How do you express yourself and add cinematic effects into a game such as MGS2?

HK: I feel that it is easy to introduce cinematic effects into graphical cutscenes within the game, however, it becomes much more difficult within the game itself as I would never allow effects to interfere with the actual playing of the game. That doesn’t mean that I can’t express myself though, it just means that I have to resort to less intrusive mediums, such as light and colour; these will not interfere with the actual gameplay.

How much did MGS2 cost to produce?

HK: 2 cost the same to produce as a certain Godzilla film, although I’m not telling you which one (Ferrago guesses that he is referring to the Hollywood production, the others had tiny budgets!)! Making MGS2 one of the most expensive video games yet.

Did it cost as much as Shenmue?

HK: Shenmue? Oh goodness no! That was a very expensive video game!

MGS2 is being hailed as the game which will save the form the might of the Xbox. Would you consider producing MGS for any other console?

HK: Right from the very beginning, MGS has been a project for the Playstation. However, if the public want it on another console badly enough, I may consider it.

MGS2 is all about the passing on of knowledge. Would you ever consider passing on your knowledge through teaching seminars or apprenticeships?

HK: Although I have no specific plans for apprenticeships or seminars, I would like to produce a book, a text or guide to making your very own sequel to Metal Gear Solid. If someone then made another better Metal Gear Solid, I could always find something else to do!

How much passive gameplay can we expect to find in MGS2?

HK: Passive gameplay is very important with regard to which type of game you are trying to portray. The story element of MGS1 was incredibly popular, so we decided to stick with the story fuelled plot. So yes, there is quite a bit of passive gameplay.

Lots of the plot is via the Codec. Why use text instead of the usual cinematic effects?

HK: The codec is not there to tell the story, it’s there as a tool, a guide to help the story progress. Most of the plot is actually explained in poly-graphic cut scenes, within the game.

Which aspect of did you enjoy the most?

HK: The most fun is right at the start, when I’m creating the plot, script and characters. At this time I can be alone with my crazy ideas, it’s certainly my favourite part of the development process!