On a crisp February morning (Wednesday the 27th), your intrepid reporter along with his Ferrago comrades found himself wandering around central London, in something of a dazed state (it was early), looking for the Institute of Contemporary Arts. It was 9.50am and things were getting desperate; where was the bloody place? It certainly wasn’t on the Strand as the hideously inaccurate map suggested… it was actually on The Mall: the leafy and expansive drive that ultimately leads to Buckingham Palace. But my intentions here this morning were far from the decorum of Royalty; I wanted to play the most eagerly anticipated release of the year: 2. What’s more I wanted my free breakfast.

Having forced down several cold Bacon rolls on my arrival at the ICA, we were lead with a crowd of other similarly weary looking Journos, from the Cafeteria, and into a Theatre – where we sat through a lengthy ‘Making of’ documentary on the game – which is included on DVD with the Special Edition version of MGS2.

After this revealing insight, which I won’t spoil for you – the audience was introduced to (the Japanese Gaming design guru behind the MGS games), and Hollywood musical composer, Harry Gregson-Williams. What follows is a (rough) transcript of the Question and Answer session.

Panel-based Q&A section with Hideo Kojima and Harry Gregson-Williams

How do you perceive the differences between the US, EU and Japanese markets, and what changes do you make with regards to this?

HK: I feel that the Japanese market is quite unique, it is unlike both the and European markets. In Japan, a gamer will want his fun to be delivered straight to him, however, the US and EU gamers will actively seek out their own fun; that’s why Metal Gear has been so much more popular in those markets. As for the changes that we make for different markets, the EU creates the biggest opportunity, as the games arrive months later giving us the time to brush them up and add bonuses if at all possible. We do apologise for the distinct gap in the releases, but it does give us this vital time to make any last minute changes. We want the gaming experience to be as good as possible.

Why do all the characters have such strange names, or are these names normal in Japan?

HK: Firstly, the names are ‘strange’ in as well! Secondly, I’m aiming to create a multicultural feel with MGS2, these names reflect who and what has influenced me in the process.

Are you planning to make a film any time soon, seeing how cinematic the entire MGS experience is?

HK: I would love to make a feature at some point, but only when I have finished with computer games, which are still my greatest passion. It is something for me to do when I’m older perhaps.

The new main character, Raiden, has received plenty of criticism, do you consider just using Snake from now on? Plus, has this had anything to do with the rumoured Metal Gear X?

HK: Raiden may of received criticism, but if anything this has helped us to achieve our goal. Compared to Raiden, Snake looks even better, which is one of the points of the game, we want to see Snake from another perspective and Raiden was the platform for this. (Hideo doesn’t mention Metal Gear X).

Does Metal Gear Solid draw upon your skills as a novelist?

HK: What I have written, drawn and directed have all lent something to my overall expression within Metal Gear Solid, they all helped in some way.