Hideo Kojima admits Metal Gear Solid motion capture was “trial and error”, but still revitilised the industry

Hideo Kojima admits Metal Gear Solid motion capture was “trial and error”, but still revitilised the industry

As a seasoned gamer with decades of gaming under my belt, I can confidently say that Hideo Kojima and his pioneering use of motion capture technology have left an indelible mark on the video game industry. The first time I experienced Metal Gear Solid: Snake Eater’s “funny walk” cycle, I was captivated by the lifelike movements of Big Boss – a testament to Kojima’s relentless pursuit of realism in gaming.

Konami is still working on a remake of Metal Gear Solid Delta: Snake Eater, which will incorporate the original PS2 game’s voice recordings and motion capture data for character animations. The use of motion capture in the Metal Gear Solid series began with the release of Metal Gear Solid: Integral, even extending to the distinctive “funny walk” sequence featured in Snake Eater.

In a recent conversation with fans, Metal Gear Solid director Hideo Kojima described their approach to motion capture as a process of trial and error until the launch of Snake Eater. Remarkably, the exceptional animation work in Kojima’s classic games significantly transformed the entire video game industry.

Kojima looks back at Metal Gear Solid motion capture

In a tweet to fans, Kojima shared insights about the creation of Metal Gear Solid 2, stating that his team was essentially teaching themselves as they worked due to the novelty and scarcity of motion capture technology in video games at the time. This made the process a significant learning journey for the game’s director.

In “Metal Gear Solid: Integral,” we tested magnetic motion capture, while for the first time in MGS2, we employed optical motion capture. Kojima shared this with fans. As for the filming, it appears that was approximately 25 years ago. At that time, everything was an experiment, but each day felt invigorating and full of novelty.

Kojima’s insistence on using motion capture animation in the MGS series has given these games an ageless aesthetic that sets them apart from many other games of their time. Although Snake Eater’s upcoming remake is visually stunning, playing the original game within the now-improved Master Collection highlights just how remarkable the acting performances were back then.

Motion Capture forever

Hideo Kojima’s games and motion capture techniques have grown increasingly intertwined, with the game director continually refining his approach towards a cinematic style. The titles Death Stranding and its sequel On the Beach showcase some of the most authentic motion capture to date, while Kojima’s upcoming horror game for Xbox, OD, promises even more impressive results.

As a dedicated fan, I’ve observed how Kojima’s groundbreaking games, particularly those in the Metal Gear series, set the industry standard for motion capture animation years ago. Yet, what makes Kojima’s work truly exceptional is his ability to fully exploit this technology, creating immersive and captivating experiences that stand the test of time. Even after decades have passed, Metal Gear Solid continues to impress, and I firmly believe that Kojima’s games will always remain timeless masterpieces in the realm of gaming.

To discover additional Metal Gear insights, delve into the dismay felt by an MGS 4 producer over the excellence of Batman: Arkham Asylum, or explore Kojima’s wish that extraterrestrials appreciate his work in the distant future.

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2024-12-03 16:10