Metal Gear Rising 2nd Anniversary!


Filed: Games, Metal Gear Rising: Revengeance, PlatinumGames

Last week, Metal Gear Rising Revengeance celebrated its 2nd birthday!

Hey, everyone!
It’s Kenji Saito, director of MGR.
In order to celebrate the 2nd anniversary of my brainchild, I decided to play through it again recently for the sake of nostalgia, but man, I suck at parrying nowadays, haha.

I can’t believe it’s already been 2 years since this game’s release.
We’ve actually got several people working at PlatinumGames who entered the company because they loved Rising so much, which really made me aware of the impact a game like this can have on people’s lives.

As I write this, I’m looking at the Gecco Raiden figure (sorry, the site is in Japanese only, and the figure is sold out!) that I received from Hideo Kojima.
When the package arrived, I was as happy as a kid on Christmas!

Yong-Hee Cho, designer of Mistral, and Tomoko Nishii, who drafted the original design for Monsoon, have both provided some special 2nd anniversary artwork to commemorate the occasion.

Cho: Second Cut


Happy 2nd birthday! I wonder what Raiden’s been doing the past 2 years…

Nishii: The Only Thing I Know For Real


To this day, I still wonder if anyone helped him to pull of his little show in File R-03.

It’s been 2 years, but cutting and slicing your way through bad guys and, well, pretty much anything else still feels as good as ever!
Don’t forget to occasionally use Zandatsu as well though!

And if you haven’t played Metal Gear Rising Revengeance yet… What are you waiting for!?

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Metal Gear Rising: Revengeance Birthday Messages


Filed: Games, Metal Gear Rising: Revengeance, PlatinumGames

We’re not done celebrating Metal Gear Rising’s anniversary yet!
We’ve been giving away some goodies to our fans to celebrate MGR turning 1 year old (Congratulations to everyone who won!), but now it’s time to sit down and have a talk with the people behind the curtains.
First up, we got a message from Yuji Korekado (creative producer at Konami’s Kojima Productions)!

It’s been a whole year since the release of Metal Gear Rising: Revengeance. After being announced in 2009 as “Metal Gear Solid Rising,” it went through various ups and downs, before eventually being released as “Metal Gear Rising: Revengeance” thanks to the people at PlatinumGames.The goal of MGR was to create a new kind of Metal Gear game that, while still clearly inheriting the bloodline of the series, was more oriented at delivering exciting “cutting-edge” (haha) combat.Thanks to the support of all of our fans, we decided to release the “Metal Gear Rising: Revengeance – Ultimate Edition” last year, with all of the DLC included in one neat little package. We’re very happy to know that, even now, new players are still discovering the MGR experience.

Another goal we had when we created this game was to get people to understand the potential of the Metal Gear franchise to give birth to completely new types of games in the series. I think MGR did a good job of making this point.

The development process saw frequent and heated (in the positive sense!) exchanges of opinions and brainstorming sessions between the staff at PlatinumGames, with director Kenji Saito at the forefront, and our staff at Kojima Productions. It proved a very educational experience for all of us.

In the year since its release, we’ve had a variety of feedback from the people who played MGR. Some of it was music to our ears, and some of it made us lose some hairs, but that in itself was an educational experience as well. We learned a lot of things that we will surely be able to use for our next game.

If you’ve only just started playing MGR, or if you’re thinking of picking up the game soon, rest assured that we’ve put lots of mechanisms in place to give the game a lot of replay value. And above all else, remember that MGR is a game that’s all about exciting combat, so if you ever find yourself frustrated by something, just pick up this game and slice the stress away!

I hope you like Metal Gear Rising: Revengeance and I hope you’ll continue to support the Metal Gear series in the future!

Yuji Korekado, Creative Producer at Kojima Productions

Konami Digital Entertainment


We asked our very own director Kenji Saito for some comments too!


Q: How do you feel when looking back on the past year?

Hey everyone! It’s director Kenji Saito. When we started producing MGR, I decided to cut my hair really short and shaving out some lines as an expression of determination, but nowadays it’s pretty much become my default hairdo.

Man, has it been a whole year!? Looking back (and this may be because it was my first job as a director), the entire process of deciding on how the system would work and how the game would play was just a long string of trial and error: creating and testing, creating and testing, over and over. I was buried under such a pile of work I thought I’d never be done (I didn’t even get to go to regular PlatinumGames events for two years straight…)

The thing I remember most is the Tokyo Game Show that was held in September of 2012. I got to watch a lot of people try out the game, which led me to rebalance the difficulty once again. I was even granted the chance to get on stage at the Konami booth (first time in my development life!), but I got so nervous that I just completely shut down, so it was a TGS full of humbling experiences for me.

Prior to the release, there were advertisements in magazines, on TV, and on internet media that were on a much larger scale than anything I had previously worked on, so I really felt the passion that Konami’s Kojima Production group puts into their promotions.

And after the release as well, I was touched to see how many players responded to us, and I learned a lot from all the feedback I got.

I still can’t believe it’s been a whole year since then…

Now that a year has passed, I’m sure there are lots of people who have already finished the game, but I hope you’ll still be picking up the game regularly, just to get that experience of being a cyborg ninja who goes around chopping enemy robots up into little pieces. I daresay there’s not many games that let you do that.

Never forget about “Metal Gear Rising: Revengeance,” everyone!

Q: As a fan of the Metal Gear series*, is there anything you’re looking forward to for “METAL GEAR SOLID V: GROUND ZEROES” (released in March 2014)? Can you tell us what you were talking about with Korekado-san on Twitter the other day? (*Kenji Saito is a huge fan of the Metal Gear series ;) )

To tell you the truth, I’ve been playing MGSV GZ ahead of everyone else. This game is another completely new Metal Gear experience. There’s a lot of things you can do and a lot of ways you can tackle the stages, so it’s made me even more excited about the upcoming “Metal Gear Solid V: The Phantom Pain”!

Did you know that Raiden will make his appearance in a special mission called “Jamais Vu” on the Xbox One / Xbox 360®? The Raiden in “Metal Gear Solid V: The Phantom Pain” is going to be a bit different from the one in MGR, and he’ll definitely be a sight to see!

Kenji Saito, director at PlatinumGames Inc.

Sorry everyone at Kojima Productions! We were just so excited about this game we couldn’t help ourselves! :D

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Metal Gear Rising: Revengeance 1st Anniversary Contest Winners!


Filed: Community, Games, Metal Gear Rising: Revengeance

Thank you to all the fans who participated in the Metal Gear Rising: Revengeance 1st anniversary contest.

Without further ado, it’s time to announce the winners! Let’s begin with the Steam code / T-shirt prize sets!

We received hundreds of entries praising many different aspects of MGR. We here at PG localization will translate your comments into Japanese and share them with the team – it’s always nice to feel appreciated!

Here are the 10 winners who will receive a code for the Steam version of MGR and a T-shirt:

1. 3IceCubesShow

2. Abdo

3. anthonyfilipas

4. CasterOGPimpGD

5. erohir

6. LoveFNDeluxe

7. PaulSeesAll

8. Rauko3

9. Shinogu

10. tskx

Next, let’s move on to our grand prizes for the video contest. With videos ranging from reenactments of Blade Mode to cosplay antics, everyone here at Platinum was blown away by your creativity.

Here are the 3 winners who will receive a signed soundtrack:

1. djrubynyc

2. JetstreamFox

3. Halcyon_years

…And the winner of the Raiden figure from Play Arts Kai:


…Finally, the winner of the Metal Gear Rising: Revengeance down coat is:


How to claim your prize:

  1. Make sure you are following @platinumgames on Twitter.
  2. You will be followed by our official account.
  3. We will send a private message confirming your win next week.

Once again, thank you to all the fans who showed their support for MGR. For more PlatinumGames news and events, follow us on Facebook, Twitter, and right here on our official blog!

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Metal Gear Rising: Revengeance 1st Anniversary Contest!


Filed: Community, Games, Metal Gear Rising: Revengeance

February 19th marks the 1st anniversary of Metal Gear Rising: Revengeance.

To celebrate, PlatinumGames is holding a contest for our fans!

There are three ways to participate:

1) Download an interactive cuttable screensaver!
Download an MGR screensaver by liking us on Facebook! It allows you to reenact Blade Mode from MGR with your mouse cursor.

2) Tell us something you love about MGR!
Tweet about something you love from MGR using the hashtag #mgrcontest to be entered into a drawing to win 1 of 10 prize packs: a code for the Steam version of Metal Gear Rising: Revengeance* and an MGR T-shirt.

*Before entering the drawing for the Steam code, please confirm the game is available in your region.

3) Make us an MGR-related video!
Using Vine or Instagram, tweet a video that has some connection to MGR. What kind of connection? That’s up to you! Don’t forget to include the hashtag #mgrcontest.

MGR-relevant videos will be entered into a drawing for 1 of 5 grand prizes:
-An MGR soundtrack signed by the artists. (3)
-A Raiden figure by Play Arts Kai (1)
-A limited-edition Metal Gear Rising: Revengeance PUMA down coat (1)





Contest details:

Contest period: 2 days
Start time: Wednesday, February 19th 00:01 PST (03:01 EST)
End time: Thursday, February 20th 23:59 PST (02:59 EST)
Entry Limit: 1 per prize** (once for the Steam code / T-shirt, once for the soundtrack / jacket / figure)

**Feel free to post as many tweets / videos as you like, but your name will only be entered into each drawing once.

Check Facebook, Twitter, or this blog on Friday to find out if you won!

Follow us on Twitter for all the latest PlatinumGames news and events.

Good luck everyone!

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Happy New Year 2014

Platinum Games

Filed: PlatinumGames

Happy New Year, everyone!
And thank you for your continuously amazing support!

So how has the past year treated you?
I feel that 2013 has been a year of expansion for us here at PlatinumGames. Last year, we released 3 titles in the west: “Anarchy Reigns,” “Metal Gear Rising Revengeance,” and “The Wonderful 101.” The latter two were handled by completely new publishers for us, and I’m sure they were the first PlatinumGames experience for a lot of gamers out there. Expanding into new territories like this is an extremely positive thing for people working in videogame development, and we’re very happy to have received your support. Thanks, everyone.

2014. I think this will be a year of change for the game industry.

The PS4 and Xbox One have already been released overseas, and the PS4 will see the light of day here in Japan in late February. I’m sure the Xbox One will follow suit as well in the course of the year. The software market is sure to change significantly as well this year, and it is inevitable that we’ll get to see new environments and new technology related to videogames. In order to keep up with these changes, I think we will have to put a lot of effort into taking new challenges this year. Perhaps this is the same feeling we had when we first started PlatinumGames. We have to return to our original intentions. This is how we want to go into the New Year.

Last year, Tokyo was chosen as the venue for the 2020 Olympics. The entire country was filled with joy and energy at this wonderful news, so we get to start the New Year with fresh and renewed vigor. Since we strive to be “The Japanese Standard Bearer in Global Competition,” we intend to devote all of this new-found energy to make 2014 another exciting and action-packed year. We hope you will continue to provide us the same enthusiastic support throughout this year as well.

President & CEO

Tatsuya Minami

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More Behind the Scenes of the MGR Soundtrack


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

Hi all, JP here again with more behind-the-scenes of the Metal Gear Rising: Revengeance soundtrack. 

First of all, a thank you for the overwhelming response to the previous blog. It has been great fun to read all of your comments regarding your favorite tracks, and it is clear to everyone here how much you love the soundtrack! Hopefully we get to make a second one… and even better!
Now on to the artists that we didn’t get to touch upon during the previous blog.

Jason rehearsing with Nita Strauss.

Jason Charles Miller
Jason is the incredibly tall and imposing singer behind the band God Head, but his geek credentials go far past that. He’s been a voice actor of tons of games, participated in gamer-focused Youtube video projects with the likes of Felicia Day (Gamer Girl, Country Boy), and is just generally tons of fun to hang out with.
Jason’s creativity and energy really brought an awesome spin to the MGR soundtrack. Rules of Nature would have never been Rules of Nature without his shouting and ability to change gears on the fly; however, he gets even more credit for Red Sun. Red Sun was actually going to be performed by a European speed metal singer, but an untimely stage accident prevented this from happening. We walked into the studio without a clue how to salvage the song, but Jason just stood in front of the mic and came up with an incredible take of Type-O Negative-style vocals that took the track in an entirely new direction. With Kenji Saito watching on via Skype we kept pushing further until we arrived at the final product. It became a weird combination of darkness and beauty that is the perfect fit for our dear friend Sundowner.
While Jason still has a metal streak in him, he is becoming increasingly successful at merging rock and roll music with his country roots. Make sure to check out his work before Nashville steals him away from games! You can listen to his work at or follow him on twitter at 

Kit Walters
Kit Walters is a far prettier man than I can ever hope to be. He is also more likely to melt your face off with awesome vocals. Just take a listen to Stains of Time or A Soul Can’t Be Cut. What is interesting about Kit is that his personal music lends more towards the pop/dance realm. That being said, Metal Gear Rising wouldn’t be what it is without him! Unfortunately, I wasn’t in the studio when Kit recorded his vocals, and he wasn’t able to make the live show, so I haven’t had the chance to meet him and congratulate him on the absolute ass-kicking job he did on Stains of Time. I guess I’ll just have to fix that next time. You can follow Kit at .

Jimmy Gnecco
Jimmy Gnecco is best known as the lead singer of Ours, a moody, incredible band that is touring the country right now. His talent is unquestionable and this has made him a prolific singer. From recording a duet for the Spider-Man 2 soundtrack with Brian Eno of Queen, to being one of the first choices to replace Scott Weiland in Velvet Revolver, Jimmy’s voice is so unique and his vocal range so incredible that you feel like you are being compelled to listen to his tracks just to hear what he sings next.
On MGR, we gave Jimmy the two-part task of bringing the final battle to life. What resulted was a track that many of you feel is the best on the CD, It Has To Be This Way, and it’s co-part Collective Conciousness. I’d write more about the tracks, but the best thing for you to do is just go listen to them. They say everything for themselves.
You can follow Jimmy’s exploits and get tourdates for Ours at

Graeme rehearsing with Johnny Death.

Graeme Cornies
A special shout-out to Graeme Cornies. Graeme runs a music production company in Toronto called Voodoo Highway that has produced music for film, tv, animation, commericals, and of course games! Not only does he sing three tracks on the soundtrack, more than any other singer, he also played guitars, wrote lyrics, and even co-wrote the end theme. Graeme is also a voice actor based in Toronto, so he is no stranger to gaming.
When schedules were tight and we needed a special touch, Graeme was the go-to guy, and he never disappointed. He was also the first singer we recorded for the project, in a multi-point Skype chat linking LA, Osaka, and Toronto together. Even with the distance separating us, hearing him sing “Time to leave them all behind!” over the internet was the first time that I knew for sure that our soundtrack was going to be special. Thanks for all the incredibly hard work under crazy circumstances, Graeme. I know you’ve made plenty of new fans because of it, not the least of which a room full of game developers in Osaka. You can follow Graeme on twitter at , and check out Voodoo Highway at

Finally, I want to give a shout out to some of the session musicians who made both the soundtrack and the live show so amazing:

Ralph Alexander – Ralph is a young, up and coming drummer on the LA scene and was responsible for the amazing live drumming (along with Damien Rainaud) on the soundtrack. Yep, those were all live drums, and yep, he really is that good. Before he joins a mega-band, becomes famous, and quits taking our calls, I wanted to thank him publicly for all his hard work. You can follow Ralph and his crusade to bring more blues rock to the masses with his band The Heavy Heavy Hearts and download their first EP for free at:


Nita Strauss – If you have a guitar, you probably wish you could play like Nita. Unless, of course, you are Nita, and then you just make everyone look bad. When it came time to find someone to play the Dragonforce-style parts of Stains of Time, Nita was our first choice. In fact, I’ll never forget when Jamie said that he found “this girl who can really shred.” Understatement of the millennium. For updates on her bands Consume the Fire and The Iron Maidens, follow her category 5 mayhem at .

Johnny Death – Another man who plays guitar like he could rip your head off, and looks the part too. Johnny brought a really awesome edge to our tracks and our live show. He brings that same edge to his amazing band Before The Mourning, who just put out their first music video and also have a Free EP for download. Check them out at

Finally, special thanks to Jussi Ilmari, Ron Underwood, and Howard Jones for stepping in and performing at the live show.

Jussi Ilmari is a highly in-demand songwriter/producer who has worked with everyone from Before the Mourning to FloRida to Paul Van Dyk! Follow him at !

The band on stage with Ron.

Ron “Thunderwood” Underwood is the Thunder behind the mic for the LA band 9electric. 9electric is loud and awesome. If you like the MGR soundtrack, you are going to love their stuff. Check them out at

Howard Jones is most famous for being more awesome and famous than most modern metal singers. Being in Killswitch Engage will do that for you. Now he is on to his next project, but he was kind enough to fill-in for Jimmy Gnecco and rock “It Has To Be This Way” live for us. Also, he confessed to being a huge gamer on stage. Be sure to give his next project lots of love when it surfaces. (P.S. Sorry there isn’t any video of Howard’s performance! It was something special for attendees!)

There were so many talented musicians on the soundtrack and live show that it seems almost unfair to only shine the spotlight on a few of them. If I’ve offended you by your lack of inclusion, just leave me a nasty notes in the comments and I will be sure to plug your next project on my twitter or next blog post! I promise.

However, just in case I miss anyone, I wanted to share the full lyrics and credit list to the CD with everyone reading the blog. I know there has been some debate on the lyrics, and those of you who purchased the CD online didn’t get a booklet, so here is the next best thing! It also gets me off the hook because it has credits for everyone who performed on the CD!


That’s all she wrote folks! If you have any questions about the soundtrack, feel free to ask me on twitter!

P.S. Nope. I didn’t forget! Congrats to these three lucky fans who won signed CDs! Derek Rich, Mike Oshiro, and Andreas von Perbandt, we will be in touch to get your info!

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Behind the Scenes of the MGR Soundtrack


Filed: Community, Games, Metal Gear Rising: Revengeance

Hey everyone. JP here with that long promised behind the scenes of the soundtrack. In a previous blog, Music Director Naoto Tanaka introduced some of the composers working on the project; I’d like to take a chance to introduce some of the other performers that made Metal Gear Rising sound as great as it did.

Ferry Corsten

Ferry Corsten is one of the world’s most famous DJs, having been a perennial presence at the top of the DJ Magazine Top 100 DJs, as well as hosting his own radio show globally, and releasing some of the most anthemic dance music tracks ever. His new dance music supergroup with DJ/producer Markus Schulz, New World Punx, just rocked Madison Square Garden with an incredible set on March 30. Whether it is DJing at the world’s biggest festivals, remixing artists like U2, The Killers, or producing amazing tracks with amazing artists, Ferry is at the forefront of the dance music scene.
He also happens to be a friend of mine, so when it came time to bring an electronic vibe to one of our boss tracks, I knew he would be a great addition to the soundtrack. “The Hot Wind Blowing” is the fruit of that collaboration, and you can instantly tell it has a different vibe from many of the other tracks in the game. As Ferry describes in the video above, the challenge of taking some of the cool synths that are so prevalent in dance music and marrying that with MGR’s brand of metal was something he was excited to try, and working with Jamie Christopherson, the resulting sound will rock your speakers when the Blade Wolf DLC pack hits later this spring!
Follow Ferry: (JP note: Check out his amazing set at MADISON SQUARE GARDEN!)

John Bush
John Bush (pictured far left) is one of the most legendary vocalists in metal history. Whether singing for his own band, Armored Saint, or his stint as the lead vocalist of Anthrax, John is one of the most respected voices in metal. He was even invited to become the vocalist for Metallica before the job went to James Hetfield.
On MGR, John sings two tracks for us – The Hot Wind Blowing and Return to Ashes. Listen to both tracks and you will hear classic John Bush vocals – he never holds anything back and every track he sings on has incredible power. (P.S. I’m sorry I don’t have a better picture of John singing! I was too busy headbanging!!)
John Bush appears courtesy of Metal Blade records. You can follow his exploits via Armored Saint at

Free Dominguez
Free Dominguez is the only female vocalist on the Rising soundtrack, featured on “A Stranger I Remain,” Mistral’s theme. She is best known for her work in Kidneythieves, an industrial metal band she formed with guitarist/engineer Bruce Sommers. Personally, I’ve been a huge Kidneythieves fan since 1988, so it was a dream from the outset to get Free on the soundtrack for Mistral, and luckily I was able to convince Tanaka-san and game director Kenji Saito that she was the right woman for the job. Apparently, it was Free’s dream as well, as she wrote in 2010, “A giant vision fell in my lap about the next batch o songs …. It was of a futuristic KALI, slicing thru city streets at 4 a.m., destroying all, preserving few, whilst singing sweet lullabies.” Sometimes things are simply serendipitous. A Stranger I Remain is the sweet lullaby… with a HF blade and a dwarf gecko arm!
Free currently has a solo album in the pipeline that will be releasing shortly. Check her out at, or follow her!

Tyson Yen
Tyson Yen may be familiar to video game fans – his previous band, Drist, was featured in a famous music game with their song Decontrol. That is where I first hear his voice. After Drist, Tyson formed a band called State Line Empire which went on to win Guitar Center’s “Your Next Record with Slash” contest.
Tyson is Sam’s singer. You can hear him on “The Only Thing I Know For Real,” as well as a special version of “A Soul Can’t Be Cut” that is featured in the Jetstream DLC. The thing I love about Tyson’s voice is that it cuts really cleanly even though there is a bit of gruffiness to it. Kinda like Sam’s grin.
Follow Tyson:

Also, we are giving away three copies of the soundtrack signed by all of our live band, singers, composers and Ferry, too!
To win, just like us on Facebook and leave a comment in the post about this blog with which track is your favorite and why!

Then come back soon for more information on the other singers on the project, and a look at some of the talented musicians who played a part in making the soundtrack a reality. We’ll also announce the CD winners, and post a downloadable lyric sheet for everyone who purchased the digital version of the soundtrack!

See you soon!

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MGR Jetstream DLC Available Now!


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

From NBC News, April 9, 2013: Temperature suddenly plunges 55 degrees in Colorado: ‘It’s just brutal’

Blizzard warnings were in effect Tuesday in Colorado, where the temperature plunged more than 50 degrees in less than 24 hours and the wind chill approached zero. Wyoming got more than a foot of snow, and forecasters said hurricane-force blasts of frigid air were possible in Utah.
The culprit is a deep dip in the jet stream that swung west and pulled arctic air far into the country. As it collides with warm, moist air from the Gulf of Mexico, strong storms and tornadoes are possible in the Great Plains and Texas.

Jet stream? Maybe Jetstream Sam. Play as Sam and learn how he came to join the Desparado clan in the second release of Metal Gear Rising DLC available today on XBL and PSN!

Still on the fence? Check out the DLC Trailer!

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Special Guest! Scenario Writer Etsu Tamari


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

Hello, nice to meet you. My name is Etsu Tamari from Konami’s Kojima Productions, I was the scenario writer for Metal Gear Rising: Revengeance.

The MGR blog posts here are mainly for the development staff at PlatinumGames, as you can probably tell by the shining “P” up at the top. Since this is a collaborative work, however, I’m making myself an honorary member of the team.

And why not? I mean, I have a seat with my name on it at Platinum’s office. I haven’t shown my face there recently, but for a while I was spending at least one night a week in Osaka. Around November, I think I spent more time over there than in Tokyo. I still lose to our cutscene director, though; he moved there.

When I explain all that travel to people, they usually ask me, “Isn’t the scenario supposed to be finished a little earlier than that?” I always tell them a game scenario isn’t something you just write and then never touch again. Well, depending on the person or the project, I’m sure sometimes you finish writing a scenario and are told not to mess with it again, but that’s not how we do things with the Metal Gear series. That’s not how we could do things, in order to have Metal Gear stay Metal Gear.

Even if a game has a good story, if the gameplay sucks, it’s shit. Making gameplay interesting requires a repeated process of creating something and tearing it down. For example, the game’s maps might look interesting on paper, but once you try working them into the game itself, you might realize they’re boring. That happens a lot. Written plans will never convey how the game truly feels, and as such, will never be an indication as to whether or not a game is actually fun.

So you can write plans on paper or in excel, and you can have meetings brainstorming all the ideas you like. The results, however, are equivalent to air; you can’t give substance to something just by arguing and discussing it. With making games, I’ve realized you just won’t understand how something is until it’s actually in front of you.


Whenever I had doubts when writing, I’d look to this: the scenario for Metal Gear Solid 2: Sons of Liberty. Next to it is part of Rising’s Abkhazia chapter.

If your game doesn’t have a strong link between the scenario and gameplay, obviously making a change to the gameplay shouldn’t affect the scenario. With the Metal Gear Series, however, this is a different story.

All the background info you get from each codec, every line said from each enemy, everything needs to be carefully integrated into the game. Only through this can the player actually feel like he’s Raiden, and has entered the world of Metal Gear Rising.

So even after you’re done writing the main story, you have to stick around and write codecs and enemy dialogue as the game is being made. If any changes are made to the game itself, you make adjustments, think of codec text that might better fit the situation, talk things out with planners or designers whenever you run into any trouble… it takes a lot of persistence to make it right. That’s why I kept finding myself in Osaka, over and over again.

In the end though, thanks to those business trips, and to Saito-san’s undying love for all things Metal Gear, I think we made a game that had a perfect fusion of PlatinumGames and Metal Gear.

In the pre-release events we’ve been doing around Japan and North America, we’ve received a lot of feedback that this game lives up to the Metal Gear name. If you’re a fan, you won’t be disappointed! The game is also full of the PlatinumGames brand excitement and has a story you don’t need to be up on the rest of the series to enjoy. For Platinum fans and action fans alike, this could be a good first step into the Metal Gear universe.

As crazy as it sounds, I actually got asked in an interview a few days ago, “Why does this game feel so Metal Gear?” I could only respond, well, that’s because it is Metal Gear!

Metal Gear Rising: Revengeance is out in stores now! Be sure to check the game out yourself!

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Rising’s Graphics and Stages


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

Hey. My name is Takahito Washisaka, I was in charge of background graphics in Metal Gear Rising: Revengeance. I’m feeling nervous from excitement thinking about how close Rising is to its release now. Before long you’ll all be able to check it out! I’m thinking about sneaking into a local retailer when the game hits stores, but something tells me I’d run into the rest of the development team there.

One word that caused me a lot of trouble while working on the background stages of MGR was “balance.” Balance between what and what, you say?

Cutting mechanics have undoubtedly been a key focal point of Rising’s development, but among Raiden’s abilities there also exists something called the “ninja run.” The ninja run basically allows Raiden to move at an increased speed while automatically overcoming any obstacles in his path. Something like this ends up having a tremendous influence on our work in background design; add to this the necessity for this game to run at 60 fps and suddenly the ninja run takes a considerable amount of attention.

Cutting mechanics, ninja run, 60fps… balancing these different elements and deciding how to go about creating MGR’s graphics and stages resulted in a fair deal of stress for the background team (and especially me).

To put things simply, the ability players have in Rising to cut even background objects apart sometimes made adjusting the stage so the player didn’t make dead ends for themselves a monumental task. If we toned down the cutting concept, however, the result would be an overall less satisfying action game with less challenging stages. As the ninja run is designed to automatically scale obstacles, the right programming will solve some problems, but using simple shapes in stage design also improves players ability to get through stages smoothly. Only, the more we dumb down stage design, the duller Rising’s look, not to mention a critical decrease in the realism of the game.

Hypothetically, even if we were able to make stages full of complicated structures that could all be shred to pieces and smoothly sped through, the CPU would never be able to process the images fast enough to keep the game at 60 fps. We would have to continually cut the quality of graphics until we could release the necessary CPU strain… but that doesn’t sound like an ideal option either.

Problems, problems.

That’s why the word “balance” became so important.

What balance is necessary to maintain the right amount of enjoyment and challenge within the game…? Carefully considering both the game’s system and the world it takes place in, what should be the right level of graphic quality…?

The margin for error here is razor thin. Each aspect is extremely important. Through the cooperation between our team’s background artists and programmers, however, I think we were able to find this balance in Rising. You might have been able to see this for yourself in the promotional videos we’ve released until now, or the game’s demo. Nevertheless, I suggest seeing the whole package after the game’s commercial release.

I don’t want to write too much, so I’ll post some videos for you to take a peek at.

Augment mode not only tells you where the enemy is located with easy to understand visuals, it also highlights objects that Raiden is able to cut with a fuzzy blue tint. (If you could cut everything on screen, things would just be a complete mess of blue… another reason why balance is so important).

You’re free to play without AR mode and figure out what you can and can’t cut among background objects by yourself, though personally I recommend diligent use of it when entering a new area. This way you can confirm where the enemies are and what you can cut through, helping you to adjust your strategy to either sneak through the stage or rush in full force.

There are also a few stages we’ve prepared that will be difficult to get through without AR mode’s assistance. When you’re stuck, don’t forget it.


(This entry was posted on the Japanese PlatinumGames blog site on February 19th.)

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