<![CDATA[Kotaku: ryan payton]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: ryan payton]]> http://kotaku.com/tag/ryan payton http://kotaku.com/tag/ryan payton <![CDATA[ It's Official MGS4 Producer Now Working on Halo ]]> Ryan Payton, former assistant producer on Metal Gear Solid 4, has signed on with Microsoft Game Studios to work on future Halo games, Microsoft Game Studios said today, confirming the rumor Kotaku broke last month.

"Microsoft has confirmed the addition of Ryan Payton, formerly of Kojima Productions to Microsoft Game Studios," said Phil Spencer, in a prepared statement sent to Kotaku. "Payton joins a group of industry heavy hitters to recently arrive at Microsoft Game Studios, including Corrine Yu from Gearbox and Kenneth Scott of id Software, as well as David Wu from Pseudo Interactive and Frank O’Connor, a Bungie veteran. Microsoft Game Studios is thrilled to have such talented people working to develop new and exciting projects within the Halo universe and supporting existing projects from studios like Bungie and Ensemble."

While the official statement doesn't go into details about Payton's job, we've been told he will be the creative director for the upcoming Peter Jackson Halo game.

New Halo Helmed by MGS 4 Producer [Kotaku]

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Kotaku-5057683 Wed, 01 Oct 2008 15:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5057683&view=rss&microfeed=true
<![CDATA[ New Halo Helmed By MGS4 Producer ]]> Rumor has it that Ryan Payton, late of Kojima Productions, has landed a pretty impressive job here in the states.

Our very reliable sources tell us that Payton has been hired by Microsoft to be the creative director on the upcoming, and still not dead, Peter Jackson Halo game.

The news, very reliable news, comes weeks after we broke the news that Gearbox Director of Technology Corrinne Yu had been hired by Microsoft Game Studios to be Principle Engine Architect for Microsoft's Halo Franchise Team.

Rumor had it at the time that Yu and her husband, Kenneth Scott were both joining Microsoft Game Studios. Scott is an art director at id Software.

Payton, assistant producer on Metal Gear Solid 4, has been credited with spearheading a more Western approach to controls for Metal Gear Solid 4, making the game far more approachable and much tighter than the previous installment. He also helped warm the MGS4 team up to more Western developed games like Gears of War as well.

We heard back from Microsoft and they hit us up with "Microsoft does not comment on rumors or speculation.” Which in Microsoft speak is almost tantamount to a confirmation.

[Pic]

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Kotaku-5050561 Tue, 16 Sep 2008 10:04:41 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5050561&view=rss&microfeed=true
<![CDATA[ Kojima Productions Didn't Even Know What MGS4 Was Gonna Be ]]> Back in 2005, Kojima Productions rolled out the first look at Metal Gear Solid 4. It's 2008 and game site 1up is looking back with Metal Gear Solid 4 Associate Producer Ryan Payton — who was since left the company. This exchange is insightful:

1UP: "Nowhere to hide" was one of the promises in MGS4's first teaser trailer, suggesting dynamic, destructible environments...which weren't really present in the final game. What happened to them? Will we ever see a Metal Gear like that?

RP: It's fun to go back and look at that trailer, since it was made so early in the production of the game. I think it's safe to say that we didn't even know exactly what MGS4 was going to be when we made that.

Yeah, that early bill of sale doesn't look like the final product. Payton's right though, it is fun to go back and look at that trailer. The expectations it created and the hype it built, not so fun.

Metal Gear Solid 4 Afterthoughts With Ryan Payton [1up] [Pic]

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Kotaku-5048848 Fri, 12 Sep 2008 02:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5048848&view=rss&microfeed=true
<![CDATA[ Payton: Japan's No Longer the Center of the Gaming Universe and Developers Know It ]]> Ryan Payton, self-described game hobo, fresh off working on Metal Gear Solid 4 and a cross-country move from Japan back to Seattle, took some time to sit down with me this weekend to talk development, Japan and life.

Payton's move back from Japan to the U.S. couldn't come at a better time for a game developer, as the focus on game development seems to be shifting from former dev powerhouse Japan to the U.S. Japan may still be the center of the gaming universe when it comes to cold hard cash, but when it comes to development it no longer seems to be, Payton said.

"The Japanese public seems to be disinterested in next-gen and high definition gaming," he said, pointing to the 360 and its apparent uphill battle in Japan as proof of that. "There is a stigma still attached to western technology there."

"There have been a lot of good mainstream games built for the Japanese Xbox 360," he said. "But they only sold a small number of copies. I think that kind of drained a lot of expectations."

And yet the DS, with it's relatively dated technology, continues to sell well in Japan.

"It's not about the tech in Japan, it's about the games, it's about nostalgia."

While Japanese gamers still seem interested in the sorts of games coming out of Japan, the same isn't as true for the rest of the world's gamers, Payton said.

"It's apparent, everyone knows it in Japan," he said. "The developers here feel the pressure. They're starting to develop more with the West in mind and the tech is in the west now. I'm surprised at how many titles have been produced on the Unreal 3 Engine."

Team Ninja was one of the few development teams in Japan who seemed to get that, Payton said, so it's ironic that they disbanded after their latest Ninja Gaiden. He sees Square-Enix's move to snatch up Tecmo and its assets as heartening, perhaps a sign that Square-Enix is hoping to return to their golden age.

As for Payton, his future is still up in the air. He wants to stay in the industry and has been receiving lots of interest, but he still hasn't decided exactly where he wants to land. Though it sounds like he'd prefer to work on an original IP rather than an established one.

"When I'm traveling I'm always thinking about ideas," he said. "They all come from an original IP or original universe. Their are existing franchises that haven't been beaten to death and are still open that I wouldn't mind working on too."

"I'll go wherever we can make a big massive game."

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Kotaku-5043900 Mon, 01 Sep 2008 12:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5043900&view=rss&microfeed=true
<![CDATA[ Ryan Payton Has Left Kojima Productions (Mentions MGS5) ]]> Ryan Payton (hats, in tow) has left Kojima Productions. The Assistant Producer spearheaded a more Western approach to controls for Metal Gear Solid 4, making the game far more approachable and much tighter than the previous installment. He also helped warm the MGS4 team up to more Western developed games like Gears of War as well. Why did he leave and what's next? His answers after the jump.

Why did you leave Konami and Kojima Productions?

Back when I joined Kojima Productions in 2005, I hit the ground running and didn't stop until we shipped Metal Gear Solid 4. Then, for the first time in three years, I wasn't working on any games and I had a three month vacation ahead of me. I went back home to my family's place in Washington state and literally three weeks after MGS4 launched we were hit with some pretty heavy news concerning my mom. I don't think I need to go into details, but all of this has reminded me about how important family is. So this past month I decided to leave Kojima Productions and look to continue my career working closer to my family in North America.

It's not easy leaving my other family (the MGS team), but with everybody taking time off and not having any other big projects to shift focus to, it feels like this is how it's supposed to be. It's fate.

What did you gain from the Kojima Productions experience? How did you change?

Working on MGS: Portable Ops and MGS4 has been a life changing experience. I feel so lucky to have worked with such a talented and passionate team.

As a person, I've developed a very critical eye when it comes to game development, which was no doubt inspired by my colleages. On the not-so-bright side, I've also developed that fabled Japanese work ethic. Now hearing about friends' twelve-hour work days sound like a piece of cake to me.

Any memories that standout?

Our midnight launch of MGS4 in Hollywood was something I'll never forget. There was more than 500 people lined up outside to buy the game and get our autographs. Talking to all of these passionate MGS fans really put it all into persepctive — something you can lose when you're stuck in a Tokyo office building working on the game for three years.

Is there something that you wish you could've done at Kojima Productions, but didn't?

I'm pretty satisifed with all I've accomplished at KP. I set my goals and hit almost every one. The dream has always been to get an original game concept green lit, but that'll have to wait until I find a new home. The good news is that I've got plenty of exciting ideas that I've been keeping close to my chest.

It'll be hard not being involved in MGS5, but I've got the utmost confidence that Hideo Kojima, Ken Imaizumi, and our amazing team will put together another blockbuster game. I'll be cheering from the sidelines.

What's next?

Word travels fast, so I've been getting a lot of great offers lately. But the plan is to take it easy, spend time with my family, and carefully decide where I land next.

This is a big loss for Kojima and his team. And a big gain for whomever hires him! Funny, that.

[Pic]

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Kotaku-5041760 Tue, 26 Aug 2008 04:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5041760&view=rss&microfeed=true
<![CDATA[ Hey, Metal Gear Solid 5 Could Be A Prequel, Star Big Boss ]]> COULD! I say COULD! Not will. So relax. You cool? Then we cool. While chatting with the 1UP crew, Kojima Production's Ryan Payton has said "There are some misunderstandings that this is the final Metal Gear game. But it's really the final chapter of the Solid Snake story. That's all". Care to elaborate? Well, right before that, he said there's "still a lot of room for filling in the gaps as far as Big Boss is concerned". Make of that what you will. My favourite part of the interview, though, doesn't even concern Metal Gear. After he's asked whether Japanese devs should start adopting Western control methods in order to improve their games, Payton says: "If other Japanese publishers want to improve their controls, I wouldn't say they need to adopt western ideas, but rather that they simply need to improve them". Too true.

Metal Gear Solid 5 Could Be a Prequel [1UP]

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Kotaku-5018517 Fri, 20 Jun 2008 20:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5018517&view=rss&microfeed=true
<![CDATA[ Hear Solid Snake Say "Kotaku" ]]>
Solid Snake's English voice actor David Hayter, Drebin's voice Khary Payton, Liquid Ocelot's Patric Zimmerman, MGS4 producer Ken Imaizumi, assistant producer Ryan Payton and Ryan Payton's hat were all on hand at the midnight launch signing. Thanks Kotaku reader helsinkivalo for the vid!

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Kotaku-5015742 Thu, 12 Jun 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5015742&view=rss&microfeed=true
<![CDATA[ Kojima Productions Says "No MGS4 90 Minute Cutscenes" ]]> Late last month, magazine PSW stated that upcoming Metal Gear Solid 4 has 90 minute cutscenes — which, the magazine pointed out, could be skipped. Website GamePro fired back, confirming that the game does have "occasionally lengthy" cutscenes and calling the 90 minute cutscenes "a pretty big exaggeration." Magazine EDGE offered this in its review: "The cutscenes here are sure to invoke that thousand-yard stare, two in particular coming perilously close to the 90-minute mark." But what's the official word from Kojima Productions? Metal Gear Solid 4 Assistant Producer Ryan Payton tells Kotaku that the 90 minute cutscene claim is a "gross exaggeration." Hit the jump for his full statement and POSSIBLE SPOILER.

I'm surprised nobody has stepped forward to debunk this rumor. There are no 90 minute cutscenes in MGS4. The ending is long, but 90 minutes is a gross exaggeration.

And here I thought gamers liked long endings!

So there ya go, no 90 minute cutscenes and a lengthy ending says Kojima Productions.

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Kotaku-5013357 Thu, 05 Jun 2008 05:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5013357&view=rss&microfeed=true
<![CDATA[ There Will Be More Metal Gear ]]> Just like we thought! And once again confirming what we had hear before!! There will be more Metal Gear Solid — though, not necessarily more SPOILER. According to Kojima Productions' Ryan Payton, who says (possible SPOILER):

think there’s been some misconceptions that this is the last Metal Gear. This is really just the last chapter of the saga of the Solid Snake story... [Solid Snake] was a burden [for Kojima] because of all those loose ends. So when you play Metal Gear Solid 4 and when you get to the end, I think you’re going to feel that ‘wow, this is a nice closure.’ All of the weird stuff that’s gone on in the past, it’s all coming to an end. All those weird questions — everything is answered... I think he is kind of nervous about it,” he said. “You can’t continue from this step. You can’t start next chapter. We really do close up the story.

So no more Solid Snake, but more Metal Gear? Let's hope Konami doesn't drive this franchise into the ground like other developers have with their IPs.
Metal Gear to Continue [Multiplayer]

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Kotaku-5009798 Mon, 19 May 2008 21:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5009798&view=rss&microfeed=true
<![CDATA[ Kojima Says Blu-Ray Disc Doesn't Have Enough Space ]]> Sure, we know Metal Gear Solid 4 is a big game and all. We didn't know it was gianormous. Literally! Last week, Kojima Productions producer Ryan Payton said there wasn't enough space for an English language track on the Japanese version of MGS4 and vice-versa. Just listen to this exchange between Hideo Kojima and Famitsu:


Kojima: For us, we're not still not satisfied with the quality we can do. You know, there's not capacity space.

Interviewer: Wait, wait a sec. Saying there's not enough capacity, are you talking about Blu-ray?

Kojima: That's correct. There's not enough space at all. (laughs) ...There's not enough space. We always talked about where to cut and what to compress.


Hideo Kojima, gaming's Icarus, flying too close to the sun.
Blu-ray is Too Small [Hatimaki Thanks, Beau!] ]]>
Kotaku-362807 Mon, 03 Mar 2008 00:00:37 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=362807&view=rss&microfeed=true
<![CDATA[ Japanese MGS4 Won't Have English Subtitles ]]> Earlier, we brought word that the US and European Metal Gear Solid 4 versions will not feature a Japanese voice track due to a lack of apparent disc space. Well, what about the Japanese version? Will it feature English language subtitles? Surely, Kojima Productions could squeeze subtitles on — that way, those English speakers who really wanted the Japanese voices would get them. Kojima Pro's Ryan Payton tells us:


No English subtitles on MGS4 JP.

Short, to the point and unfortunate. Ya can't have everything, kids! Sorry. ]]>
Kotaku-362210 Fri, 29 Feb 2008 07:00:34 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=362210&view=rss&microfeed=true
<![CDATA[ US/Europe Metal Gear Solid 4 Won't Have Japanese Track ]]> In the latest Kojima Productions Report podcast, producer Ryan Payton announces that MGS4 won't have voice over tracks for other languages. Says Payton:


Unfortunately because of disc space, we don't have the space to include other languages, other voice over files for the respective versions. So the Japanese version's not gonna have English VO, and the North American and European versions won't have Japanese VO.

He does go on to state the voice over work in MGS4 is the best it's ever been. Kojima Pro's Aki Saito chimes in, saying they could've delayed the game to shoehorn that VO work in. But hey, the PS3 is region-free if you really, really want to hear the Japanese VO. Sounds like MGS4 is pushing the boundaries of Blu-ray space.
Session 081 [Kojima Productions Thanks, spookymulder!] ]]>
Kotaku-362175 Fri, 29 Feb 2008 01:00:05 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=362175&view=rss&microfeed=true
<![CDATA[ Million Metal Gear Solid 4 Launch Day Quote Is "Incorrect" ]]> One million copies. At launch. Late last year, Kojima Productions Associate Producer Ryan Payton was quoted as saying Metal Gear Solid 4 needed to shift a million copies on launch day to turn a profit. From the original Reuters piece: "Payton said the new "Metal Gear Solid" needs to sell over a million copies on the first day it goes on sale due to its costly production, but that may be a tough mark to hit given sluggish PS3 sales." Payton's talked about this "quote" on his own podcast and once again clears the air on a recent Bionic Commando podcast:


I wish I could send a message out to the whole world, 'cause I hear about this all the time. It was a story from Reuters, so it was literally sent to every news source around the globe. Yeah, that's how I was quote. If you notice, in the news story, I have lots of quotes in there with quotation marks, but that part of the story isn't in quotation marks.

I gotta be honest, I took twenty different interviews that day at E For All, and I remember talking to a lot of people. I remember talking to Kemp Powers at Reuters who wrote that story. And he was very interested in hearing about the console war, about Sony versus Microsoft, and what are we doing, are we going to go over to Microsoft, how much will they pay us. You know, all this weird stuff.

Number one, that million dollar figure is incorrect. I don't even know how many figures we'd need to sell to be profitable. More importantly, that's not something you really talk about in an interview. It's nothing I'd ever say. It could've been something like, 'You guys need to sell at least a million copies to be profitable, right?' 'Well, yeah, that sounds about right.' Worldwide, obviously, right? I don't think that's too controversial, but it blew up... I've been trying to contact Kemp Powers over at Reuters to see, I don't know if he recorded it on tape, but I'd love to hear it. So we can set the record straight..


Note: The rest of the podcast is an interesting listen with Payton and Bionic Commando producer Ben Judd discussing how the Japanese game industry and how to break in.
Capcom vs. Konami [Bionic Commando] ]]>
Kotaku-354077 Thu, 07 Feb 2008 23:00:18 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=354077&view=rss&microfeed=true
<![CDATA[ Metal Gear Solid 4 To Include Metal Gear Online? ]]> The latest issue of PlayStation: The Official Magazine contains news on Metal Gear Solid 4: Guns of the Patriots that may please Metal Gear Online fans. What was once pitched as two completely separate games—one single player, one multi-player—may actually come together in a single MGS4 package. We'd been told by series mainstay Hideo Kojima at Games Convention this year that only limited online play was planned for Metal Gear Solid 4 and that Metal Gear Online would still ship separately, but it seems that Kojima Productions and Konami may have changed their minds.

According to the magazine, MGO will support 16 players in Deathmatch, Team Deathmatch, King of the Hill and Team Sneak. Curiously, though, the official mag writes that it's "expecting five maps in the Starter Pack that will provide the basic setup to get your MGS multiplayer fix moving."

Wait, Starter Pack? That doesn't clear it up at all. Do Kojima Productions simply have plans for downloadable content or is the MGO included in MGS4 simply a teaser product?

We're contacting Konami and Kojima Productions reps to learn more.

Confirmed: MGS4 and Metal Gear Online Join Together! [VGBlogger]

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Kotaku-334182 Fri, 14 Dec 2007 17:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=334182&view=rss&microfeed=true
<![CDATA[ Metal Gear Solid 4's Ryan Payton Speaks ]]> mini_ryan_payton.jpgAt this past week's E For All expo, Konami was well represented with games like Metal Gear Solid 4, Silent Hill Origins and Castlevania: The Dracula X Chronicles. Also on hand were a number of developers, including Kojima Productions producer Ryan Payton who was nice enough to give the Kotaku Tokyo Game Show team a thorough hands-on walkthrough of the group's PlayStation 3 game, Metal Gear Solid 4. We talked about where MGS4 currently stands, who the hell Ryan Payton is and what he brings to Kojima Productions, and what could be the most expensive opening cinematic ever.

We also chat briefly about the current Blackwater controversy, Super Smash Bros. Brawl and the Metal Gear Solid 20th Anniversary Collection boxed set's status. Hit the jump for the full interview.

McWhertor: What do you think of E For All so far?

Payton: I wish I could see more of it. I been holed up in the MGS4 booth. It would be nice to play some Smash Bros. and some Super Mario Galaxy. I'm curious to see what happens on Saturday and Sunday.

Yeah, it's pretty light right now.

It's still the weekday. It's a consumer show, so we hope that more people show up on Saturday and Sunday. It's easy to look around and see that it's not crowded like Tokyo Game Show or previous E3s. With that said, there's a lot of press coming out of Nintendo, Konami, THQ and EA. If they feel satisfied with it and consumers keep talking about it, I don't see any reason why E For All won't be back until next year.

Well you've had pretty good lines for Metal Gear Solid 4 so far.

When we opened up the doors, there were a hundred people waiting. It was like that yesterday and today. We will not have an empty seat for the whole show. It's been wall to wall.

Are you getting any feedback from people who have played the game?

I've been trying to watch people play, but I've been doing a lot of interviews and presentations. TGS was a good experience for me because I made about five pages of notes. I was watching people like you play the game and watching other press play it, listening to what complaints they had or whenever they smiled to a make note about what was successful and what wasn't. But at E For All, I'm hoping to get a little more time to watch people play because there is a little more time to make some tweaks to make the gameplay a little more accessible to Western gamers. So far, response has been awesome. They've been saying "this doesn't feel like a Metal Gear game" but in a good way.

What did you notice as time went on? Can you talk about any of those recent tweaks?

It's mostly minute stuff. For example, the over the shoulder aiming system, I think it's a little bit too sensitive right now. With the PS3 controller, the left analog stick, if you just barely press it, it moves a little bit too fast for my tastes. And for a lot of people's tastes. I've noticed if you try to do a precision shot, it still moves around a little too much. So we're tweaking that, a lot of the stuff that's really kind of under the hood.

As far as other things are concerned, game balance and kind of educating the gamer that it's still a stealth game. It's an issue that I've noticed we had at TGS and here at E For All that, because we give you so many cool guns, because we give the over the shoulder aim, and because the game actually feels good with rumble and everything, people are killing PMC soldiers left and right. We want to make sure that people understand that there's a balance. Some sections are going to require traditional stealth game play and that you can't just go in guns blazing. It's still Metal Gear. There were some players who would just shoot every PMC they saw, without realizing that you can have alliances with groups like the Werewolves.

Yeah, how does that work? Will the four Beasts be in control of the individual PMC groups?

No, not really, although they do have similar names, like the Werewolves and Crying Wolf, and there's one that's called [Eight Arms of the Octopus in French], but they aren't under their direct control. They be played against each other, but you'll see how it plays in the game.

Speaking of PMCs, I was wondering if the Kojima Productions team has been paying attention to the current situation with private military contractor Blackwater and the surrounding controversy.

Sure, we've been following it pretty closely, but we've been following the PMC business for a long time now. The team at Kojima Productions is filled with military otaku, so we're well aware of the history of PMCs and the Blackwater situation in particular.

It feels like a bit of good and bad timing for you, as it will probably receive some attention from mainstream media but it could be spun the wrong way. Has this worried the team or does it feel like a boon to the game's focus?

We're not particularly worried about it. Mr. Kojima and the team have been working on the game for over three years now, so it's not something new for us. It was part of the vision from the very beginning so any attention it gets from current events isn't something that concerns us.

I suppose you could say that any publicity is good publicity. At least you're going to be lightening up the heavy themes with monkeys in diapers addicted to soda.

Yeah, having a shaved monkey should divert attention away from something like that.

When we posted that Justify Your Game, a lot of people were like, "Who's Ryan Payton?" So, just to clear that up, what is it that you're doing on a regular basis. I know that you're bringing some Western tastes to Kojima Productions, but what does that involve for you?

Everyday I'm doing something different as a producer. It's funny, it's been a running joke in my family because everybody's been asking me what it is exactly that I do. They'll ask me "Are you designing the game?" No, I'm not. "Oh. So did you write the story?" No, I didn't. But I am in charge of the English script, the voice over direction and involved with the motion capture as well. I'm in charge of the international version of the game, not just as far as the master submissions are concerned, but gameplay as well. We're going to have different game balance, different controls, different difficulty levels, different gaming styles for the international versions. It will be a different game from the Japanese version. That's a lot of tweaking, going through the game and making suggestions, changing the gameplay based on what American gamers demand from their games. Japanese gamers, they haven't gotten to that point yet. Their experience with 3D games is usually with fixed cameras like Onimusha, Resident Evil games, Siren. We have huge expectations coming out of America, but for the Japanese they want to keep it more simple. We decided just recently that I'm going to be in charge of making sure the game lives up to those expectations, trying to exceed those expectations coming out of the West.

I'm in charge of the movie, which we're working on with Logan, which is one of the top design companies in the world. They invented the whole iPod silhouette ad campaign. Not just print, but the TV ads and the billboards. They design all those and they're a really hot design company. They're designing and producing our opening movie which is something that's never been attempted before in games. It's going to be the talk of the town when the game comes out.

What are they doing with it that's going to be so dramatic?

It's not just something you sit there and watch, hit the start button and then play the game. There's actually no gameplay involved. It's somewhere in the middle of those two. It's something that nobody has ever attempted before in games. It's a different take on video games.

This is something that my boss, Kenichiro Imaizumi, the head producer on the title, something that he's really talented at, combining two different forces that you would think wouldn't make sense. It's Metal Gear, a military game, combined with Logan, which is really great with cutting edge pop culture advertising. Melding those two together, we've created something that's really cool. They've also designed our logo which is a pretty big departure from our previous logo which have all been just Helvetica, so this is something that's really encouraging for us. Next week we'll be doing production work on it in Hollywood. It's a massive project. I can't give out number figures, but I know of some games that have as big a budget as we have on just this opening movie.

That's not going to win too many friends. Well, speaking of Western gamers, you had the Metal Gear 20th Anniversary collection in Japan and when I talked to Anthony Crouts at Comic Con about it, he said it was a possibility. The end of the year is creeping up and there hasn't been anything announced. Is that going to happen? Are you guys going to bring it stateside?

Yeah, we're working on it pretty much every day, trying to make it happen. There are a lot of issues. American gamers and European gamers are always very vocal, wondering "Why don't we get this?" The truth of the matter is, people like me, like at Konami US and Konami Europe actually want to make it happen. But there are a lot of issues that the average gamer doesn't know about.

It's easy to launch something in Japan. There are only a number of retailers that are going to carry a product and they're more liberal with their shelf space. They allow different size packaging, whereas in the United States, if it's not a DVD-sized package, they're not going to carry it. There are issues, for example, in Quebec where it seems, like now, you might not only have to have your manual, but your entire game in French if you want to release it in Canada. So there are a lot of issues that we have to face, and with that said, we also have to ship Metal Gear Solid 4! So, is the boxed set coming out this year? It's tough to say. At some point next year, I want to have a boxed set on store shelves to give people a chance to play Metal Gear Solid and Metal Gear Solid 2 before they jump into MGS4.

I know you said that a lot of the work that was going into four was that you were trying to make the game more approachable to someone who had never played a Metal Gear game before and it would be nice to have that back catalog for people if they fell in love with the series at this point.

Yeah. Ideally, it would be great to have it out before MGS4, but let's say it's sixty or seventy dollars, which is a lot to have people put down to get familiar with the story. One of the things we're doing with MGS4 is that we're putting in a digital encyclopedia that people can access from the main menu, so they can cross reference different characters and find out what happened in previous games. In that sense, we're backing ourselves up in MGS4 itself. We also have flashback sequences in the game that refer to Metal Gear Rex, Shadow Moses, the Big Shell and what happens in Portable Ops, where players can push the X button and you're going to presented with a flashback sequence that will play back what happened in previous games to re-familiarize people with what happened previously.

I think we're covering our bases, but it would be nice to have that boxed set out before then.

Speaking of Shadow Moses, we just got our first look at it in Super Smash Bros. Brawl in Shadow Moses Island. Have you played Smash Bros. yet?

No! I haven't.

You haven't played Smash Bros. yet?! You guys don't have an early copy in the office?

No, it's all over at Sakurai's office.

So you're not involved at all?

No, for various reasons, this is something that's between Mr. Sakurai and Mr. Kojima. There was a decision made early on that we weren't going to involve our team with the production, because Mr. Sakurai's got a very capable team, we feel very confident about letting them handle it. We don't have to involve ourselves in giving them direction, because not only does he know Metal Gear, he has a very talented team in Tokyo. It would be nice to play Smash Bros., but I've got enough things to worry about.

It's just that the Snake dialogue was just absolutely hilarious. I didn't know if you were writing that dialogue.

It's really funny. Yeah, I had a chance to look at it, to offer suggestions before we recorded it and I also made sure that Chris Zimmerman, who's our voice over director for all of our Metal Gear titles, it was my only request that she directs the dialogue sequences for Smash Bros. because if she's involved, I know it's gonna be good.

Well, I should let you go. I've gotta go talk to IGA and you've got some Smash Bros. to play. Thanks for talking to us.

No worries. It's always fun to talk to you guys.

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Kotaku-313807 Mon, 22 Oct 2007 20:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=313807&view=rss&microfeed=true
<![CDATA[ Metal Gear Box Set Doubtful For 2007 ]]> After speaking to Konami USA marketing VP Anthony Crouts earlier this year at Comic Con, he gave us hope for a stateside release of the Metal Gear 20th Anniversary Metal Gear Solid Collection, a package that stuffed six Metal Gear games and two bonus discs into a budget priced package. After hearing nothing about a release for the past three months, I bugged Kojima Productions producer Ryan Payton about the possibility of it shipping outside of Japan before Metal Gear Solid 4 hits. Our hopes? More measured, but Payton says it's still a possibility.

"We're working on it pretty much every day to make it happen," he said at the E For All Expo "but there are a lot of issues that the average gamer doesn't know about." So, who's to blame for the lack of box set love? Retailers? Maybe. Canada? Only partially. If you're going to blame anyone, blame your fellow tightwad gamers, who make convincing the Powers That Be difficult with their garage sale attitude toward video games.

Still, Payton has hope. "At some point next year, I want to have a box set on store shelves to give people a chance to play MGS1 and MGS2 before they jump into MGS4." But don't count on the box set coming out before the PlayStation 3 sequel and don't expect it to look like its Japanese counterpart. Payton talked briefly of his design document for the Western version of the package, one that's slightly different from the home turf release.

More details on the progress of Metal Gear Solid 4 and additional details on the Metal Gear Solid Collection coming in our full interview with the Kojima Productions producer.

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Kotaku-313159 Fri, 19 Oct 2007 19:20:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=313159&view=rss&microfeed=true
<![CDATA[ "No Sacred Cows" ]]> When Ryan Payton talks, we listen. He's the guy that helped keep Metal Gear Solid 4's controls simple, tight and user friendly. In short, sorta like Gears of War. The new control scheme works, and MGS4 is a breath of fresh air in the Metal Gear Solid series. Just how did Payton create a receptive audience for these changes? In a recently published Gamasutra interview from TGS, Payton explains:

Obviously, we have about 99% Japanese men and women in our team, and sometimes it feels like 99 against one — since there are two control schemes. The whole process has been about re-looking at the game, and deciding what needs to stay, what needs to be revised. So, really there were no "sacred cows" as far as the control scheme was concerned.

One thing that I did was put an Xbox 360 in an area of the studio where there's a lot of foot traffic, and I also have a PS3 there, and I'll bring in western-developed games. I'll be playing them, or I'll just have it on and running through the intro, to be repeating on the title menu. People will pick it up and play it, and so now we have a lot of Gears fans, and people are playing BioShock. So people are checking out games that they wouldn't normally check out, and they're getting ideas and inspiration as far as, "OK, this is how things can work for us; this is what we like."

This sounds like a very, very healthy way to approach game making.
Payton Interview [Gamasutra]

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Kotaku-311151 Tue, 16 Oct 2007 01:00:27 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=311151&view=rss&microfeed=true
<![CDATA[ No More MGS4 Trailers ]]> Every game convention, every new presser brings one thing certain: A new Metal Gear Solid 4 trailer. Since E3 2005, there's been nine of them so far. Making each one is spread out over weeks and months and have been key in promoting the game and making sure player keep talking about it. With the MGS 4 due out in early 2008, does that mean we'll see one last new trailer? Says Kojima Productions' Ryan Payton:


TGS 2007 could be the last trailer for MGS4. The pressure is really on to finish work on the game, and we have decided not to be sidetracked by any more promotional work.

Good. As nice as a new trailer would be, a finished MGS 4 would be, well, nicer.
Payton Interview [Multi-Player Blog via PS3 Fanboy] ]]>
Kotaku-305307 Mon, 01 Oct 2007 01:00:55 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=305307&view=rss&microfeed=true
<![CDATA[ You Too Can Wear a Kojima Pro Shirt ]]> The Tokyo Game Show is over, but the t-shirt offers live on! That, that is a Konami Metal Gear Solid 4 TGS booth shirt worn by the Kojima Productions staffers. Not bad, eh? It says "Nice style" in Japanese on the back and has the MGS 20th Anniversary logo on the front. The shirt is available on the Konami site from October 5th to November 16th for ¥3,465 (US $30). I agree. Nice style, indeed!
MGS4 [KonamiStyle via Famitsu]

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Kotaku-304643 Fri, 28 Sep 2007 04:00:51 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=304643&view=rss&microfeed=true
<![CDATA[ Dual Shock 3 Is Better, Yo ]]> It's nice to have the rumble back. Really, really nice. The SIXAXIS feels very, I dunno, empty?But now that we know the DS3 is coming and some of us have even gotten hands on, how does it compare with the DualShock 2? Is the DS3 rumble better? According to Metal Gear Solid 4 producer Ryan Payton:


Absolutely, yeah. It feels better...

And Payton knows his controls — he's one of the guys responsible for making MGS4's more intuitive. All the games I played at TGS with the DualShock 3 added what the French call I-don't-know-what to games. Not a fan of the SIXAXIS, not a fan at all.
DS3 Is Good [1Up] ]]>
Kotaku-304223 Thu, 27 Sep 2007 00:00:48 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=304223&view=rss&microfeed=true
<![CDATA[ Kojima Not Tired of 360 Questions, Favors Unified Platform ]]> Kojima Productions just posted a podcast conversation between Hideo Kojima, Assassin's Creed producer Jade Raymond and AC creative director Patrice Desilets. The chat runs about twenty minutes — 8 of which is them saying how much they dig each other's games. Though, there is some grist towards the end when KP's Ryan Payton puts forth the PS3/Xbox 360 cross-platform question, asking if they like the rumors and speculation. While Patrice says he personally finds it "fun," Jade adds:


We want to make the best game possible that can be enjoyed by the most people possible. For us, its obviously a bigger challenge to ship simultaneously on both consoles, because they are not the same. But it's also worth while if that means more people can play the game, so I think that's ulimately our objective. To just get it out there to as many people as possible.

Payton then turns around and asks his boss Hideo Kojima if he's tired of people that keep asking whether MGS4 will be on both platforms. Kojima's response?
It's basically kind of a good thing, because if people don't start asking these questions it means we fall off from their list of their interest. So I think it's good they talk about us.
Would you rather there be a single platform? Payton asks.
Yes, obviously. However, just like Jade here, I play the role of producer as well meaning I have to play politics and be aware of trends. Purely as a games creator, I would not like to think about those things and just concentrate on what I do best: Make games.
Click over to listen the pow-wow, which is peppered with Jade saying "out" in a Canadian accent. Oot. How cute.

Session 054 [i-revo]

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Kotaku-292582 Thu, 23 Aug 2007 07:00:15 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=292582&view=rss&microfeed=true
<![CDATA[ Kojima's Super Smash Bros. Brawl Hands On Opinion ]]>

On Ryan Payton's Kojima Productions podcast, he dishes on how Metal Gear creator Hideo Kojima played the upcoming Super Smash Bros. Brawl at creator Masahiro Sakurai's Tokyo studio. According to Payton, Kojima said that:

The game already feels very complete, it's already a lot of fun and that you guys (Sakurai's studio) could put it out now, and it would sell millions of copies.

Kojima was playing as Snake, Sakurai was playing as Mario. Yet, Kojima humorously admitted that he wasn't able to punch of kick the character he's grown up with, Mario — Out of respect. Click over to listen to the rest and hear about MPO Europe extras and about Kojima and Ken Imaizumi (above) playing Guitar Hero.

Payton Report [i-revo]

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Kotaku-255724 Fri, 27 Apr 2007 04:00:40 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=255724&view=rss&microfeed=true
<![CDATA[ More Bashcraft's Mindless Chatter At Kojima Productions ]]>

Here's the second part of the Kojima Productions podcast I appeared on with Ryan Payton. We talk about Kojima's favorite games, Japanese gaming tournaments, those MGS 4 appearing on the Xbox 360 rumors and game journalism. After listening to it, I can safely say that all the parts in which I'm not talking are fascinating.

Hear It Here [Ryan's i-revo Blog]

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Kotaku-246159 Thu, 22 Mar 2007 03:00:31 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=246159&view=rss&microfeed=true
<![CDATA[ Hear Ashcraft's Mindless Chatter At Kojima Productions ]]>

The Kojima Productions podcast I appeared on with Ryan Payton has gone live. It's part one of two, so you can hear me drone on and on and on this week and next week! We talk about Osaka, blogging and, of course, THE IDOLM@STER.

Listen Here [Ryan's i-Revo Blog]

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Kotaku-244364 Thu, 15 Mar 2007 03:00:46 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=244364&view=rss&microfeed=true
<![CDATA[ Ashcraft Infiltrates Kojima Productions (Well, Sorta) ]]>

Yesterday morning, I arrived in Tokyo a little earlier than scheduled to appear on the Kojima Productions podcast with Ryan Payton. As I've mentioned a gazillion times before, I was in town for an article I'm doing for a design magazine. I headed over to Mori Tower in Roppongi Hills to the Kojima Productions office. I hadn't been there in a while, and security is still ass-tight. Here's the last time I visited Mori Tower.

I've known Ryan for a few years now. We worked on a Wired Mag piece together eons and eons ago — Before he was working for KP. Anyway, it's was good seeing him again, hanging out for a bit and appearing on his podcast. Not sure when it will air, but will let y'all know when it does.

Didn't have much time to snoop around the office because I was on a tight schedule, so I was pretty much in and out. There weren't playable copies of Metal Gear Solid 4 just lying around, but I took a picture of the hallway leading into the room where they are making it. SO EXCITING.

kojimahallway.JPG

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Kotaku-242477 Wed, 07 Mar 2007 21:00:54 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=242477&view=rss&microfeed=true
<![CDATA[ Learn About Life At Kojima Productions ]]>

Former game journo and current Kojima productions dude Ryan Payton has a new-ish blog up. It's in English and Japanese, and it will hopefully provide a peak into KP, upcoming titles and Japan stuff. Blogs Payton:

So as I kick off this blog, I should probably consider why you would be accessing it in the first place. You want to know more about our studio and the games we create, right? Well, aside from the occasional rant about music, life in Roppongi, or the Seattle Seahawks, this blog will be a good source for commentary on my life at the studio.

Here's a view of my morning 'triology': Coffee, email, iPod.

And there ya go!

RYAN's BLOG [i-revo]

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Kotaku-231281 Fri, 26 Jan 2007 12:22:12 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=231281&view=rss&microfeed=true
<![CDATA[ MGS For PSP As It Should Be ]]>

A PSP game to get excited about? Believe. Kojima Productions Producer Ryan Payton sits down to chat about Metal gear Solid: Portable Ops. Says Payton:

Metal Gear Solid: Portable Ops (MPO) has no relation to the Acid series. One of the first steps in developing MPO was to place the existing MGS3: Subsistence engine on PSP — so what you're getting here is a brand new game built off of the Subsistence infrastructure. Everything that you'd come to expect in a MGS title sneaking, first-person view, CQC, using enemies as shields... it's all present. This was quite a chore to implement and playtest into the game, but I think MGS fans will appreciate having all of Snake's moves available in a new game on PSP.

And thrilled not to have to muck around with the cards or goofy 3D present in AC!D. The game, which drops next week, sounds like a solid title. Literally.

Payton's New Game [IGN, Thanks Keu!]

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Kotaku-217869 Wed, 29 Nov 2006 09:22:40 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=217869&view=rss&microfeed=true