Hideo Kojima: The game does hit on points like this-- like the digitization of society and digital money. At the same time, the gameplay-- the experience-- is a message to the player himself or herself that they are part of that digital society, playing in this virtual world that is made capable on the PlayStation2.
EGM: Did you use Legos to design the levels like you did with the first MGS?
HK: We actually tried that again at first, but we realized that the levels were too complicated-- too three dimensional-- to plan out with Legos. So we used computers instead.
EGM: The original MGS used every aspect of the PlayStation controller. Will MGS2 make use of the PS2 controller's new analog button feature?
HK: Yes. Depending on how hard you push the buttons can affect the speed of some actions. Like when you draw your gun-- depending on how hard you push the button changes how fast you pull it out and aim. Or when you push a button to crawl, pushing it harder will make you crawl faster, but if you crawl too fast you might make a noise and alert the guards. There are also other things, but I can't talk about them right now.
EGM: In the demo, it looked like Snake is chewing bubblegum?
HK: (laughs) That's amazing you noticed that! Yes, at some parts in the game he can't smoke, so he chews gum to help the cravings.
EGM: We also noticed Snake sneezing in the demo, was that just a joke or is that part of the actual gameplay?
HK: That's actually in the game. It's like in the original MGS, Snake can catch a cold from being out in the cold rain too long. Also, you noticed the kitchen in the demo? If he is next to a bag of flour and it's shot and explodes, it can get all over him and also cause him to sneeze.
EGM: How does the first-person mode work?
HK: The first-person mode is only for looking around and shooting, and it's activated by hitting a button. You can't move around while using the first-person perspective, though, as it's only for aiming and looking.
EGM: Will there be significant improvements to the enemy AI for MGS2?
HK: Oh yes, definitely. The AI will be very different in Metal Gear Solid 2. This time you won't be just fighting individual guards, but instead you'll be against many teams of guards. They'll attack in their own ways, but all work as a team against you. The battle system is much more complex for the sequel.
EGM: You've mentioned that it's possible to make it through the entire game without actually killing anyone. Is that in response to the recent uproar on the issue of video game violence?
HK: A lot of what you've seen so far in the Metal Gear Solid 2 video trailer has been Solid Snake and the soldiers shooting at each other. But that's not the main focus of the game. As you know, Metal Gear is all about stealth, and you have to try to move around while avoiding fighting and avoiding being spotted. That is why we included the tranquilizer-- to tell people that you do not have to kill enemies to play the game. And at the same time, I guess it's my way of interpreting the current situation with the violence in the games industry and is a message toward players. Violence doesn't always have to be the answer in a game.
EGM: Will MGS2 have extra VR Training missions, so that there doesn't have to be a separate "VR Missions" game after it's released?
HK: If we did that it would add a significant amount of time to the development of the game. We have to be able to release the game someday [someday right now is projected for fall 2001].
EGM: MGS2 takes place in Manhattan. Will you venture out into the city streets and off of the tanker we saw in the trailer?
HK: You'll probably end up in the streets, yeah. It takes place in that area, so we'll see (smiles).
EGM: What nationality is Solid Snake?
HK: We don't try to determine the nationality for Solid Snake, because it's the nationality of the player. You are Solid Snake. Every player is Solid Snake. But with that said, he does look half Anglo-Saxon and half-Asian.
EGM: Is MGS2 a continuation of what was written for the first game, or is this a completely new project?
HK: Obviously there were a lot of ideas that kept popping up while we were working on Metal Gear Solid 1, but the actual development and planning didn't start until after the original Japanese MGS was released. And while we were working on the conversion for U.S. and Europe and during the development of the VR Missions, we started working on the planning for Metal Gear Solid 2.
EGM: Were there any ideas that you had for the original Metal Gear Solid that the technology at the time wouldn't allow you to implement, but are now possible with the sequel?
HK: Yes, definitely. Not only are we able to improve graphics, but we can do things such as enemies spotting shadows. That element of light and shadows is something we couldn't do before.
EGM: You've said that movies have been a strong influence to you. What are some of your favourite films?
HK: Taxi Driver and 2001.
EGM: We noticed that the soundtrack is being composed by Harry Gregson-Williams, who has worked on the musical scores for such films as Enemy of the State, Armageddon, and The Rock. Are you aiming for a more movie-like orchestral score for MGS2?
HK: We're definitely going for a real orchestral HansZimmer-style soundtrack, and we'll be using lots of digital samples for the music. When you come across situations in the game, the music will change to reflect them. However, unlike in the first game we won't be switching from one track to another. Instead, the game will make changes to the existing track, so it will seem as though an orchestra is sitting there making changes as you go along.
EGM: How many people are working on Sons of Liberty?
HK: 35. The original MGS team was like 30 people. All of the people from the previous team are on the sequel, though.
EGM: What was your first job as a game designer?
HK: Working for Konami is actually my first job. I started as a game planner and then moved up to director for Metal Gear. Before that I was a student, I spent a lot of time making 8 millimeter movies and wrote a lot of stories. But I did that stuff as a hobby, not for money.
EGM: You are the vice president of Konami Computer Entertainment japan, the R & D department of Konami that releases all of the Bemani games, such as DrumMania and Guitar Freaks. Are you a big fan of those types of games?
HK: I do really like them very much, but they are becoming harder and harder and I can't play them as much. My personal favourite, though, is Guitar Freaks.
EGM: What's your favourite part of MGS2 so far?
HK: Well, what I really like about the game is that it's fun to play. It's too bad that all I can show you so far is the video, but I can tell you that when you actually get a controller in hand and play it, I even tell myself that even I don't need a story for the game. It's just really fun to play.
From Electronic Gaming Monthly, August 2000.