GCA Interviews Denis Dyack
Laptop Battery GCAdvanced.com's Sean O'Neill
First off Denis, let me say it's truly an honor to have the opportunity to interview you today. The GCA Staff and I are huge fans of Eternal Darkness. When we got wind of Silicon Knights working on a Metal Gear Solid game...well, we wet ourselves! So first off, I would just like to say thanks for joining us.
Silicon Knight's Denis Dyack
Hi Sean! Thank you for your kind words and it is great to be here!
Sean O'Neill
When word came out about the game, many gamers wondered, "why do a remake instead of an original title?" Why did Konami, Nintendo and Silicon Knights feel that a remake was needed for GameCube gamers?
Denis Dyack
Good question. Well, it started with Miyamato-san and Kojima-san wanting to work on a project together. One of the problems was that Kojima-san's group was already developing MGS 3. So a completely original project from the start would be difficult because he was already pretty busy. That's when we were asked to join in. After some discussion, everyone quickly came to the conclusion that that many Nintendo fans had not gotten a chance to experience the original MGS because it did not appear on a Nintendo system, so this was a good starting point. Furthermore, the collaboration between Eastern and Western development groups on this scale had never really been done before. It was a complete unknown and we wanted to take a careful first step because no one wanted to let gamers down as both Nintendo and MGS fans have notoriously high standards. So, in a sense, the project choice was a very strategic one to examine the results of such collaboration with the intention of doing more in the future if it is successful.
Sean O'Neill
In Eternal Darkness, the first title that you did since signing on with Nintendo, you mentioned Mr. Miyamoto was a big influence to you. Now that you have been working closely with Hideo Kojima as well as studying his work and story telling process, how has he influenced you in your game creation? How do you feel you influenced them?
Denis Dyack
Kojima-san, like Miyamoto-san, is a master game creator. However, his style is very difference from Miyamoto-sans. We have learned much through the collaboration with Kojima-san's group. Comparing Twin Snakes to Eternal Darkness is like comparing a Hollywood movie to Independent film. Although Eternal Darkness was very critically acclaimed it required the player to be patient to see its true quality. In comparison, both MGS 1 and MGS 2 capture the attention of the player immediately. The ways in which Kojima-san's group creates such high production level in games is truly impressive. For example, I still remember the satisfying sensation of thinking; gamers are going to love this when seeing some of the cinematics running in Twin Snakes the first time. Silicon Knights really has been given a unique and rare opportunity to work some of the most influential creators in the gaming industry. These experiences have changed us dramatically. I think we have influenced them in some way as well but that question is best answered by Kojima-san and his group.
Sean O'Neill
You mentioned many times that you wanted to improve the A.I. What steps have you taken to do this and what kinds of wacky and intelligent things will we see our enemies doing as we maneuver around?
Denis Dyack
When we first started working on this project, we were very interested to see how Kojima-san's group had such great A.I. in MGS 2. It was very impressive to us. After looking at it we really just tried to adapt it to work within the environments of MGS1. Things such as clearing in outdoor areas were added as well as other specific things for levels. One example I like to talk about is in the heliport. In the original game, if I was ever detected, I would just run and hide in the truck. This was always a safe spot and eventually the alert mode would go away with no harm to me ever. In Twin Snakes if you try this trick you'll be eating some pineapples as the guards will look into the truck and start throwing grenades.
Sean O'Neill
Snake is now more maneuverable then his first outing in this mission. What are his new abilities and how have those abilities freed him up as he moves forward in the game?
Denis Dyack
Well, everything that you could do in MGS2 you can now do in Twin Snakes. This includes hiding in lockers, moving and hiding guards, shooting in first person, hanging for rail etc. This amount of enhancements significantly changes the game play experience as there are now many more ways to solve puzzles and progress through the game. We can also finish the game without killing anyone (no kill clear) which you could not do in the original MGS. We are confident that players will have good time trying these things out, both the hardcore MGS fans and the new players who have never experienced MGS before.
Sean O'Neill
This game is full of Easter eggs that display trinkets from the three companies involved. How did the idea come about and can you highlight some of your favorites?
Denis Dyack
Well, it would not be an MGS game if we didn't do these things. There was never a question of whether we would do them. It was just a matter of how many could we do. Here are a few that I personally like: The Psycho Mantis Boss fight has many trinkets like pictures of Kojima-san, Kitamura-san and myself on the wall. The Mantis cinematic does some amusing things with the pictures. The boss fight itself has a few Eternal Darkness tricks in it. If you take a close look at the magazines within the game you will see Alexander Rovias in them. Also, the ghost pictures in the game are really fun too.
Sean O'Neill
Early reports, I even think an E3 document stated that MGS: TTS would have some form of connectivity, but I haven't heard anything since. Has that aspect been axed, and if so, what was planned? If not, can you please explain to us how connectivity will come into play?
Denis Dyack
We had some plans for connectivity but we decided to drop this extra functionality and spend as much development time on the regular play experience for the player. This time was utilized to put as much secrets and polish in the game as possible.
Sean O'Neill
Denis, many gamers out there are asking themselves, "why would I want to pick up a remake of a game I already played?" What would you say to those folks? How is MGS:TTS a different experience?
Denis Dyack
Well, I compare the remake of TTS with the remake of the movie "The Thing" by John Carpenter. I have seen the original movie and when I watched John Carpenter's version it was a completely new experience for me. I believe players will feel the same way about TTS. Although you may know the story and remember parts of the original MGS game, it has been so dramatically changed and enhanced that it will be a new experience, even for the hard core MGS 1 fan.
Sean O'Neill
MGS: TTS was set to ship in 2003. Why was the title pushed back? We have been hearing a March 2004 release. Any updates on the specific day so I will know when I need to take off of work?
Denis Dyack
Yes, March is the date. March 9th specifically for North America. The Twin Snakes was pushed back because everyone felt that the game was not ready to ship in 2003. We want the experience to be the best possible so everyone decided it would be best to work on it more.
Sean O'Niell
We have to ask: You have stated many times now that you loved working with Konami and that you feel SK, Nintendo and Konami working together on an original title is something you desire. be honest...is there any plans for a future MGS title, or any direct plans with Konami? And aside from MGS: TTS, I can remember some amazing videos I saw of Space World. The people in them almost looked a bit Too Human if you know what I mean. At least tell us if we will be seeing anything by Silicon Knights at E3 this year?
Denis Dyack
I am always honest. There is definitely some potential for future collaborations with Konami although we have not worked out specific plans yet. This will probably be more concrete once the the Twins Snakes is actually finished and everyone has a chance to sit back and look at the results. We have already briefly talked about it and it seems like everyone would like to do something again for sure. It will all depend on the timing and the groups can start working together again. When this happens we have already agreed that it would be an original title. As far as specific plans and other future titles, it is not the right time to talk about these now. Sorry. When the time is right you will be sure that you will hear about them.
Big thanks to Denis and all the guys at Silicon Knights. Also, we want to thank Peter from Konami Digital Entertainment - America for all his help. Expect a lot more information on Metal Gear Solid: The Twin Snakes right here at GCA.
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