in legal terms but it's nigh on impossible to sell it).

    But games like the infamous Rapelay get the second highest rating. Gore is a no-no in Japan for videogames but things that would get banned in the west are fair game.
  • bms #17 1 year ago

    Best. Game. Concept. EVER.

    I seriously can't believe this game is not getting headlines everywhere and that people are still whining thats it's Raiden. HELLO it's cyber ninja fast paced stealth combat with realistic, katana inflicted character model damage. In MGS universe, yes, oh and thats a bad thing 'cause there is no Snaaaaaaake and no Kojima directing??? I've plaied all MGS games 'till death and I couldn't care less.
    Please Konima Productions, make this as hardcore as it can possibly be. We love you.
  • DrunkDec #18 1 year ago

  • Shotofen #19 1 year ago

    Great interview. I like what he said at the end, about choice and consequence. That is the feeling I got while playing the original Mercenaries...I really tried to avoid collateral damage from my airstrikes and that made the game actually more fun, maximizing damage while minimizing fallout. Classic stuff.
  • Meho #20 1 year ago

    This whole debate on non/dismemberment reminds me that MadWorld was never published in Japan. But what about Ninja Gaiden 2? That game is probably THE bloodiest game in the current gen with dismemberment playing huge role not only in the aesthetic but also in gameplay. It was published in Japan but I have no idea if it was censored (like No More Heroes).
  • Lunatic4ever #21 1 year ago

    Though I've read what the guy says aboutt he game I honestly have to admit that it's pretty useless.
    We know its going to be some kick-ass action,probably over in 6 hrss and forgotten in 2 days.
    Maybe fun but I dont expect anything that is moving and suprisingly innovative.
  • randompanda #22 1 year ago

    Umbriel. The cutscenes are made using the game engine.
  • metallicorphan #23 1 year ago

    i would of liked to of heard how they were finding the 360 to create for,and whether the shorter cutscenes are anything to do with that

    still good stuff though,i love MGS and i am really looking forward to this