Metal Gear Rising Was Killed Off

Metal Gear Rising Was Killed Off

For a spell there, Metal Gear: Rising fell off the map. That’s probably because the game had been canned. Now, as evident in the game’s latest trailer, Rising is back in a big way.

During the latest Kojima Productions podcast, it was revealed that the game’s core mechanic, the ability to chop up whatever, was implemented pretty quickly. Initially, a prototype was made on the Metal Gear Solid 4 engine, and it seemed interesting enough. However, there was a sense that the game needed something else for it to work.

What seemed like an endless series of prototypes were created. The team working on the game didn’t know how to make it work, everyone seemed to have different notions of what Rising was, and the game’s original director didn’t have much pull with getting the team onboard with his vision. The project ended up cancelled, even though the motion capture, story, and missions had already moving heading towards completion.

Moreover, the team working on the project had developed strong feelings for Rising. The sticking point, however, was the unfinished game design — a problem for, you know, a game.

The idea was that somewhere along the line the game design would fall into place.

That’s when Platinum Games entered. Atsushi Inaba, who produced Okami and God Hand, was visiting Kojima Productions and said how unfortunate it was that the game was half-finished. One thing lead to another, and Platinum Games happily took on the project with the concept “a game that features mind-blowingly good cutting.”

Kojima Productions was working on the ability to freely finely slice-and-dice in the game, but apparently, Platinum Games not only retained that, but also added a rapid barrage of cuts, resulting in a more exciting experience.

The game will not be directed by Platinum Games’ Hideki Kamiya, but by someone else to be revealed at a later date. And while the original intention was to use the original story, Platinum Games offered to “fix” the game’s story — taking the title further from its original conception and closer to the games Platinum Games.

For Platinum Games, game creation starts with game design and then story. Thus, in creating Rising, it had to start from zero for the story so it could focus on game design.

That’s why the game’s title changed from Metal Gear Solid: Rising to Metal Gear Rising: Revengenace. It’s not a Metal Gear Solid title, but a new spin-off that will reflect the collaboration between Kojima Productions and Platinum Games.

Now, if Kotaku only knew why Platinum Games looked us in the eye and said the rumours that it was making Metal Gear Rising were “not true”.

Rising Radio [Hidechan]


  • It wasn’t true because they were being specific and telling the truth. They were Not making Metal Gear Rising. They’re making Metal Gear Rising: Revengance, they said so themselves.

  • Off topic, but does anyone else feel that this is one of the worst game titles ever devised? The words ‘vengeance’ and ‘revenge’ derive from the same, so combining them to form a portmanteau is just stupid.

  • Here’s how I would’ve done it:
    Basically because Raiden is so fundamentally powerful as a character, being able to slice through dudes like a hot knife through butter, I would design the game just like MGS (Can use stealth or action) but because of how enticing it would be to just go crazy and cut people apart, I’d make it so that the more people you kill, the more enemies would flood in in later stages (should you cause alerts). This accomplishes a couple of things.

    The cutting is as fun as it is to brawl in Batman, so more enemies = good.
    More enemies also increases the amount of pressure because they’re all shooting at you which adds a need-skillz aspect to the gameplay, which asks the player to take out specific foes based on how dangerous they are or risk being overwhelmed. Worst case scenario becomes, “if you’ve killed so many people that later stages becomes seemingly impossible to get through, the stealth element will then become ultra pronounced as you are now dependent on it.

    The Precision Cutting mechanic can also be more important than just a neat feature of the game. There can be enemies that need to be cut in a very specific area or weakpoint in order to kill them (ala Skyward Sword). This coupled with a dozen or more dudes in the room and Pricision Cutting will become a necessity.

    That’s the core experience.


    Can be done in a lot of different ways but the main point with bosses is that they don’t go down just as easily as other foes (duh). And should be carried out in the process of using a combination of traditional hacking and slashing elements to remove armour (which they’ll all have because it’s THE FUTURE) and using Priocision Cutting to cut of specific limbs after that.

    Boom. There’s your Metal Gear Solid Rising. And it doesn’t have to betray anyone’s perception of what an ‘action-type’ Metal Gear game can be.

  • I think that should read;

    For Platinum Games, game creation starts with taking a tried and true game formula and making it as stupidly simple as possible and requiring at least two playthroughs to unlock your basic hard setting.

    • Wow apparently when I typed that out I missed a word which makes my nazi-ing rather poor

      ” had already moving heading towards completion”

Show more comments

Log in to comment on this story!