Staying True to Metal Gear

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance, PlatinumGames

Hey. I’m Kenichirou Yoshimura, a former designer at PlatinumGames who recently turned freelance. I designed enemies and side characters in Metal Gear Rising: Revengeance.

Three days before I was about to leave Platinum to go freelance, without much left to do, I strolled over to the nearby Rising team to see if they needed any help. “I could design something small, if you wanted,” I said. Then I saw their designs – the art style could not have been further from the Metal Gear universe. Immediately, I slammed my fist on the director’s table. “You cannot put this in a Metal Gear game!” I told him. Before I knew it, my last three days at Platinum turned into over half a year.

I’ve played through the entire Metal Gear series and I share the same impressions as so many other fans – Shinkawa-san does unbelievable character and mech design. I collect all the art books like everyone else, (not to mention that I love Z.O.E., too.) so if you had told me I was going to be working on a Metal Gear game someday, I never would have believed you. Joining the team, I was as excited as I was terrified.

The first character I designed was Raiden’s rival, Sam. The director asked for “something samurai-like”, so I roughed out a few ideas.

A rough design for Sam.

A rough design for Sam

A rough design for Sam.

A rough design for Sam.

Another rough design for Sam.

Another rough design for Sam.

 

 

 

 

 

 

 

 

 

 

 

He looks pretty naked in the first sketch here. In the second version of the sketches we’ve got him battle-ready…

The near-final rough design.

The near-final rough design.

After thinking over some different styles, we finally settled on going in the direction of that second pass. The key points to look at here are:
-Asymmetrical design. His right arm has been enhanced for faster blade drawing.
-The top of the sheath is structured like a gun from the inside out, again for enhancing blade drawing speed.

I argued with the director for a long time whether to have his base color be black with a white right arm, or be white with a black arm. I wanted the black body/white arm personally, but we opted to go with a white body/black arm to contrast with Raiden’s black color scheme, which I think was the right decision in the end.

Usually we’d be close to the final design at this stage, but to have things be true to Metal Gear, we needed to add that extra layer of detail. Once I got into it, all I can say is the detail is insane! (Every single part has it’s own specialized warnings and labels!) But even going through that process, I can’t say I was an expert on what it meant to be truly “Metal Gear.” I had to keep trying and failing, but by keeping all those Shinkawa-san artbooks close at hand, I was able to accomplish what I set out to do.

Sam's final design.

Sam’s final design.

Sam's final design - waist up.

Sam’s final design – waist up.

Sam's final weapon design.

Sam’s final weapon design.

Sam final design detail.

Sam final design detail.

Sam's weapon "saya" final design.

Sam’s weapon “saya” final design.

The sheath was designed by Platinum’s military buff, Muneyuki “Johnny” Kotegawa.

With these designs, my first priority was making sure that when a fan of Metal Gear plays Rising, they would feel they fit right alongside Shinkawa-san’s. I wanted what I designed to be deserving of the Metal Gear name.

So while Konami gave me the green light on most of my work with their initial check, next in line was always a meeting with Shinkawa-san, where he would tell me his opinion of my work directly (which, of course, scared me to death).

“You’ve set my mind at ease,” he said. I was elated.

The Metal Gear staff work hard to stay true to the Metal Gear world; PlatinumGames works hard to ensure quality gameplay. The chance to work with these two different sides of the project has taught me a lot. I’m truly honored to have been a part of this one!

All that’s left now is hoping you guys pick up the game and have a great time.
Until then… Farewell!

A picture of Sam that Shinkawa-san drew for me in an artbook during our meeting!

A picture of Sam that Shinkawa-san drew for me in an artbook during our meeting!

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Bayonetta Developer Commentary Part 53

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

The Bayonetta Developer commentaries return for Christmas with director Hideki Kamiya filing a file-filled feature on files. Imagine him wearing a Santa-hat for Christmas effect.

Be sure to watch the “Developer Commentary” tag for previous episodes. You can also get the videos delivered via iTunes or RSS.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

Special thanks to PlatinumGames international coordinator Andrew Brasher for the translation! Feel free to leave him love in the comments.

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The Concepts Behind Rising

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance, PlatinumGames

Hey. My name is Kenji Saito, I’m the director for Metal Gear Rising: Revengeance.
243335_474659979244417_480338333_oIt’s been a year and a half now since I started working as Rising’s director. Shaving that “R” in my head when we first assembled our team is a fond memory of mine. If you’re reading this, what I’m going to talk about might not cover a lot of new ground, but I’d like to take this opportunity to discuss the game’s concept.

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When we were put in charge of Rising, our concepts for the game were something like this:
“Slicing that feels so good you could die.”
“A game with full blown, fast-paced action.”

We needed a few things to make this possible.
First of all, it was essential that we had fast response. As soon as you pressed a button, everything needed to respond with flawless timing: picture, sound, vibrations from the controller. Fortunately, this is one of PlatinumGames’s strengths. As you play Rising, you should feel everything in the game responding perfectly to your inputs.

Let’s go into some of the game’s more important features.

Blade Mode
This is a mode that allows free reign over Raiden’s blade. Players can enjoy simply slicing the enemy up, or carefully severing some extremities with pinpoint accuracy.  If you aim correctly and strike the enemy’s weak point… You’ll pull off a “Zandatsu”, allowing you to steal the enemy’s energy. 

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Parry
Like I wrote above, I wanted Rising to be a game with full-blown action. My stance was that defending shouldn’t be just blocking. I wanted attacks to be blocked with attacks, and I wanted defense that opens up an opportunity to attack. That’s what it means to “parry” in Metal Gear Rising.

Execution
In Rising, if you land a series of normal attacks in a short time, you will temporarily disable your opponent. This allows you to perform Blade Mode in slow motion, so you can quickly take out even the more formidable foes. Keep attacking the enemy and the opportunity to finish them off in style will present itself. This is called an execution.

There are a lot of other techniques that add to the game’s action. “Defensive offense,” for example, is a quick slash at the enemy performed while sidestepping their attack. The list goes on and on… But actually, it is better to play it yourself than to hear me talk about it forever! The downloadable demo will be available early next month, so try out how it feels to slice and dice in Rising yourself.

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The Rising Blog

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance, PlatinumGames

Hey. Atsushi Inaba here, producer for Metal Gear Rising: Revengeance.

Time really does fly.

Looking back, it was just last December that Rising shook the 2011 Video Game Awards’ main event with its climatic debut, along with one piece of shocking news. “Developer: PlatinumGames.” The announcement was met with a storm of controversy both for and against. Soon, it was like a shockwave the size of a hurricane that carried the news to every corner of the world.

It has been a year since then, but it still feels like it was yesterday. Time really, really does fly. Which, I end up saying with every game I work on, but with this project in particular, time really seemed to go by at an abnormally fast pace.

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Usually, production on a game becomes busiest right near the end of its schedule. Literally every minute, every second feels crucial. In comparison, work is often a little more relaxed at the start. But not with regards to Rising. Not in the least.

Allow me to describe the situation with a metaphor: We dragged the whole team from their beds, put them in a fighter jet while they were still half asleep… the next moment catapulted off the carrier and flying at top speed.

That’s how the project started (or how I made it start?).

Still not fully grasping their surroundings, and in mid-panic at feeling gravity a few Gs higher than before, I gathered the team for an announcement. “We’re debuting at the Video Game Awards, so get started on a trailer!” I’ll never forget that moment. You could cut the tension in the room with a knife. But of course, they can all look back now and appreciate that moment… no, probably not. I take that back.

What led up to that sudden catapult off the carrier (starting work with Kojima Productions), is something I’ve already discussed in several interviews (like the one below), so I’ll omit that here.

At Platinum, we’re not so easily surprised. Still, I think the staff was pretty shocked when I told them, “We’re making Metal Gear Rising!” Kenji probably had a heart attack when I asked him, “Want to be the director? I need an answer right now.”

I really wanted to make this project happen, though. I remember all the plans I started making after I met with Kojima, to turn his proposal into a reality. In interviews I said, “I went for it because the thought of it excited me”, but I don’t want that to suggest I was simply impulsive.

What we at PlatinumGames make, if I were to say in short, can be defined by two words: “Pride” and “Dedication.”

Pride to think that, “If we make this, we can make it awesome!”
Pride to continuously expect more and more of ourselves.
Dedication to the principle that what we make should never disappoint our fans.
We want to be as sincere to those two words as possible.
That’s what PlatinumGames stands for.

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However, this project introduced a new challenge: making something that Kojima Productions and Metal Gear fans everywhere would approve of. Kojima Productions believed in our talent as an action game maker, and we set out to meet to those expectations. Moreover, we strove to create something that exceeds the expectations of every Metal Gear fan. By the end, we had expanded the range of gameplay experiences we provide as a developer. It gave new meaning to our idea of dedication. That’s what you’ll find inside this project. That’s why I wanted to do it. No matter what.

But a game isn’t a game if it isn’t fun. Even with some dramatic “Developer: PlatinumGames!” announcement, if it isn’t fun, what’s the point? What really matters is that.

We only had a trailer for the VGAs, but with E3 and TGS, we were able to show our game off in a booth prepped for tons of fans to try out a demo of the game. Thankfully, the feedback from fans we received at both events was overwhelmingly positive. We were able to see the “dedication” end of our promise coming through. That being said, we knew we weren’t completely there yet.

I’ve hinted at some of the struggles we’ve faced in this post, but after the announcement, this year has been filled to the brim with blood, sweat, tears, and laughter… Every day has been a challenge, and I bet the staff have three times as fast during this project. You’ll be able to hear what they were going through soon enough, directly from them, here on this site.

There is still just a little bit of time left until the release of Metal Gear Rising.

I hope this blog series will give you a sense of “So… this is what the creators were thinking while making the game.” as you wait for the game to be released.

Until next time!

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PlatinumGames Company Store Soft Launch

Platinum Games

Filed: Community, PlatinumGames

EDIT: Wow. Sold out in minutes! Thanks for all the awesome support!

We’ve heard all the clamor and we are going to make it happen, a true PlatinumGames company store where you can purchase all of the PlatinumGames logo and game related wares we can make. We are starting off small, with a limited time only offer before the holidays where you can own some exclusive merchandise we made for friends and family, but keep watching this space as we expand our offerings and wrap the globe in the PlatinumGames flag.

Our first sale goes live on Monday, December 10 at 10am Japan Standard Time (That’s Sunday, December 9 at 8PM EDT or 5PM PDT) and you can check out all the details by clicking on the image below to visit the PlatinumGames Company Store.

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Anarchy Reigns Soundtrack Now Available

Platinum Games

Filed: Anarchy Reigns, Community, Games, PGTV, PlatinumGames

We are pleased to announce that the Anarchy Reigns soundtrack will be available via the Amazon MP3 Store and iTunes for fans worldwide starting November 28, 2012!

With beats from the composers at PlatinumGames and incredible artists laying down even more incredible bars, this album is the perfect warmup for the Anarchy to come in January! It also features a brand new track by Dilated Peoples, the seminal LA underground hip-hop ground, written especially for Anarchy Reigns. Entitled “This Is Madness” is provides a look into the world of the game that only the three eyes of the Triclops could provide.

Buy the Album:

iTunes
Amazon MP3 Store (US)
Amazon MP3 Store (UK)

Download Free Digital Liner Notes

Anarchy Reigns: Some Words From The Producer

Platinum Games

Filed: Anarchy Reigns, Community, Games, PlatinumGames

Cross-posted from Anarchy Reigns -Platinum Side-: 

Hey guys. It’s Inaba, producer for Anarchy Reigns. Let me throw some words at you to explain this game:

Multiplayer.
Free-for-all.
Melee action.
A knock-down, drag-out brawl.

All sound like they add up to a little bit of a barbaric mix.
All right, let’s put something a little hi-tech in there:

Online.

We could probably go on finding words to describe Anarchy Reigns all day. But to put it short, the objective of this game is to link up with players from across the globe and beat the living daylights out of them.

Check out the rest of this post on Anarchy Reigns -Platinum Side- and learn more about Anarchy Reigns, available January 2013 in North America and Europe! 

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Anarchy Reigns Coming Early January 2013

Platinum Games

Filed: Anarchy Reigns, Community, Games, PlatinumGames

We know you’ve all been waiting, and we are finally pleased to announce that SEGA has decided on a release date for our latest endeavour, ANARCHY REIGNS.

Join us online January 8 in North America and January 11 in Europe for the low price of $29.99/£19.99/€24.99 on both PlayStation 3 and Xbox 360!

We also want you to know that we are still behind our game, so we’ve launched the English version of Anarchy Reigns -Platinum Side-, our developer blog/game information portal for all the Anarchy. Check it out at http://www.platinumgames.co.jp/anarchyreigns!

Finally, be sure to follow @blackerbaron on twitter for all the latest Anarchy Reigns news and a bit of funny in between! Feel free to ask him anything. He is, after all, your favorite pimp’s favorite pimp’s pimp! And don’t forget to use the #AnarchyReigns hashtag!

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Metal Gear Rising: Revengeance TGS Trailer

METAL GEAR RISING

Filed: Games, Metal Gear Rising: Revengeance, PGTV, PlatinumGames

In case you missed it, here is the Metal Gear Rising: Revengeance trailer (this time in English) from Tokyo Game Show! We were lucky enough to win one of the Japan Game Awards Future Awards recognizing the best upcoming games. You can preorder MGR now at fine retailers worldwide.

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Bayonetta 2 joins The Wonderful 101 on Wii U

Bayonetta

Filed: Bayonetta, Bayonetta 2, Games, PGTV, PlatinumGames, The Wonderful 101

Nintendo held their Wii U Preview on September 13 and PlatinumGames () was there to provide full support.

Hideki Kamiya’s band of heroes are ready for action as Project P-100 (working title) is now THE WONDERFUL 101!

We also surprised fans by finally announcing the much anticipated BAYONETTA 2 was a Wii U exclusive to be published by Nintendo. Bayonetta 2 will be produced by The Wonderful 101′s Atsushi Inaba and directed by Bayonetta producer Yusuke Hashimoto.

Our team wanted to connect with you and give a heads up on this surprising announcement.

On September 13, 2012 Bayonetta 2 was announced as an exclusive title under development for the Wii U during the Nintendo Direct Wii U Presentation held on the same day.
As game developers, we are incredibly excited to be able to announce a new title to all of our fans; however, we are aware that the announcement may have come as a surprise to many of you.
As with Bayonetta, Bayonetta 2 is under development and production here at PlatinumGames, and is a true sequel to the acclaimed first game in the series. Bayonetta is one of our most beloved titles, and it played a large part in establishing PlatinumGames as an emerging game studio in the minds of users worldwide. Bayonetta has fans the world over, and we would never dream of alienating them from participating in the future of PlatinumGames.
That being said, the console games market is in a state of upheaval, so establishing a new game franchise requires a considerable amount of will, determination, and love. Bayonetta is a brand that we want to see become stronger, reaching the hands of more and more gamers, so we have continued to consult with SEGA, the previous game’s publisher, on how we can make sure this takes place. Our answer was a new partnership with Nintendo.
Along with their new hardware, Nintendo, as a company, is dedicated to establishing a new future for the games industry, as you can tell by their record of passionate support for gaming. Alongside Nintendo, we hope to grow the Bayonetta brand beyond where it stands today, allowing even more gamers around the world to experience the action of our beloved witch. As developers, we are working hard to make this a reality.
We hope that you will look forward to what we have in store.

Tatsuya Minami
President & CEO, PlatinumGames Inc.

I’m Yusuke Hashimoto, director of Bayonetta 2. It has been three years since Bayonetta, a title I was also a part of… I’m incredibly happy to be able to announce that we are working on a sequel. Alongside Bayonetta’s creator, Hideki Kamiya, I’m working on everything from creating a compelling world to character designs (I will be designing the enemies again), and everyone on our talented team is united around the core of Bayonetta, Climax Action, in an effort push the series forward. For empowering our heroine with incredible new action to introducing new characters (which you may have noticed in the teaser trailer), Bayonetta will further expand on the mythology of the Trinity of Realities – Inferno, Paradiso, and our human world. I can’t wait to take the journey with you.

Yusuke Hashimoto
Director, Bayonetta 2

After Bayonetta was released, I was coming back on the bullet train with Yusuke Hashimoto, pondering various ideas for sequels or spin-offs to Bayonetta over a beer. I never thought we’d actually get to announce a sequel to her story, so I am absolutely over the moon.
Even though there has been a bit of a gap since the release of the last game, but I still got lots of request for a sequel from gamers. We were secretly making one the entire time. While I am not the director of this game, I am still supervising the world, story, characters, etc. in close coordination with Hashimoto, and I have been from the very beginning. You have nothing to worry about on that end. And of course, plenty of members from the first Bayonetta are on-board and working hard under the direction of Hashimoto, so I look forward to work every day, coming in and seeing all the progress they have made on the game. With new hardware, we look forward to expanding on the Climax Action of Bayonetta, so sit tight and get ready!

Hideki Kamiya
Supervisor, Bayonetta 2
Director, Bayonetta

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