Tuesday, January 25

Kojima celebrates the 17th anniversary of Metal Gear Solid 3 by telling a lot of curiosities

Hideo Kojima, creator of the saga Metal Gear, has wanted to blow out this week the candles of the 17th anniversary of Metal Gear Solid 3. To do this, the creative has been at the controls of his Twitter account to share a series of details of the development of the game, which debuted on November 17, 2004 for PlayStation 2. Characterized by its narrative and its playability, immersing the players in that mythical jungle, Kojima wanted to pay him a small tribute by sharing the curiosities that we leave you below:

Hideo Kojima joins the celebration of the anniversary of Metal Gear Solid 3

“When I heard about MGS3 celebrating its 17th anniversary, I was reminded of many things,” Kojima began by saying. “I used to listen a lot Starsailor back then. I found a part of it in the warehouse. Listened Way to Fall, which was also used for the ending, for a while. ”He points out, for example, that this song was used to bring a new dimension to the relationship between The Boss and Naked Snake, but also between Big Boss and young Snake.

“I had some problems and ended up having to lock myself up to finish writing some MGS3 scenarios at once,” Kojima pointed out in another Tweet. “When I finally finished it, I stopped by a CD store in Ginza to reward myself and listened to Starsailor.” Among the details shared, he also showed a crocodile cap that was used both for the filming of the game and for promotional events.

“We decided to make camouflage fashionable”

In addition, it goes back to the creative methods that were necessary to use when Google did not exist to search for references: “Today people use Google for everything”, but in the development of MGS2 “staff used a handheld camera during a typhoon to take referrals. The seabird droppings on the lens were obtained by throwing the droppings on the windshield of a car. “In this sense, add: “A young worker once asked me: ‘Director, how did you make this movie when there is no Google?'”

He also has details to share about the aesthetics of the game: “At the time, the olive green uniforms and camouflage were very frowned upon by the general public. For MGS3, with its stealth in the jungle theme, we decided to make the camouflage fashionable. We introduced camouflage not only as a mechanic, but also as a fad with face paint. “

MGS3 tries to survive in the jungle. So we added new elements of camouflage, healing and foraging to the pillar of stealth “, Kojima also points out when describing the approach of the title and its design.” The problem was combat. Because we were in the jungle and the space was very tight, it had to be close-range combat. I told my military adviser about this, and he predicted that tactics in war zones after 9/11 they will change from CQB [close quarters battle] a CQC [close quarters combat], so that’s what we incorporated. “

It also details that The Boss was played by a stage actress and that, although the scenes on horseback were complicated, the result “was wonderful.” In fact, he notes that “all of his CQC scenes were real:” I heard that the stuntman playing the other role had a really bad time, “notes Kojima.

The last we heard about MGS3 is rumors that a Virtuos remake was in the works. However, we will still have to wait for this information to be confirmed.



Reference-vandal.elespanol.com

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