www.next-gen.biz
by Edge
Metal Gear Solid 4 has production values that transcend the existing model for videogames, but creator Hideo Kojima says PS3 restrictions meant his team was unable to deliver the graphical punch hed envisioned.
ImageForget Uncharted, Heavenly Sword, MotorStorm and, maybe, even Killzone 2. Since the Tokyo Game Show of 2005, MGS4 has been the champion of PlayStation 3, full of promises about the Cell CPU, ready to prove that the power of PlayStation, even after that rollercoaster of a launch, should still not be underestimated. A true third party exclusive the team wont be drawn into talk of a 360 version, theyre fed up with being asked its widely expected to be the proverbial killer app.
But is it? One things for sure: as an event, its not Sons of Liberty, the momentous next-gen sequel to the most exciting, earth-shattering game on PS1. For all its action, much of which is extraordinary, its a somber, tonal affair, made almost entirely for people whove been there from the start. And as a marquee title, its not without potential to backfire. If players find it anachronistic, which they might, then what does that say about the PlayStation brand? If its visuals leave them in two minds, which they also might, what does that say about its hardware?
Incredibly, Kojima is first to admit that the game isnt nearly as attractive as hed originally planned. Game-wise, its pretty close to the original vision: you sneak into the battlefield and can choose whether to do a stealth game or interfere with the battle more directly. But the graphic side, things like motion-blending and the size of the map, totally was not accomplished to my original vision to my satisfaction.
When we first showed the game engine at Tokyo Game Show, the staff were really proud and happy. PS3 was a dream machine, yknow, and we were going to work on this and that we had so many ideas. But when we actually started developing the game, we realized there were a lot of restrictions and so it turned out how you see it today. The original vision was to go ten steps further, the reality was just one step, which isnt to say we didnt progress.
I remember saying three years ago that we wanted to create something revolutionary, but in reality we couldnt really do that because of the CPU. Were using the Cell engine to its limit, actually. Please dont get me wrong, Im not criticizing the PS3 machine, its just that we werent really aware of what the full-spec PS3 offered we were creating something we couldnt entirely see.
Take that with a pinch of salt, perhaps. Kojimas being particularly modest today, joking at one point that cutscenes are all I know, and for a second sounding wounded by the complexity of a task so very nearly behind him. MGS4 is, you feel, a compromised game, with pervasive aliasing and nagging low-res textures, but a stunning presentation nonetheless. Its production values simply transcend the existing model for videogames, incorporating Hollywood-grade surround sound, a moving score by Harry Gregson Williams, electrifying cutscenes and a sense of closure better suited to The Return of the King than Halo 3.
This article is an excerpt from an extensive
Metal Gear Solid 4 feature published on Next-Gen today.