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发表于 2009-1-10 20:32:30
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But Mr. Murata has also done a lot of writing for MGS4 himself, correct? [/FONT][/SIZE]
Kojima: You could say Murashu [Murata] is a broadcast writer at heart; he's a bit like a TV writer, a nice job where you're given the plot and asked to write scenes based on it. But coming up with the plot is the most difficult part, and that's something we'll have to think about carefully from this point forward. [/FONT][/SIZE]
Murata: I really got a sense of my own weaknesses this time around. We also laid out the task of answering all the questions in the series, so bringing everything together was difficult. [/FONT][/SIZE]
Kojima: Because this game wraps up the story, I went around and asked everyone on the team, "What do you want to know?" I got a lot of different answers to that. First and foremost there was the identity of the Patriots. [/FONT][/SIZE]
Murata: And why Vamp can't die even if he's shot in the forehead. [/FONT][/SIZE]
Kojima: In 2, the reason that's given is, "I already died once. I can't die twice," but everyone was like, "What kind of explanation was that!" (laughs) At the start of the game, you had this really powerful character who kills everyone in the room. That's going to make the player want to fight him at some point, right? But instead, he's hit by stray fire and dies. (laughs) That's what was originally going to happen, he'd be a character who dies before you get a chance to fight them. A first for the games industry, more or less. But because a separate character ended up being dropped, we had him just get up after he dies. (laughs) [/FONT][/SIZE]
A new kind of enemy, the Beauty and the Beast Corps [/FONT][/SIZE]
In MGS4 we have a new group of bosses called the Beauty and the Beast Corps. What can you tell us about them? [/FONT][/SIZE]
Kojima: In MGS3 the Cobra Unit was a group of "freaks," so in 4 we wanted to go one step further and have a group of outright "monsters." And we wanted to animate them by hand instead of motion capturing them, like The Lord of the Rings. But because this isn't the same kind of fantasy setting, we established that these characters were once human. This also encompasses the meaning of how war transforms people into monsters. You still have those uniquely MGS twists to them, though. (laughs) [/FONT][/SIZE]
Murata: The pre-Beast Beauties have their faces based on models who we photographed and scanned. Each one represents a different part of the world. [/FONT][/SIZE]
Why did you make them women? [/FONT][/SIZE]
Kojima: You normally have the contrastive "beauty and the beast," two separate entities, but because we wanted to directly show how war has transformed them, we changed it so that the beauty becomes the beast. [/FONT][/SIZE]
How did you go about designing them? [/FONT][/SIZE]
Shinkawa: Like with the Cyborg Ninja and others, characters with reinforced bodies like an exoskeleton or powered suit is a running theme of mine. I got to make four of them this time, though, so that made it even more fun. [/FONT][/SIZE]
Kojima: He also made miniature models of each of them like before. [/FONT][/SIZE]
Shinkawa: When you design something on paper, there are always parts that don't match or line up well between the front and back. So I prefer to create an actual model and then have the 3D modelers use those when they're doing the 3D modeling. They turned out exactly as I'd hoped thanks to that. [/FONT][/SIZE]
Murata: Raven's wings come from the same drone you see in the 20th anniversary party playable demonstration, and Octopus's arms are an extension of the same technology in Solidus's snake arms. [/FONT][/SIZE]
Kojima: Do you know what the figures hanging from Mantis's hands are? They're Psycho Mantis, from MGS1, and The Sorrow, from MGS3, and there is a reason behind that. Anyone who's played MGS1 will also know right away that their names come from FOXHOUND. A lot of people today won't have played 1, though. [/FONT][/SIZE]
What other new characters are there besides the Beauty and Beast Corps? [/FONT][/SIZE]
Kojima: Shin-chan and I got together and worked out what kinds of characters haven't appeared in any of the games before. We realized we'd never had a little girl or an old woman, and that led to Sunny and EVA. Sunny is played by Kikuko Inoue [Rosemary, The Boss], who is trying something new by playing such a young girl. I'm a fan of Ana Torrent from The Spirit of the Beehive, so I had her try to go for something like that. [/FONT][/SIZE]
Murata: That's Sunny you see Raiden holding in the E3 2005 illustration. [/FONT][/SIZE]
What about male characters? [/FONT][/SIZE]
Kojima: In terms of new characters, there's Drebin. He's joined by all these other weird characters, though, so we thought he needed something else to match them, so we gave him a pet monkey. Then the monkey developed into his own character. [/FONT][/SIZE]
Murata: He's played by the same motion actor who plays Raiden, and although we're not capturing their face at the same time, the actors still act with their face when they're performing. So his face would look so funny that the other actors would start laughing and couldn't perform properly. (laughs) [/FONT][/SIZE]
What about returning characters from previous games? [/FONT][/SIZE]
Kojima: Otacon's gone through a lot of rough experiences, so this time he gets to have some fun. [/FONT][/SIZE]
Murata: I was happy when I saw the new design for Raiden. I thought he looked really cool. Even his lower jaw is part of his suit. [/FONT][/SIZE]
Kojima: There are plenty of series regulars. The motion capture studio is changing all the time. It's becoming more "live." If we can see Otacon isn't getting enough screen time, we can give him more to do. The actors would even say, "You know, he isn't doing very much, he needs to step up a little," which makes the game turn out even more bizarre. (laughs) [/FONT][/SIZE]
Three directors [/FONT][/SIZE]
Why did you decide to have three directors this time? [/FONT][/SIZE]
Shinkawa: There was just such a huge volume of work that needed to be done. Even creating just one character requires so many different areas you need to keep in mind. [/FONT][/SIZE]
Kojima: When we'd check something that came back to us, if it wasn't good enough, we'd tell them to go back and and make it better, but that becomes more complicated the more people you have. If I had to check everything myself, I'd never get anything else done. That's why we split it up. [/FONT][/SIZE]
How do you manage such a large team? [/FONT][/SIZE]
Kojima: There are advantages to splitting it up into groups, but then more people will see less of the full game. Each team does its own part, then everything gets handed to the scripting unit, who put it all together. With MGS1, every staff member basically had their hands on the entire game, so everyone would talk to each other and also make changes to somebody else's part on the fly as necessary. That doesn't happen anymore. Things have become more like Hollywood. [/FONT][/SIZE]
Murata: Sometimes people aren't on the same page as the rest of us, so while they may think they understand you, when it comes to actually making what they need to make, it can cause other problems. You need to get everyone on the same page before you start working on something. (laughs) [/FONT][/SIZE]
Is Mr. Shinkawa somewhat of a visual director this time as well? [/FONT][/SIZE]
Murata: Mr. Shinkawa has been credited that way before, but he also influences the game design as well. [/FONT][/SIZE]
Kojima: Shin-chan and I never agree on anything. (laughs) After he's approved something, I come along and end up changing it. [/FONT][/SIZE]
Murata: I often get asked whose opinion should someone ask out of the three of us, and then I go over and the three of us consult with one another. [/FONT][/SIZE]
Shinkawa: But I think that mish-mash is also what makes MGS, MGS. [/FONT][/SIZE]
Kojima: Shin-chan will come and show me how a design turns out when it's made it into the game. There aren't a lot of people who'll do that. Most designers just draw something and they're done with it. [cue exchange with Shinkawa] The modelling unit doesn't want to have that shadow covered with a filter, do they? Is there any way we could change that? (laughs) [/FONT][/SIZE]
Shinkawa: If we do they'd get upset. (laughs) [/FONT][/SIZE]
Kojima: What about the focus point here? Is that okay? You can't see the background anymore. [/FONT][/SIZE]
Shinkawa: Umm, I think it should be okay. [ends back and forth with Kojima] A lot of different details like skin texture and subsurface scattering go into games now, so you want to make sure those come through. But then when you're looking at a particular screen as a whole, you might want to adjust something at that stage, so it's a question of finding the right balance. [/FONT][/SIZE]
"Sense" [/FONT][/SIZE]
So we've had gene, meme and scene before, and the theme this time is "sense." [/FONT][/SIZE]
Kojima: It was actually Murashu who picked that word. All I could think of at first was "will" [mentioned in English]. [/FONT][/SIZE]
Murata: The first thing that came to mind for me was "heart." So using the "-e-e" template that had been used up until then, I tried to think of words that could fit into that, and eventually proposed "sense" [mentioned in English]. It came more from Ocelot's line "Good sense" [literal translation of "You're pretty good"] than something of my own creation. [/FONT][/SIZE]
Why "sense" this time? [/FONT][/SIZE]
Kojima: Because one's sense can't be passed on. It's not found in genes, it can't be broken down into memes, and it can't transcend the times. It's that last remaining factor. It isn't passed on -- and may not even need to be passed on -- but you still have to talk about it. So, so far, we've talked about breaking free from one's genetic fate (gene), passing on the memes of your choosing (meme), and then what to pass on amid the ever-changing times of our world (scene). Throughout all that, people are born and people die, but their sense dies with them. Those senses, though, are what shape our world. [/FONT][/SIZE]
The concept behind the game is the infiltration of the battlefield. [/FONT][/SIZE]
Kojima: All around Snake are soldiers fighting and dying for their mission unrelated to Snake. You can ignore them, but can you really live with that? Everyone who plays it decides to get involved. [/FONT][/SIZE]
But there's nothing that forces you to help the militias and fight the PMCs, is there? [/FONT][/SIZE]
Kojima. No. You can stay hidden and avoid them completely if you want. [/FONT][/SIZE]
Murata: But sometimes taking down PMCs, for instance, will open up a path for the militia and make it easier for you to advance. [/FONT][/SIZE]
What are some similarities and differences between this game and previous Metal Gear games? [/FONT][/SIZE]
Kojima: Well, similarities include stealth, or the idea of advancing to your objective without being seen. Then there are things like the humor. There are also some surprises in the boss fights again. (laughs) As for differences, there's the environment. Previous Metal Gears have taken place in a single location where the entire story is resolved in that one place. It's a little different this time. It's like James Bond. [/FONT][/SIZE]
Murata: We went to various places around the world for research. Some of the team even got altitude sickness, but experiences like that were incorporated directly into the game. [/FONT][/SIZE]
Shinkawa: I don't think the basics of the game have changed. You've got the same basic people working on it. There might be some cursory differences, but the heart of the game remains the same. [/FONT][/SIZE]
How is development proceeding? [/FONT][/SIZE]
Kojima: People have seen with the playable demonstration we've shown at the 20th anniversary party that the game is still very Metal Gear. They're happy to see that, which is a relief, yet also a disappointment in a way. (laughs) But this year we've had all the 20th anniversary celebrations, shown a new trailer at E3, and been chosen as the most anticipated game in magazine surveys. I think everyone on the team is revitalized with a feeling that we're creating something special, though this is still a crucial period we're in right now. [/FONT][/SIZE]
Murata: We've shown several trailers up until now, and now the game is available here in playable form, but we plan on taking everyone's opinions and incorporating them back into the game throughout the final stages of development. [/FONT][/SIZE]
Shinkawa: It's definitely a true Metal Gear game, don't worry! [/FONT][/SIZE]
[B]Hideo Kojima[/B] [/FONT][/SIZE]
Born in Setagaya, Tokyo on August 24th, 1963. Joined Konami as a planner in 1986, making his directorial debut with "Metal Gear" in 1987. Followed this up with games such as "Metal Gear 2," "Snatcher" and " olicenauts," with his high-quality productions garnering a large following from a legion of fans. He returned to "Metal Gear" in 1998 with "Metal Gear Solid," then "Metal Gear Solid 2" in 2001 and "Metal Gear Solid 3" in 2004. Aside from his directorial duties, he has also helped plan and produce the "Zone of the Enders" and "Boktai" series. Also known as a prominent movie fan throughout the games indsutry, he offers his own film reviews and analyses as well. He continues to develop other new projects while working on his latest game, "Metal Gear Solid 4." [/FONT][/SIZE]
[B]Yoji Shinkawa[/B] [/FONT][/SIZE]
Born in Hiroshima Prefecture in 1971. Joined Konami in 1994 after having his talents recognized by Hideo Kojima. Has served as character and mechanical designer for the "Metal Gear Solid" series. He has also worked on projects in other media, such as contributing design work to "Godzilla: Final Wars." Many of his works have been anthologized in print form. [/FONT][/SIZE]
[B]Shuyo Murata[/B] [/FONT][/SIZE]
Born in Tokyo in 1970. Joined Konami in 1995, where he directed, wrote and starred in various radio dramas, including "Click and Dead Netway Sweepers" and "Metal Gear Solid." Moved into game development in 1999, going on to work on titles such as "Zone of the Enders 2: The Second Runner."[/SIZE][/FONT] |
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