Metal Gear Rising: Revengeance’s engine was built to match promotional trailers for the game, not the other way around.
“Metal Gear Rising: Revengeance uses PlatinumGames’ own game engine. At first, our engine wasn’t capable of doing something like cutting through an opponent anywhere, so I had to make it so that it could,” Platinum Games programmer Tsuyoshi Odera wrote in a revealing blog post.
“I looked at official trailers and other game data from Metal Gear Solid: Rising and tried to make our engine fit with what I saw.”
Metal Gear Rising: Revengeance famously started off as a Kojima Productions project called Metal Gear Solid: rising, before being handed off to Platinum when it became clear that Kojipro had no real idea what to do with the concept.
Odera said implementing the cutting mechanic was harder than he expected.
“I assumed it wouldn’t be so difficult implementing this concept into the system, and in actuality it only took around three months until we were able to make objects that could be cut,” he said.
“This freedom to cut anywhere turned out to use an amount of memory far greater than any other processes in the system. In order to implement the concept into the game smoothly, we adjusted the process so it would be distributed over multiple frames. We calculated the speed at which Raiden swings his sword and made sure the process would be finished before the end of the swing, and it would feel right to the player.”
Metal Gear Rising: Revengeance is due on PlayStation 3 and Xbox 360 on February 19 in the US, February 21 in Europe and February 22 in the UK.
There’s plenty more of interest about the game’s development through the link above, much of it in video form.
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