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Metal gear rising revengeance logo
Metal gear rising revengeance logo













metal gear rising revengeance logo

The Blade Wolf substory depicts a mission it's running with Mistral before the encounter with Raiden. "We don't directly explain why Sam works with Desperado in the main story," said Tamari, "so that content goes a little bit more into detail on it. With Revengeance out worldwide, the next thing gamers have to look forward to is the two DLC missions Konami has in store down the line-one featuring in-game foe Jetstream Sam, and the other starring Blade Wolf, Raiden's nemesis-turned-ally. So when I heard that, I kind of had no other choice! I did it in the end, and I'm glad I did, because now there's tons of stuff in the codecs that didn't make it into the final game."

metal gear rising revengeance logo

"Hideo Kojima heard about this and he told Korekado 'If he can't do it by himself, then don't worry about doing it at all'. "There's a massive amount of codec text, so I asked Korekado for more staff at first," Tamari recalled. The scene with Doktor at the beginning has him emphasizing how important it is for Raiden to gather left hands for him, but now that that's been deemphasized, he comes off as some sort of demented arm collector a little, doesn't he?"Īlthough a few bits and bobs from the original Rising remain in Revengeance (including the Boris character and several of the Unmanned Gear foes), most of the game is completely new, post-Platinum content. That got cut down to only certain enemies, so that required some rewrites. "For example, you were originally allowed to collect IDs from the left hands of all the cyborgs in the game. "It was occasionally tough to get the story to make sense within the gameplay," he admitted. Tamari then spent the next few months commuting between KojiPro in Tokyo and Platinum Games headquarters in Osaka, exchanging ideas and scrambling to get all the dialogue and codec text written in time. I'd like to see the old story get used somewhere, but it now contradicts what we did with Revengeance in places, so it'll need to be revised." We didn't have much leeway timewise, but it proceeded along surprisingly well. So I talked this over with Saito and we wound up going with this route. I didn't want to mess around with the old story too much anyway, because I felt there was no other way it could be done. "That wound up making the plotline fall apart in many places, though, so I thought it'd be more fun to just have it set after MGS4. What necessitated the move to the post- MGS4 era for Revengeance? "The original project plan from Kenji Saito changed the Rising story just a bit to match with the gameplay," Tamari explained. I came up with an outline I was satisfied with in the end, but sadly it wound up being shelved."

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The start and end of the tale are already set in stone, of course, so it was quite difficult to figure out how to get an engaging story going within those limitations. "one where you'd be rescuing Sunny from the hands of the Patriots. "It was a comparatively darker game than the one we have now," he said. If it was frustrating for Korekado, imagine how rough it was for Etsu Tamari, chief story writer for both Revengeance and the original Metal Gear Solid Rising, originally a completely different tale.Īs Tamari told Famitsu magazine this week, the original Rising was set in between Metal Gear Solid 2 and MGS4. Yuji Korekado, the producer who led the Metal Gear Rising: Revengeance project on the Kojima Productions side, has always spoken about the "frustration" he felt when KojiPro wasn't able to complete the project on their own, instead tapping Platinum Games to help them out.















Metal gear rising revengeance logo