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小岛秀夫接受GAME.com的访问(MGS3)(转自egchina)

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发表于 2003-5-18 08:56:41 | 显示全部楼层 |阅读模式
http://www.gamers.com/news/1382147


Gamers.com:我們在《Snake Eater》 展示影片中看到了新的遊
戲環境,我們很想知道在這次的作品中您是否做了
大量的調查研究工作,關於如何在叢林中生存、獵
食動物。這是否就像是你在之前作品中所作的準備
工作一樣地廣泛?

小島:首先,當我們有了採用"叢林"這種遊戲背景的想法時,我
們自問:「什麼樣的叢林是我們想要的?」既然我們是日
本人,我們就要一座有日本風味的叢林。所以我們造訪了
日本一座名為屋久島的小島,如果你看過宮崎駿的《魔法
公主》,這部動畫的劇情就是在這裡發生的。遊戲劇情並
不是發生在屋久島,但我們從這座島中汲取所需的靈感。

我們也造訪了鄰近的奄美大島,這座島上有紅樹林,這些
樹的根長在海中,這是日本唯一可以找到紅樹林的地方。
我們還前往參觀加拿大的森林,東京附近的山區。在遊戲
中我們製作了山與山洞,未來我們還會造訪類似的地方。
我們偶爾會去動物園或是蛇的展覽館參觀,研究遊戲中會
出現的小動物。

我們做過最盛大的一件事,就是我們跟遊戲的軍事顧問毛
利元貞先生做了一趟在山中過夜的旅行。他為我們舉辦了
多種的訓練活動。例如在晚上,我們穿上迷彩裝備,學著
匍伏前進,我們也做了潛行技巧的練習。半夜,我們會有
模擬小隊A半夜襲擊小隊B之類的刺激活動,所以我們會
在自己的小屋前派衛警戒。我們常常會舉辦這類的活動。
三個小隊中,我的小隊存活,但是其他人卻被殺了(笑)。

Gamers.com:你有考慮過再離開日本,去做更多相關的研究嗎?
還是日本已經有您所需的所有環境?

小島:我們的確很想再到世界各地不同的地方走走,但是公司並
不允許。我們選擇的地方都是一些很危險的地方。當我們
決定要造訪某個地方時,那個地方正好在戰爭中。

Gamers.com:這次的作品還是由新川洋司先生負責機械與角色的
設定嗎?他有對遊戲的環境設定提出任何想法嗎?
還是完全是以真實環境為基礎?

小島:是的,這次仍是由他來負責角色與機械的設定。他也負責
指揮遊戲中的光源,但遊戲中的叢林環境是由其他的背景
設計師負責。新川洋司先生也有跟我們一起上山,但是他
不是那種活力好動型的人,所以他通常都是坐在一旁畫他
的設定草稿(笑)。

Gamers.com:在這次的三維立體自然環境中,我們看到Snake 爬
上樹木與潛藏在瀑布中。這次的遊戲環境垂直與水
平組合起來有多大?

小島:遊戲中會有很多上下左右活動的空間。同時,在《Metal
Gear Solid》中,畫面的最頂端一向都是北邊,視野與鏡
頭不會一直跟在你的後頭。所以當你持續向北前進時,只
要朝著那個方向,你就認為你不會迷路。但是在遊戲中不
是那麼簡單。你必須爬上高丘,看看在你的前方有什麼;
或是跳下瀑布,以躲避敵人的追擊。有可能你會發現某樣
東西擋住你的去路,這時你就必須要繞路或是爬下懸崖。

電腦上有很多遊戲裡頭也有叢林,它們看起來像叢林,但
事實上它們的叢林都有道路。這不是我所要訴求的。

Gamers.com:我們都很熟悉"隱匿"是《Metal Gear》系列的關鍵
要素。但是這次在《Metal Gear Solid 3》加入了
"生存"這個要素。當Snale 面對"野外"這個無形的
敵人時,要如何表現"在野外求生存",才能凌駕於
簡單的"獵食"概念?

小島:整個遊戲大約有三分之二的部分是發生在野外。不只是叢
林,還有一般無建築物區域。事實上,生存的要素不是只
有填飽肚子這件事情,如果天氣寒冷,你必須對抗溫度、
對抗天氣。你的敵人也不再是只有人類,昆蟲、蛇等類的
動物也會攻擊你。如果你病了或摔斷骨頭,你必須要自己
想辦法處理這些問題。

我剛剛提到了蛇,你可以吃蛇,但蛇也會反過來咬你,如
果你不小心中了蛇毒,你可能必須靠你自己照顧自己。如
果你不需要吃蛇,你也可以撿起蛇,把牠丟向你的敵人。

前面的作品中,敵人幾乎都是人類,這次玩家將要對抗的
是被敵兵、溫度與其他無法掌握的事物所包圍的大自然。

談到食物,你不用每次都是只吃蛇,你也可以潛入敵人的
駐營區,偷取他們的食物。

Gamers.com:談到生存這個主題,前面的作品都是發生在非常短
暫的時間線。在《Metal Gear Solid》中,假設故
事是發生在一天之內,如果生存是三代的關鍵,而
Snake 如跟一般人一樣必須進食,這一代的時間又
會是如何變化?

小島:就目前為止,我們還不能很確定在哪個場景會花上多少時
間、多少天。但是在任何一部間諜或是諜報電影中,主角
通常都有時限,四十八小時或是諸如此類的。在遊戲中的
時間流逝並不像是在現實世界中,你並不會花上太多天。
在遊戲中,設定的時間通常不會很漫長。

Gamers.com:我們在展示影片中有看到一幕,遊戲的故事是發生
在1960年代,我們在《Metal Gear Solid》得知,
Solid與Liquid Snake 直到1970年代才出生。有個
推測,我們看到的主角事實上是Big Boss,或是與
他有相關的人,你能透露點什麼嗎?

小島:嗯...留給各位去自行想像吧(笑)!

Gamers.com:你引用1960年代的史料可以用來解釋"遊戲設定在1
960年代",但是否同時表示探討這年代的意義也是
本作所要討論的主旨?

小島:首先,我真的沒辦法透露任何關於三代的主題,如果我透
露了,連帶會洩漏許多遊戲的劇情,這件事我很顯然辦不
到。遊戲的劇情主軸就是叢林,此外這也是款諜報遊戲。

至於上一個部分的問題,我可以透露一些。在《Metal G-
ear Solid》 中,我想要製作一款諜報動作遊戲。前面兩
款遊戲發生在近未來,是諜報動作遊戲的一種偏斜變異。
諜報動作遊戲在冷戰時期最好發揮,這也是我們要在三代
採用這個設定的原因,隱匿任務概念的作品在那個年代有
最棒的發揮。不把遊戲設定在二十一世紀,回頭看看,當
美國與蘇俄敵對,兩邊都想從對方身上得到情報,你不知
道到底誰才是你真正的朋友,誰才是你真正的敵人。如果
要製作諜報遊戲,這真的是最棒的一個時代。

Gamers.com:在三代如此開放的環境中,敵兵與Snake 的戰略各
會有什麼變化?在《Metal Gear Solid》與《Met-
al Gear Solid 2》 中,每個物件都被安排在很單
純的角落或走廊上,互成直角地排列著。現在沒有
了純九十度的角度,這會如何影響到遊戲的玩法?

小島:在《Metal Gear Solid 2》中我們看到的是近距離戰鬥,
這次,我們看到的將會是野外戰鬥,這會是截然不同的體
驗。你仍然可以在三代中的某些區域體驗近距離戰鬥,但
我們在裡面設計的每件事物都是有可能會發生的,因為這
些都是徵詢過我們的軍事專家。

迷彩在三代中扮演非常重要的角色,對你與敵人都一樣。
你可以利用諸如匍伏前進、不發出聲響的潛行、掩蓋足跡
等技巧,當敵兵追蹤你的足跡時你也可以追蹤他們。所有
上述狀況都會在遊戲中發生,那將會是非常不同的體驗。

另外,在展示影片中你有看到四名敵兵成群走在一起。這
些傢伙所擁有的AI將會完全不同於前面兩款作品。當他
們發現到你,他們不會使用對講機尋求支援,取而代之的
是,這四個傢伙會通力合作想盡辦法抓到你。

一開始你的目的是要從叢林想辦法潛入敵人的基地,最後
你要進入敵人的基地,進入基地後的玩法就與之前的遊戲
有些相似。

Gamers.com:更進一步地來談,我們看到電玩業界最近興起一股
舊作重製的潮流,將舊遊戲以新技術重製,在這股
潮流下,你有想過重製您其他的作品嗎?例如《警
察故事》?

小島:答案是否定的,我並不想這麼做。我會製作《Twin Snak-
es》是因為任天堂邀請我們,他們向我們詢問:「你願意
為我們開發一款《Metal Gear》的遊戲嗎?」宮本茂先生
是我極為尊重的一個前輩,我實在沒辦法拒絕他。所以,
任天堂與"Silicon Knights" ,還有我的朋友北村龍平先
生一起參與這次的開發工作,我知道我們可以以舊遊戲為
基礎,創造新的事物。這就是我要製作這款遊戲的原因。

Gamers.com:我們聽說是宮本茂先生介紹你認識"Silicon Knig-
hts",但北村龍平先生是如何加入《Twin Snakes》
開發工作的?

小島:我們是好朋友,也一直希望在未來的某天能夠有一起合作
的機會。我不知道你是否有看過電影《VERSUS》,但是他
在日本是位受到大家歡迎、實力非常接近好萊塢的導演。

原先的劇本是由我撰寫的。所以我將劇本交給他,詢問他
是否能夠參與《Twin Snakes》的開發工作。

之後,我要求他負責遊戲過場動畫。他與他的工作團隊製
作了分境腳本,他告訴演員在動態捕捉期間要如何動作,
他指揮了全部的方向,基本上在動態捕捉期間,他幾乎將
該做的事情都做完了。

當我們從北村龍平先生手中拿到分境腳本時,這份腳本與
我們之前的原始Polygon Demo完全不同。之後,當我們進
行動態捕捉工作時,腳本當場有了更動。當我們將這些動
畫放進最後的遊戲時,腳本的變化又更大了。所以當你看
到《Twin Snakes》 的過場動畫時,那會和你之前在原本
《Metal Gear Solid》中所看到的完全不同。動態捕捉工
作進行了將近兩個月,包括事前的排演,每天都要做,幾
乎等於三部電影的份量那麼多。

你在展示影片中看到的Polygon Demo與可試玩的版本都是
非常初期的Demo。北村龍平先生尊重我之前的成就,所以
他試著盡可能地忠實呈現原本的Demo。所以它們看起來並
無不同。但那不是我們要做的,所以大概從遊戲中期開始
,他將這些Demo徹底重新改變,他真的快爆炸了。

Gamers.com:北村龍平先生的風格與原先遊戲中的真實感有何不
同?

小島:嗯,他在他的介紹影片說過:「繫好你的安全帶」(笑)。
我在《Metal Gear Solid 2》中的小組成員與動態捕捉演
員來開發室時,當他們看到北村龍平先生製作的腳本分境
圖時,他們個個充滿疑問:「我們真的要做嗎?」,我回
答:「一定要做,無庸置疑。」而Solid與 Liquid Snake
在遊戲最後,兩人之間的戰鬥會......(擺出興奮的手勢)

有一種東西......我不知道這東西的確切名稱,一種充滿
空氣,可以把人彈向空中的東西。我們有用這東西,對動
態捕捉演員來說非常危險。

Gamers.com:展示影片中有一幕,有個傢伙準備發動摩托車,扮
演那位角色的演員是誰?

小島:他在《Metal Gear Solid》中扮演佐佐木強尼(Johnny S-
asaki)。

(編註:強尼是《Metal Gear Solid》中,當Snake被囚禁
在牢房時,那位生病、負責守衛Snake的倒楣基因士兵。)

Gamers.com:這些畫面會在製品版出現嗎?還是只是純粹惡搞?

小島:那段畫面與最後的「告訴我發售日期!」畫面都是為了這
次E3展而特別錄製配音與捕捉動態畫面。

Gamers.com:隨著《Twin Snakes》加入《MGS 2》的*縱要素,
遊戲水平與敵人的設定有何種程度上的根本改變?
遊戲的整體感官比起原先的遊戲又有多少變化?

小島:我們正在進行舞台的變更工作,這是為了確保敵兵的AI
與《MGS 2》 的*縱動作能夠在遊戲中有效地執行。但我
們不會做太根本的變動,畢竟這是一款以原來的 《MGS》?
為基礎的重製遊戲。角色部分,以Fox Hound 的成員為例
,他們的動作將會通通做更改,北村龍平先生也會對他們
的外貌作一番大改變。

Gamers.com:短短的一年內,你手邊有四款遊戲正在進行開發工
作,《ZOE 2》、《我的太陽》、《Twin Snakes》
、《Metal Gear Solid 3》。相較於你在《Metal
Gear 2》與《Metal Gear Solid》之間只製作《警
察故事》與《攔截者》,同時製作那麼多遊戲的感
覺如何?

小島:那需要極為強韌的身心。話說回來,我只是個遊戲製作人
,所以我只需要專注於我要製作與指揮的東西。當我們在
東京建立我們的公司,進行《Metal Gear Solid》的開發
工作時,我不僅是一位製作人,我還是公司管理階層的一
員。我的時間很顯然地也是很有限,所以我沒辦法去指揮
每一款遊戲。我必須想出如何適當地分配我的時間,這款
遊戲我應該要參與指導嗎?我未來要成為製作人嗎?我必
須要確定公司能夠賺錢;確定同時間不會有太多遊戲同時
進行開發,那太累了。

Gamers.com:隨著北村龍平先生加入開發工作,在遊戲與電影之
間,現在有了更密切的異業結合。你認為指揮一款
遊戲的製作與導演一部獨立電影有存在著什麼共通
點嗎?像是兩者開發工作的狀況,或是兩者都是主
流之外的創新。

小島:我想,回到製作《警察故事》與《攔截者》的日子會比較
像是在導演一部獨立電影,遊戲製作者自己動手設計,甚
至寫程式,一切都要自己來。現在,《Metal Gear》與一
些長時間製作的遊戲比較像是好萊塢。理想中,我比較喜
歡一切自己來,但是像《Metal Gear》這類的遊戲實在是
不可能辦到,我必須要將這些工作分攤給開發小組成員。

談到北村龍平先生,即使在他獨立製片的日子裡,他已經
擁有不同單位的生產線。他仍然用好萊塢的方法在做這件
事情。雖然他只導演遊戲過場動畫,但是他可能比較想要
導演整個遊戲。

北村龍平先生告訴我,他在玩過《攔截者》之後就變成我
作品的支持者,我猜這大概是暗示我已經慢慢變老了吧








[此贴子已经被作者于2003-5-18 9:11:12编辑过]
 楼主| 发表于 2003-5-18 08:58:53 | 显示全部楼层
把原文也贴过来,大家学习一下!!

Hideo Kojima Interviewed

By: D. F. Smith & Alex Fraioli May 15, 2003 11:53 AM PDT


Latest Shots | All Shots  
Hideo Kojima seems to have become accustomed to being the man of the hour at events like this -- it doesn\'t seem to affect him that much one way or the other. He\'s now showed jaw-dropping games at four successive E3 exhibitions, and yet he remains one of the most self-effacing people in the games industry. It sure would be easier for us if his secret were contagious.
Gamers.com was able to catch up with Mr. Kojima and talk to him about his suddenly expansive slate of future projects -- especially the newly-debuted Metal Gear Solid The Twin Snakes and Metal Gear Solid 3: Snake Eater. As always, he had plenty of interesting things to say.



--------------------------------------------------------------------------------

Gamers.com: We\'ve seen a new environment in the Snake Eater trailer, and we\'d like to know if the amount of research you\'ve done for this new gameplay -- surviving in the jungle, having to hunt and eat animals -- is that as extensive as what you\'ve done for earlier games?

Kojima: First of all, when we came up with the idea for this environment, the jungle, we asked ourselves "What kind of a jungle do we want?" Since we\'re Japanese, we wanted to go with a jungle that had a Japanese flavor. So we visited this island called Yakushima in Japan -- if you\'ve seen the Miyazaki film Princess Mononoke, that\'s where that story is based on. It doesn\'t take place in Yakushima, but we got the inspiration from that island.

We also went to a nearby island called Amami Oshima. This place has mangroves, these trees with roots that grow into the ocean, it\'s the only place in Japan where they have those trees. We also visited the Canadian forests, and the mountains nearby Tokyo. We\'ll also be implementing things like mountains and caves in the game, so we\'ll be visiting places like that in the future. And we occasionally visit places like zoos and snake centers to do research on the little critters in the game.

The biggest thing we did, though, is that we went on a one-night trip with Mr. Mori, our military advisor, into the mountains. He gave us training, like into the night -- we wore camo gear, we did our stalking, we practiced walking techniques. At midnight, we had guards in front of our own cottages, with exercises like Team A attacks Team B around midnight and such. We\'ll be doing this more often. There were three teams -- my team survived, but the other ones got killed (laughs).

Gamers.com: Have you considered leaving Japan again to do more research like that, or does Japan have all the environments you need?

Kojima: We actually wanted to go to various places around the world, but the company said, no, don\'t do it. The places we chose were pretty dangerous -- places that were at war when we wanted to go to them.

Gamers.com: Is Mr. Shinkawa still the mechanical and character designer for this game, and is he contributing anything to the design of the environments, or is that based purely on life?

Kojima: Yes, he\'s still designing characters and mecha. He also directs lighting, but other background designers handle the jungle. Shinkawa did go to the mountains with us, but he\'s not necessarily the active athletic type, so he\'s usually sitting down all the time doing his sketches (laughs).

Gamers.com: About the three-dimensional nature of the environments, we\'ve seen Snake climbing trees and diving over waterfalls. How big is the environment on the vertical axis, as well as just the horizontal?

Kojima: There is a lot of the up and down as well as the left and right. Also, in Metal Gear Solid, the top of the screen is always north -- the view and the camera doesn\'t follow you from behind all the time. So if you keep on going up north, heading that way, you think you won\'t get lost. But it\'s not that simple in this game. You have to climb up hills to see what\'s ahead of you, or go down waterfalls to keep away from something, or maybe you\'ll find something that blocks your way so you have to go around it, or down cliffs.

There are many games on the PC that sort of have a jungle -- they look like a jungle, but really, they have roads. That\'s not what we\'re aiming for.

Gamers.com: We\'re familiar with stealth as the key element in the Metal Gear games, but Metal Gear Solid 3 adds survival as a companion to that. How does wilderness survival gameplay work beyond simply having to hunt and eat, when he\'s confronted by the environment as well as his enemies?

Kojima: Probably two-thirds of the entire game takes place in the wilderness. Not only the jungle, but just general non-building areas. The thing is, the element of survival doesn\'t just involve filling your stomach. If it\'s cold, you have to fight the temperature, you have to fight the weather. There are enemies that aren\'t just enemy soldiers, too -- animals, snakes and the like attacking you. If you get sick, if you break a bone, you\'ll have to work around those problems as well.

Now that I mentioned a snake, you can eat a snake, but the snake can bite you, and if you\'re poisoned by a snake you have to treat yourself properly. And then you don\'t necessarily have to eat a snake -- you can grab it and throw it at an opponent.

The enemies in the previous games were always human. Now, this time it\'s the player versus the natural environment, which encompasses the enemy soldiers, the temperature, and other things. As for food, though, you don\'t always have to eat snakes -- you\'re always able to sneak into the enemy base and steal their food.

Gamers.com: Related to the subject of survival, the previous games have taken place on a pretty compressed time scale. The original Metal Gear Solid, you could assume, took maybe a day. If survival is now an issue and Snake has to eat on a regular basis and such, what kind of time scale does the new game have?

Kojima: As of now, we really don\'t know how long it\'s going to be in that sense, how many days. But with any spy or espionage film, you usually have a time limit -- 48 hours or something like that. The time flow in the game is not going to be like real time, you won\'t be spending many days. Within the story, there will be a set time that won\'t be that long.

Gamers.com: We\'ve seen a flash in the trailer that the game will take place in the 1960s, and we know from Metal Gear Solid that Solid and Liquid Snake aren\'t born until the 1970s. There\'s a theory that the protagonist we see is actually Big Boss, or someone else like that -- can you say anything about that?

Kojima: We\'ll leave it up to your imagination (laughs).

Gamers.com: You can interpret the reference to the \ླྀs literally, as "the game is set in the \ླྀs," but is that also meant to be a comment on the themes the game\'s meant to discuss?

Kojima: First of all, I really can\'t give anything away about the theme of the story -- if I do that, I\'ll give away a lot of the story, and that\'s something I obviously can\'t do. But the theme of the gameplay is the jungle, and in addition to that, it\'s espionage.

By answering this one part, I\'m giving something away, but with Metal Gear Solid, I wanted to create espionage action. Since the previous two games took place in the near future, it\'s a sort of skewed form of espionage action. Espionage action works best in the Cold War era, so that\'s where we\'re bringing the game. That\'s where the sneaking mission concept works the best, in that era. Instead of having the game set in the 21st century, having it back then, when the United States and Russia were enemies and always trying to get something out of each other, and when you didn\'t know who were your friends and who were your foes, this is really the best time when you want to do an espionage game.

Gamers.com: How do the enemy tactics and Snake\'s tactics differ in the new game now that the environment is so much more open? In Metal Gear Solid and Metal Gear Solid 2, everything is made up of simple clean corners and hallways that run perpendicular to each other -- now there\'s no more 90-degree angles, so how does that affect gameplay?

Kojima: What we saw up through Metal Gear Solid 2 was close-quarters battle. This time, what we\'ll see is field combat, and it will be a totally different experience. You can still experience close-quarters battle in certain areas of the game, but what we\'re throwing in is only possible because of all this training we\'ve been getting from our advisors.

Camouflage will play a big role -- for you and the enemy as well. You\'ll also be using techniques like stalking, walking very slowly with no noise, and tracking as well, following the enemy\'s footprints while they\'re trying to follow yours. All these types of battle will be taking place in the game, it\'ll be a very different experience.

Also, when you see four guys walking together in the trailer, the soldiers? These guys have AI that\'s totally different from the AI in the first two games. When they spot you, they won\'t be calling for more help. Those four guys will be working together as a team, trying to get you.

Since you\'re infiltrating the enemy base from the jungle, though, eventually you will get to the enemy\'s base and experience something that\'s similar to the previous games, though.

Gamers.com: More than ever, we\'re seeing a trend of remakes in the industry, making old games for new technology -- given this trend, have you thought of remaking other titles, like Policenauts?

Kojima: The answer is no, I wouldn\'t be doing that. The reason I\'m doing Twin Snakes is that Nintendo approached us, saying "Would you do a Metal Gear game for us?" Mr. Miyamoto is a man I respect, I can\'t really say no to him. So then Nintendo, and Silicon Knights, and my friend Mr. Kitamura got involved in this collaboration, and I knew that we could create something new based on an old game. That\'s why we\'re doing it.

Gamers.com: We heard how Mr. Miyamoto introduced you to Silicon Knights, but how did Mr. Kitamura become involved with Twin Snakes?

Kojima: We were friends, and we\'d always said we\'d love to work together in the future someday. I don\'t know if you\'ve seen the film Versus, but he\'s probably the man in Japan who\'s closest to Hollywood.

I came up with the script, obviously, so I gave him the script and asked him if he could work on Twin Snakes. Then, I asked him to take care of the cinemas. So he and his team came up with the storyboard -- he tells the actors what to do on the spot during the motion capture, he does all the direction, he basically does everything during the motion capture.

When we received the storyboards from Mr. Kitamura, it was totally different from what our original polygon demos were. Then, when we do the motion capture, it changes there. And when we put that in the final game, it changes even more. So when you see the cinemas in Twin Snakes, it\'ll be totally different from what you saw in the original Metal Gear. The motion capture took almost two months, including the rehearsal, and we were doing it every day. It\'s as much as three films, almost.

The polygon demos you see in the trailer and the playable version are the very first demos. Mr. Kitamura tried to respect my work with those, so he tried to be as loyal to the original demos as possible. So they don\'t look that different. But that\'s not what we wanted to do, so from maybe midway on, he changed it drastically -- he really explodes.

Gamers.com: In what ways does Mr. Kitamura\'s style differ substantially from the original game?

Kojima: Well, he said in his video message "fasten your seat belt." (laughs) My staff and the motion capture actors who worked on Metal Gear Solid 2 came to us when they saw the storyboards Mr. Kitamura had created -- they asked "Are we really going to do this? Is this okay?" I said "We\'re going to do it, why not?" The battle between Solid and Liquid Snake at the end of the game is...(makes excited hand gestures).

There\'s a thing called...I don\'t know, an air ram, it\'s a pneumatic thing that shoots people into the air. We used that -- it\'s pretty dangerous.

Gamers.com: In the scene with the guy who\'s kick-starting the motorcycle, who\'s the actor playing that character?

Kojima: It\'s the guy who plays Johnny Sasaki in the Japanese Metal Gear Solid [editor\'s note: Johnny is the unfortunate Genome Soldier guarding Snake\'s cell, the one with the cold].

Gamers.com: Is that a scene from the final game, or is that composed just as an in-joke?

Kojima: For that scene and the "tell me the release date!" scene, we composed the voice acting and motion capture for E3 only.

Gamers.com: With Twin Snakes adding all the new gameplay features from MGS2, how radically do the level designs and enemy designs have to change? How much will the gameplay experience differ from the original game?

Kojima: We\'re changing the stages to make sure than the enemy AI and the MGS2 actions that we\'re implementing are used effectively in the game, but we\'re not going to change it too drastically. This game is based on the original MGS, after all. As far as the characters, though, like the Fox Hound guys, their motions and such will totally change. Mr. Kitamura is changing those aspects a lot.

Gamers.com: Now that you have...four games in development in about the space of a year -- ZOE 2, Boktai, Twin Snakes, and Metal Gear Solid 3 -- by comparison, you only had Snatcher and Policenauts between Metal Gear 2 and Metal Gear Solid. What\'s it like working on so many games at the same time?

Kojima: It is tough. Back then, I was just a game creator, so I focused on what I had to create and direct. Now, when we established our company in Tokyo, to create Metal Gear Solid, I was not only a game creator. I was also part of the management of the company. Obviously, I only have limited time, so I can\'t be director of every single game. I have to figure out how to divide my time properly -- should I be the director for this title, am I going to be the producer? I have to make sure the company\'s making money, make sure that it has a few production lines going at the same time. It\'s tough.

Ideally, I\'d love to spend three years on one title only and do nothing else, like Policenauts, but that\'s not going to happen.

Gamers.com: With Mr. Kitamura getting involved with the game, now we have an even closer cross-pollination between the games and the movies -- do you think there\'s something in common between directing games and directing independent films like the ones he got his start with, like they\'re both innovating outside the mainstream?

Kojima: I guess, back in the Policenauts and Snatcher days, working on those games was more like an independent film, where the game creator does the design, maybe even programs, does everything himself. Now, Metal Gear and games like that are large-scale projects, more like Hollywood. Ideally I\'d love to do everything myself, but with a game like Metal Gear that\'s impossible, I have to leave it up to the guys on the production lines.

And Mr. Kitamura, even in his indie days, he already had a production line with different units and such. He was still doing it the Hollywood way. Although he\'s directing the polygon demos, he\'d probably like to direct the whole thing.

I\'ve been told by Mr. Kitamura that he\'s been a fan of my work since the Snatcher days -- I guess that\'s a sign I\'m getting old.



--------------------------------------------------------------------------------

Many thanks to Mr. Kojima and KCE Japan\'s Scott Dolph for their assistance. Check elsewhere on the site for more updates on Metal Gear Solid 3, and you can also go to the source for information at the Konami JPN site.


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 楼主| 发表于 2003-5-18 09:37:01 | 显示全部楼层
看来我猜对了,TTS故事剧情不会有什么改变,就是把游戏方式改成了2代的方式。重头戏在于过场动画的重新导演制作。越来越想看到这个我一直梦想的1代故事+2代系统的东西了!。。。。。

PS:香港人和我们翻译的习惯真是不一样啊!!
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发表于 2003-5-18 09:48:42 | 显示全部楼层
正想转,b哥占先了~~~

巴哈是TW,不是HK啦
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发表于 2003-5-18 10:01:56 | 显示全部楼层
原来开摩托被抓住的是JOHHNY啊,爆笑中...
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 楼主| 发表于 2003-5-18 11:09:07 | 显示全部楼层
以下是引用why在2003-5-18 10:01:56的发言:
原来开摩托被抓住的是JOHHNY啊,爆笑中...
早猜到是他了,可以肯定的是无敌的佐佐木先生也一定会活跃在MGS3中的!!!感动啊。。。。。
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发表于 2003-5-18 11:25:10 | 显示全部楼层
谁开摩托啊???
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发表于 2003-5-18 13:20:41 | 显示全部楼层
还是原文好看,爽啊!!
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发表于 2003-5-18 19:55:35 | 显示全部楼层
居然把“操纵”的“操”字都屏蔽掉,这才可笑……

已经开始期待几个月后的下一个宣传动画了……这次的两个动画效果太强了……
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发表于 2003-5-18 22:34:27 | 显示全部楼层
以下是引用爬虫在2003-5-18 19:55:35的发言:
居然把“操纵”的“操”字都屏蔽掉,这才可笑……

已经开始期待几个月后的下一个宣传动画了……这次的两个动画效果太强了……
那个是动网论坛的问题吧。。。
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