Metal Gear Solid 3: Snake Eater Released in 2004 and it is safe to say that the development behind it was upsetting. Hideo Kojima is an author video game leader who wants perfection and creativity in their games. That is why they can sometimes take a while to come out, as changes happen all the time.
While Kojima is not involved in the remake, Metal Gear Solid Delta: Snake EaterIt's still good to see that this game is resurrected for a new generation. So to honor the remake, let's look behind the scenes at how the original Metal Gear Solid 3: Snake Eater came to be.
Kojima's PS3 ambitions
Couldn't wait anymore
Hideo kojima wanted Metal Gear Solid Series to develop with each new console. Then Metal Gear Solid 2: Liberty Sons Was on PS2, he wanted the next game to be on PS3. But he got tired of waiting for the next console to come out and decided to use PS2 instead.
In an interview with GameMaster in May 2005, who was briefly shown in this, you knew that gaming video, Kojima explained how the size of PS2 records meant that his team had to drastically cut back content. A radio station was planned, which, when it listened to, would have damaged naked snake. Kojima and his team would have recorded singing.
The concept of the jungle of the game
Know your environment
As the third game on Playstation -Hardware, Kojima and his team wanted to do something different with Metal Gear Solid 3: Snake Eater That not many developers had tried until that point. In an online interview with GamePro in August 2003, Kojima talked about the ideas for the jungle setting, and also how the weather would have recorded in the environments dynamically.
In the last game, the weather was preset depending on the zone stated. In a Eurogamer interview in April 2004, Kojima also talked about how the team was taught CQC and how to survive in the jungle to help inspire them as he developed the game.
Naked Snake's dreams
Guy Savage was not the planned mini game
In a later section of Metal Gear Solid 3: Snake EaterPlayers can activate a dream sequence while Snake is in prison. This will trigger a mini-game called Guy Savage, which is a hack-and-slash game similar to The devil can cry or RIKE HEARTS. Originally Kojima wanted this dream department to present Gradius, but The guy wild was chosen instead.
Shuyo Murata, one of the authors, directed The guy wild Section of the game. Much later it was revealed by Famitsu during an event in 2011 to market Zone of the Enders HD collection to The guy wild could have been a very early prototype for Enders zone 3. With a proper English converter, fans can learn more from this Famitsu event.
The notorious torture scene
It could have been longer
Most Metal equipment Games include a torture scene, and some even have interactivity. Kojima wanted players to be able to interact with Snake's torture scene in Metal Gear Solid 3: Snake EaterBut all they could do was see it happen. In addition, it was much shorter than originally planned.
Kojima told PSM in their number in February 2005. He discussed how players could have responded to Volgin during the stage, but did not work much anymore. Whatever it would be, the scene is still important. It shows how Snake dropped the eye, via Revolver Ocelot and how he eventually got his iconic Big Boss Eye Patch.
The end
Kojima loves a good snike shooter
The end is the most fascinating member of the Cobra unit, because he is old but still a talented snike shooter. In the same interview with PSM from February 2005, Kojima discussed his love for Stephen Hunter's novels about snickers. Master sniper is an example that inspired Kojima to create a two -week long struggle towards the end.
Because of the team's feedback, Kojima had to give up her vision of this epic boss as they had no fun. What remains is still exciting, and he would eventually put in an even more detailed snike shooter in battle Metal Gear Solid 5: The Phantom Pain via the meeting with silent.
Cut characters
What could have been the cobra unit
Yoji Shinkawa is the concept artist for Metal equipment Series, which is as integrated into the series as Kojima. Shinkawa has art that floats around online from various items. There are some early versions of the end and the fear that shows younger depictions. At one point, the manager would have been partially naked with a snake tattoo on the chest.
Most interesting are the cut characters from Metal Gear Solid 3: Snake Eater Which does not have much detail for its biography. There was a female character, no. 2, the nickname Snake Eyes, which could have been part of the Cobra unit. No. 8 Wilder was still a kind of winged pterodactyl-like man creature with a large beak.
A 3DS feature could have come to PS2
Eyetoy's capacity
In EGM's number in January 2005, they conducted an interview with Kojima and asked about Metal Gear Solid 3: Snake Eater's development. Kojima discussed her desire to include the PS2 eyes in some way, but did not work out how. Fans speculated that it could have been used to take a picture of items that players could then upload to create camouflage patterns.
They believe in this because that's what the 3DS version of Metal Gear Solid 3: Snake Eater Included using the portable device's camera. Speculation aside Kojima shared the Kamouflage concept in August 2003 number of EGM. He wanted players to apply color to Snake's face manually, but this was cut because it did not work properly.