Metal Gear Rising: Revengeance is inching closer to release, courtesy of developer Platinum Games. However, Kojima Productions veteran Yuji Korekado has revealed that he didn’t want the house that Bayonetta built involved in the project initially. He’s happy with how it turned out though, so he’s forgiven them. Get the quotes below.
Speaking with OXM, Korekado explained the vibe around the office when the handover began, “When Kojima Productions decided to send the game to Platinum, it was definitely a dark period. People had put a lot of effort in, and they were in a dark hole.”
He added, “When Platinum visited the studio to get an update on the game, I was asked to present the current status to them. It was a very complex emotion: I wanted to keep developing the game internally, but Kojima wanted to move it forward. It was frustrating but I had to move forward with it.
“Fortunately for me, I was able to participate in the development even after it went to Platinum. After I realised it was going to go forward, I cut off all my sour feelings and just got on with the work. When I saw the first Revengeance trailer, I realised it was something that Kojima Productions couldn’t have done – and that was something I felt great about.”
VG247 also interviewed Korekado about the shift from Kojima Productions to Platinum Games, and he suggested that while Platinum were keen to start the project over from scratch that Kojima’s studio wanted to retain control over the plot and characters.
“We started looking at Japanese studios who had experience in action games, and of course Platinum Games came to mind. When we first approached Platinum Games, the director, producer and whole development team said, ‘Well, please let us start from scratch with the story, characters and boss battles. We know it’s asking a lot but it will be something you will really like.’
“Platinum are in control of game development, but direction for the world, the story and cutscenes are all handled by Kojima Productions. We talk on a daily basis to make sure that story reflects on gameplay.”
Check out the full interview here: