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The game that used to be Metal Gear Solid: Rising wasn’t coming together as Kojima Productions had hoped, so development was handed over to action gaming experts Platinum Games. One thing that was coming along nicely, however, were the game’s original bosses.

Speaking to Official PlayStation Magazine in the UK, Kojima Productions producer Yuji Korekado explained that one of the pieces that had been finished for the original version of Rising were boss concepts. While the levels those bosses were crafted for didn’t exist, the code could be run so that the boss battles could be played—and according to Korekado, they delved into some fantastic concepts.

“Just to brag a little bit about our designs, we believe that the bosses we created for Metal Gear Solid: Rising were probably some of the best in the series,” Korekado said. “But [Platinum Games director Keiji] Saito came in and said, ‘We’re not going to use these bosses.’ So you’ll not be seeing them this time around.”

That may sound harsh, but it makes sense. At that point, those Metal Gear Solid: Rising bosses were much more based around stealth and other traditional MGS concepts. In turning the game into the far more action-orients Metal Gear Rising: Revengeance, bosses that would fit the gameplay and atmosphere style of the game’s new direction were needed.

“As an action game, we believe that the bosses should resemble the dynamics of the design, and although they’re very unique, we believe that these characters very much fit into the Metal Gear world,” Korekado explained to OPM UK. “And we hope you guys feel the same when you see them.”

Source: Official PlayStation Magazine UK

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About Mollie L Patterson

view all posts

Mollie got her start in games media via the crazy world of gaming fanzines, and now works at EGM with the goal of covering all of the weird Japanese and niche releases that nobody else on staff cares about. She’s active in the gaming community on a personal level, and an outspoken voice on topics such as equality in gaming, consumer rights, and good UI. Find her on Twitter @mollipen.

Metal Gear Rising: Revengeance’s Original Bosses Were Awesome, Scrapped In Development Change

The game that used to be Metal Gear Solid: Rising wasn't coming together as Kojima Productions had hoped, so development was handed over to action gaming experts Platinum Games. One thing that was coming along nicely, however, were the game's original bosses.

By Mollie L Patterson | 11/28/2012 06:20 PM PT

News

The game that used to be Metal Gear Solid: Rising wasn’t coming together as Kojima Productions had hoped, so development was handed over to action gaming experts Platinum Games. One thing that was coming along nicely, however, were the game’s original bosses.

Speaking to Official PlayStation Magazine in the UK, Kojima Productions producer Yuji Korekado explained that one of the pieces that had been finished for the original version of Rising were boss concepts. While the levels those bosses were crafted for didn’t exist, the code could be run so that the boss battles could be played—and according to Korekado, they delved into some fantastic concepts.

“Just to brag a little bit about our designs, we believe that the bosses we created for Metal Gear Solid: Rising were probably some of the best in the series,” Korekado said. “But [Platinum Games director Keiji] Saito came in and said, ‘We’re not going to use these bosses.’ So you’ll not be seeing them this time around.”

That may sound harsh, but it makes sense. At that point, those Metal Gear Solid: Rising bosses were much more based around stealth and other traditional MGS concepts. In turning the game into the far more action-orients Metal Gear Rising: Revengeance, bosses that would fit the gameplay and atmosphere style of the game’s new direction were needed.

“As an action game, we believe that the bosses should resemble the dynamics of the design, and although they’re very unique, we believe that these characters very much fit into the Metal Gear world,” Korekado explained to OPM UK. “And we hope you guys feel the same when you see them.”

Source: Official PlayStation Magazine UK

0   POINTS
0   POINTS



About Mollie L Patterson

view all posts

Mollie got her start in games media via the crazy world of gaming fanzines, and now works at EGM with the goal of covering all of the weird Japanese and niche releases that nobody else on staff cares about. She’s active in the gaming community on a personal level, and an outspoken voice on topics such as equality in gaming, consumer rights, and good UI. Find her on Twitter @mollipen.