Behind the scenes: Metal Gear Solid 2
Kevin Lomax writes "GameSpot has posted another one of its
Final Hours stories, this time detailing the
development story
behind Metal Gear Solid 2 for the PlayStation 2.
They did one on
Black &
White earlier this year and this one looks just as good with lots of interesting quotes
from the developers in Japan about how they built the game."
...too bad that doesn't make a fun game. I swear I spent more time with my hands off the controller, watching a cutscene of some sort, than actually _playing_ the damn game. It's all beautifully done, but there's just too much inactivity for what is supposed to be an action game.
The action that it does have is superb, and the storyline is definitly the best in the series. But overall, it just wasn't as satisfying and FUN as the original MGS (for PS1). I don't really have any incentive or urge to play it over again.
Maybe I was just expecting too much, but I must say that I'm dissapointed. If I had to give it a rating, it would be 8.5/10. Oh well. Back to Grand Theft Auto III.
--
#nohup cat
There's some toy on the market this Xmas that requires an ongoing supply of "powerup cards". I don't expect it to be a success, but if it had been Pokemon-based last year...
I find this quote from the article interesting:
"One way to solve a production problem is to bring on more people," matter-of-factly states Matsuhana. A core team of 35 to 40 employees had been working on the game since 1999, but during the final months of development the team would balloon to 70 members, most of whom were brought over from other development teams at Konami."
They actually hit a deadline by adding more developers onto a project? I don't know much about game programming, but in business systems development that would be a miracle to say the least. I wonder what is different between game programming and system development?
In no particular order:
Chrono Cross: The bad guy has a very good plan, makes it work for himself flawlessly, and almost gets away with it. I was stunned at how well the villain's actions were thought out.
Ultima VII: The Guardian comes to Britannia and starts talking to people in their minds. He finds it very easy to convince some of them to do his bidding and construct a gate through which he can physically enter Britannia.
Myth and Myth II: Despite the fact that the plot only advances during the between-mission briefings, these games managed to convince me that there was a stupendously large war between the forces of Light and Dark going on, and I was in charge.
Grim Fandango: Yes, it's a horribly linear adventure game with some illogical puzzles. But the storyline was a superb blend of 40's gangster movies with the Mexican culture's concept of the Land of the Dead. I particularly liked how the gangsters killed people...after all, how do you kill a dead person?
If I think of any more I'll add them.