Metal Gear Solid – 1997 Developer Interview
Unofficial English translation of Famitsu Weekly (1997); the Japanese original has not been seen. It is pre-release: these are development intentions and worries, not assessments of the finished game.
The 7 entries it supports
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“the essence of that fear may be closer to Clock Tower 2 than Resident Evil, I think. After vision, the second-most important kind of tension I wanted to create was audio.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“In order to make the direction effective, I feel like I may have to add unskippable cutscenes. The story for Metal Gear is very complicated, so I think cutscenes will be necessary. The one thing I want to avoid, though, are those tedious scenes where characters are just blabbering at each other for 4 or 5 minutes.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“Even though we're behind schedule, everyone at KCE Japan has been obsessed with Mario Kart 64. On break everyone rushes over to snatch up a controller, and the people waiting grab a Sega Saturn 3D control pad and do "image training", mimicking the movements while they watch and wait their turn.”
Anecdote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“You've got to have an entertaining side, like a Hollywood action movie. It's got to be fun as a game, and the intrigue of the world should gradually pull you in more and more, and by the ending credits you should be left with something to think about.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“human beings, we all carry the burden of our humanity on our shoulders as we go through this life. Game characters haven't really had that much depth though, have they? They're always perfect angels, heroic types. Drama built around such characters rings a bit false to me.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“The reason why we're going to the trouble of actually modeling them this way, is that the 3D model reveals things to you that are hard to see in 2D. [...] we're building the structures with blocks and then using a CCD (a tiny camera) to peer inside them.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“I wondered if this might be the system where I could realize my original, full vision of Metal Gear… and the game that has emerged from that is Metal Gear Solid.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation