HK: Since the very first ‘Metal Gear' we've always released a revision – an upgrade. Since this is time consuming and distracts us from making other games, we weren't planning on making one for ‘Snake Eater', but at the European launch a lot of people told me they wanted it. But Subsistence takes things much further, with online play and a new camera.
PSM2: Has switching to a third-person view changed the way ‘Snake Eater' plays ?
HK: It's a total gameplay change. The original idea for MGS4 was to have a third-person camera, so with this, the team and I worked together to experiment with it as a preparation for the next game. This means that we can get feedback about the camera before MGS4 is finished. But the old camera is still in there, so you can switch back and forth at any time.
PSM2: What can you tell us about the online side of things ?
HK: There are 2 modes. First, battle mode – you select an enemy team (KGB, GRU e.t.c.) and you work together against another team. This is a typical kind of online game. The other mode is called MGO and is very ‘MGS'-like – one player plays as Snake and the other players control a squad of soldiers. This mode lets you feel what it's like to be an enemy in the MGS universe, fighting against Snake. (He then explains the book and box tricks you've probably heard about)
PSM2: How will Snake look on PS3 ?
HK: We're not trying to make Snake look like a real person. We want to concentrate on the movement and animations, making him feel more natural, like an actual life-form.
PSM2: What do you think of next-generation consoles ?
HK: In the past, creating games was very much like creating movies. First you created a set, meaning you only create things that you can only see and don't take much notice on the background.
I don't want to create sets anymore. I don't want artificial trees and land. I want to plant a seed, grow it, water it and watch it bloom. I want to make environments come alive. We will not get any further with ‘sets' – we need to create worlds from scratch.
Not just for jungles – houses to. Like in GTA, the houses are there, but just as sets. We want people living inside them, so we want to create games that ‘feel' alive.
PSM2: What about enemy AI in the next generation.
HK: In the past, attacking an enemy was pretty straightforward, but in real life there's the psychological elements to it. In a real battlefield, the sound of sirens and gunfire will frighten enemies, so we want to represent this kind of mental battle in MGS4. We're planning to hire real psychiatrists to make sure it is realistic. Not just your weapon or your strength decide who wins a battle, who controls the fear can decide the outcome.
PSM2: How do you feel about the fans reaction to Raiden ?
HK: Next to Snake, he is our favorite character. We think fans will actually grow to like him in MGS4. That's how we're creating him this time.
PSM2: What does ‘No place to Hide' mean ?
HK: You know in the trailer the wall gets destroyed ? MGS4 will have environments that change like that, so there'll be ‘no place to hide' …
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EN RESUMEN:
-El nuevo sistema de cámara de "Subsistence" para el juego original es una prueba para ver como podría funcionar en MGS4.
-El nombre del modo online de Snake contra los enemigos se llama "MGO" (Metal Gear Online).
-A la respuesta de "¿Cómo está Snake en PlayStation 3?" Kojima responde: "No estamos intentando que parezca una persona real. Concentramos nuestros esfuerzos en el movimiento y las animaciones, más natural".
-Sobre la I.A., Kojima dice que en la próxima generación, en MGS4, Kojima agregará elementos psiquicos a la batalla. Disparos y sirenas harían temblar al enemigo en la vida real. Para MGS4, Kojima quiere que no solo tu arma o tu fuerza decida quién gane en la batalla, sino quién controla el miedo del otro.
-Raiden es el personaje favorito, junto a Snake, del equipo. Para MGS4, Kojima prepara un desarrollo del personaje más maduro, que gustará a todos.
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No me gusta eso de que Snake no quiera ser real
