A entrevista é bem grande, separei as partes onde ele fala de DS e da engine:
Through the years you’ve talked about taking a break from Metal Gear to make something different. Is Death Stranding something you’ve been thinking about for years, or was it a brand-new idea inspired by your recent collaborations with people like Guillermo Del Toro?
Of course after leaving my former employer and starting up a new company, the first question was about what we should make. Naturally we have to make something, but I have so many ideas all the time. I come up with new ideas every day and they all override each other. I had several at the front of my mind, and we ended up choosing the game that – first of all – would be best for the market, and the one we were most enthusiastic about making. That was
Death Stranding. It wasn’t an idea that we'd had for a long time, it was really a new idea.
I believe you should make something that matches the times, because the world changes every day. There’s new news every day, the people in the world change all the time. Sometimes film directors come up with an idea when they’re a child, and then they make the film when they’re an adult. I don’t think that’s something you should do, because it’s no longer topical.
Between the work you did on the P.T. horror demo with Norman Reedus and Guillermo Del Toro, and now with Death Stranding, you seem to be going to darker places. Is this a reflection of the toll the past few years have taken on you, or a catharsis of sorts?
I don’t have a dark mindset in particular.
Death Stranding is not a horror game. I just wanted to make something that looks very unique, something you haven’t seen before, something with a more artistic slant to it. I’m not pursuing a dark aspect to the game.
You're working with Guerrilla Games' DECIMA graphics engine for Death Stranding. Does that allow you to work faster than you have in the past? Do the new tools or tech allow you to work in new ways?
Of course having an engine helps in that regard. The best situation is to create your own engine – then you have full control over it – but that would take us another five years. As you may know, I toured the world, and then landed on the DECIMA engine. And now we have that now, and we don’t have to waste time creating one, so the overall length of time needed to create the game will be much shorter.
We’re using Guerilla’s engine, but we’re not creating the same type of game as them, so we need to add to and modify it. We’ll take those modifications that we’ve made and give them back to Guerrilla, and together we'll create an even more powerful engine. The original plan was to use just use what they'd built, but Guerrilla said "no, let’s work on it together. Let’s make the engine itself a collaborative effort." So we’re working on it with them, and because it’s two companies working on the same exact engine, we believe we’re building it at twice the speed.
How do you create such convincing, natural 3D likenesses of Mads Mikkelsen, Norman Reedus, and Guillermo Del Toro without falling into the "uncanny valley" problem that movies like Kingsglaive and even Star Wars: Rogue One suffer from?
The basic, underlying technology powering the movies you mentioned and what we’re doing here is fundamentally the same, but in one word the difference is "love." What I mean by that is once we have the actors scanned in as data, it's passed along to the creators, and it's about how much feeling they put into the actual work to make it look as cool as possible or as realistic as possible. We really love these people and the characters they play.
From what we've seen of Death Stranding, it seems kind of serious, deep even – like a European art film. Will we still see that sense of humor your games are known for?
Humor is a very important aspect for games. You play a game for a very long time –
Death Stranding is a big game, too – and you put stress on the player and you lead them through peaks and valleys. Humor is an important aspect to make sure the player can enjoy playing across these peaks and valleys. So we’ll have humor in this game too, but to a degree that it doesn't ruin the world setting. It will be at an appropriate level.
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And you like Mad Max: Fury Road a lot, too.
I’ve seen it 18 times! I saw a special preview showing of the
Black & Chrome version.
A entrevista completa está aqui:
http://www.glixel.com/interviews/hideo-kojima-i-want-to-create-games-until-i-die-w464689
Entendi direito, ele desistiu de fazer uma engine própria pra ficar com a da Guerrilla? Porque isso praticamente prenderia todos os futuros jogos dele a Sony não?