Metal Gear Solid’s Design Process Back on the Agenda
Metal Gear Solid, released in 1998, went down in history as a production that radically changed not only Hideo Kojima’s career, but also the gaming world. The game, which stands out with its cinematic narrative and innovative gameplay mechanics, popularized the stealth genre, while Yoji Shinkawa’s designs were at the center of this success. A recently resurfaced interview in the Japanese PlayStation magazine provides interesting details about how Kojima and Shinkawa shaped Metal Gear Solid.
Metal Gear Solid and Yoji Shinkawa’s Contributions
Hideo Kojima states that he decided that Shinkawa should join the team after seeing his designs during the planning stages of Metal Gear Solid. Shinkawa influenced the game’s visual designs not only in terms of aesthetics, but also in terms of gameplay.
For example, the design of Metal Gear Rex was created to feel like both a war machine and a living being. Shinkawa spent weeks locked in his house while creating the design, using scrap parts for the model. Kojima visited from time to time to support this process.
One of Yoji Shinkawa’s most iconic contributions was the game’s beloved character, Cyborg Ninja (Gray Fox). Kojima admits that he didn’t initially plan on such a character, but the character, whom Shinkawa designed “because it looks cool,” played a central role in the game’s story.
Shinkawa also reshaped the visual design of the character Otacon. Kojima states that he initially envisioned Otacon differently, but that the character evolved into what he is today with Shinkawa’s suggestions.
It’s clear that the creative collaboration between Kojima and Shinkawa had a huge impact on the success of Metal Gear Solid. The game is still remembered today as an unforgettable classic, and this interview gives us a better understanding of the creative process behind the game.
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