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** In [[https://web.archive.org/web/20071201133447/http://www.gamasutra.com/view/feature/2358/interview_silicon_knights_denis_.php with Denis Dyack]] about ''The Twin Snakes'', he mentioned that if Silicon Knights were given enough time, ''they could've added [=MGS2=] to the disc''.

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** In [[https://web.archive.org/web/20071201133447/http://www.gamasutra.com/view/feature/2358/interview_silicon_knights_denis_.php In this interview with Denis Dyack]] about ''The Twin Snakes'', he mentioned that if Silicon Knights were given enough time, ''they they could've added [=MGS2=] ''[=MGS2=]'' to the disc''.disc.

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** In [[http://www.gamasutra.com/view/feature/2358/interview_silicon_knights_denis_.php this interview with Denis Dyack]] about ''The Twin Snakes'', he mentioned that if Silicon Knights were given enough time, ''they could've added [=MGS2=] to the disc''.

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** In [[http://www.[[https://web.archive.org/web/20071201133447/http://www.gamasutra.com/view/feature/2358/interview_silicon_knights_denis_.php this interview with Denis Dyack]] about ''The Twin Snakes'', he mentioned that if Silicon Knights were given enough time, ''they could've added [=MGS2=] to the disc''.

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** In [[http://www.gamasutra.com/view/feature/2358/interview_silicon_knights_denis_.php this interview with Denis Dyack]] about the ''Twin Snakes'' remake, he mentioned that if Silicon Knights were given enough time, ''they could've added ''[=MGS2=]'' to the disc''.

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** In [[http://www.gamasutra.com/view/feature/2358/interview_silicon_knights_denis_.php this interview with Denis Dyack]] about the ''Twin Snakes'' remake, ''The Twin Snakes'', he mentioned that if Silicon Knights were given enough time, ''they could've added ''[=MGS2=]'' [=MGS2=] to the disc''.
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** In [[http://www.gamasutra.com/view/feature/2358/interview_silicon_knights_denis_.php this interview with Denis Dyack]] about the ''Twin Snakes'' remake, he mentioned that if Silicon Knights were given enough time, ''they could've added ''[=MGS2=]'' to the disc''.

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** The game originally entered development for the Platform/ThreeDOInteractiveMultiplayer under the title of ''Metal Gear 3'' until development was halted by the Great Hanshin earthquake in early 1995, which resulted in the team losing much of their work. By the time development started back up a year later, the 3DO was already failing, so the team moved on to the [=PlayStation=].

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** The game originally entered development for the Platform/ThreeDOInteractiveMultiplayer under the title of ''Metal Gear 3'' until 3''. Due to the decline of the 3DO, development of the game was halted by the Great Hanshin earthquake in early 1995, which resulted in the team losing much of their work. By the time development started back up a year later, the 3DO was already failing, so the team moved on over to the [=PlayStation=].

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** The game originally entered development for the Platform/ThreeDOInteractiveMultiplayer under the title of ''Metal Gear 3'' until development was halted by the Great Hanshin earthquake in early 1995, which resulted in the team losing much of their work. By the time development started back up a year later, the 3DO was already failing, so the team moved on to the [=PlayStation=]. While the engine meant for the game was able to be saved, this resulted in the visuals already being dated even for 1998 because it was made for weaker hardware, such as the fact that nobody's 3D models have visible eyes because their facial textures were too low-resolution to include them.
** Snake was envisioned by Kojima as being a lot older, clean-cut, and less hard-boiled then he ended up being. It was Shinkawa who came up with his final design.

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** The game originally entered development for the Platform/ThreeDOInteractiveMultiplayer under the title of ''Metal Gear 3'' until development was halted by the Great Hanshin earthquake in early 1995, which resulted in the team losing much of their work. By the time development started back up a year later, the 3DO was already failing, so the team moved on to the [=PlayStation=]. While the engine meant for the game was able to be saved, this resulted in the visuals already being dated even for 1998 because it was made for weaker hardware, such as the fact that nobody's 3D models have visible eyes because their facial textures were too low-resolution to include them.
** Snake was envisioned by Kojima as being a lot older, clean-cut, and less hard-boiled then he ended up being. It was Shinkawa who came up with his final design.

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* AlanSmithee: Almost everyone in the English voice cast were credited under pseudonyms due to them not knowing if their work had the Screen Actors Guild's blessing. The only voice actors who used their real names were Creator/DavidHayter, Doug Stone, and Scott Dolph.[[note]]Hayter was originally credited as "Sean Barker" in the demo, being an ActorAllusion to Hayter's character from ''Film/GuyverDarkHero''; he received SAG's blessing in time to get his real name in the game, though he's still credited as Sean Barker in the European manual. Stone, who used stage names for some other works, had previously recorded for video games under his real name, while Dolph was a Creator/{{Konami}} production staff member who simply provided some extra Genome Soldier lines.[[/note]] When the cast returned to re-record their lines for the UsefulNotes/NintendoGameCube remake, ''The Twin Snakes'', they all used their real names thanks to the project having open SAG support.

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* AlanSmithee: Almost everyone in the English voice cast were credited under pseudonyms due to them not knowing if their work had the Screen Actors Guild's blessing. The only voice actors who used their real names were Creator/DavidHayter, Doug Stone, and Scott Dolph.[[note]]Hayter was originally credited as "Sean Barker" in the demo, being an ActorAllusion to Hayter's character from ''Film/GuyverDarkHero''; he received SAG's blessing in time to get his real name in the game, though he's still credited as Sean Barker in the European manual. Stone, who used stage names for some other works, had previously recorded for video games under his real name, while Dolph was a Creator/{{Konami}} production staff member who simply provided some extra Genome Soldier lines.[[/note]] When the cast returned to re-record their lines for the UsefulNotes/NintendoGameCube Platform/NintendoGameCube remake, ''The Twin Snakes'', they all used their real names thanks to the project having open SAG support.



* KillerApp: This was one of the big ones that helped the UsefulNotes/PlayStation dethrone Creator/{{Nintendo}}.

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* KillerApp: This was one of the big ones that helped the UsefulNotes/PlayStation Platform/PlayStation dethrone Creator/{{Nintendo}}.



* NewbieBoom: The game's status as a KillerApp for the UsefulNotes/{{PlayStation}} also meant that it was the introduction to the ''VideoGame/MetalGear'' series for many Western fans, as the [[UsefulNotes/NintendoEntertainmentSystem NES]] port of [[VideoGame/MetalGear1 the first game]] and ''VideoGame/SnakesRevenge'' where pretty much only hazy memories from a previous console generation at this point.

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* NewbieBoom: The game's status as a KillerApp for the UsefulNotes/{{PlayStation}} Platform/{{PlayStation}} also meant that it was the introduction to the ''VideoGame/MetalGear'' series for many Western fans, as the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] port of [[VideoGame/MetalGear1 the first game]] and ''VideoGame/SnakesRevenge'' where pretty much only hazy memories from a previous console generation at this point.



** The game originally entered development for the UsefulNotes/ThreeDOInteractiveMultiplayer under the title of ''Metal Gear 3'' until development was halted by the Great Hanshin earthquake in early 1995, which resulted in the team losing much of their work. By the time development started back up a year later, the 3DO was already failing, so the team moved on to the [=PlayStation=]. While the engine meant for the game was able to be saved, this resulted in the visuals already being dated even for 1998 because it was made for weaker hardware, such as the fact that nobody's 3D models have visible eyes because their facial textures were too low-resolution to include them.

to:

** The game originally entered development for the UsefulNotes/ThreeDOInteractiveMultiplayer Platform/ThreeDOInteractiveMultiplayer under the title of ''Metal Gear 3'' until development was halted by the Great Hanshin earthquake in early 1995, which resulted in the team losing much of their work. By the time development started back up a year later, the 3DO was already failing, so the team moved on to the [=PlayStation=]. While the engine meant for the game was able to be saved, this resulted in the visuals already being dated even for 1998 because it was made for weaker hardware, such as the fact that nobody's 3D models have visible eyes because their facial textures were too low-resolution to include them.



** Psycho Mantis was originally going to reference games that were developed by other companies as well in the [=PS1=] version. This wasn't included because Kojima couldn't work out any deals with said companies, but it eventually made its way into ''The Twin Snakes'' (if only because of the fact that it was published on [[UsefulNotes/NintendoGameCube a Nintendo-owned console]], but even then all the games Mantis references are Nintendo titles, with no references to games by other developers).

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** Psycho Mantis was originally going to reference games that were developed by other companies as well in the [=PS1=] version. This wasn't included because Kojima couldn't work out any deals with said companies, but it eventually made its way into ''The Twin Snakes'' (if only because of the fact that it was published on [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube a Nintendo-owned console]], but even then all the games Mantis references are Nintendo titles, with no references to games by other developers).



** At one point a UsefulNotes/GameCom port of the game was in development, but all the evidence left are [[https://www.unseen64.net/2010/01/16/metal-gear-solid-game-com-cancelled/ a few screenshots]]. Whether it would have been a direct adaptation or a ReformulatedGame akin to ''VideoGame/MetalGearGhostBabel'' is also unknown.

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** At one point a UsefulNotes/GameCom Platform/GameCom port of the game was in development, but all the evidence left are [[https://www.unseen64.net/2010/01/16/metal-gear-solid-game-com-cancelled/ a few screenshots]]. Whether it would have been a direct adaptation or a ReformulatedGame akin to ''VideoGame/MetalGearGhostBabel'' is also unknown.

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** Ryuhei Kitamura originally wanted ''The Twin Snakes'' to have faithful recreations of the original cutscenes, but Kojima requested that they be made more over-the-top due to his admiration for the former's cinematic style.
** At one point a UsefulNotes/GameCom port of the game was in development, but all the evidence left are [[https://www.unseen64.net/2010/01/16/metal-gear-solid-game-com-cancelled/ a few screenshots]]. Whether it would have been a direct adaptation or a ReformulatedGame akin to ''VideoGame/MetalGearGhostBabel'' is also unknown.


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** At one point a UsefulNotes/GameCom port of the game was in development, but all the evidence left are [[https://www.unseen64.net/2010/01/16/metal-gear-solid-game-com-cancelled/ a few screenshots]]. Whether it would have been a direct adaptation or a ReformulatedGame akin to ''VideoGame/MetalGearGhostBabel'' is also unknown.
** Ryuhei Kitamura originally wanted ''The Twin Snakes'' to have faithful recreations of the original cutscenes, but Kojima requested that they be made more over-the-top due to his admiration for the former's cinematic style.
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None


* AlanSmithee: Almost everyone in the English voice cast were credited under pseudonyms due to them not knowing if their work had the Screen Actors Guild's blessing. The only voice actors who used their real names were Creator/DavidHayter, Doug Stone, and Scott Dolph.[[note]]Hayter was originally credited as "Sean Barker" in the demo, being an ActorAllusion to Hayter's character from ''Film/GuyverDarkHero''; he received SAG's blessing in time to get his real name in the game, though he's still credited as Sean Barker in the European manual. Stone, who used stage names for some other works, had previously recorded for video games under his own name, while Dolph was a Creator/{{Konami}} production staff member who simply provided some extra Genome Soldier lines.[[/note]] When the cast returned to re-record their lines for the UsefulNotes/NintendoGameCube remake, ''The Twin Snakes'', they all used their real names thanks to the project having open SAG support.

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* AlanSmithee: Almost everyone in the English voice cast were credited under pseudonyms due to them not knowing if their work had the Screen Actors Guild's blessing. The only voice actors who used their real names were Creator/DavidHayter, Doug Stone, and Scott Dolph.[[note]]Hayter was originally credited as "Sean Barker" in the demo, being an ActorAllusion to Hayter's character from ''Film/GuyverDarkHero''; he received SAG's blessing in time to get his real name in the game, though he's still credited as Sean Barker in the European manual. Stone, who used stage names for some other works, had previously recorded for video games under his own real name, while Dolph was a Creator/{{Konami}} production staff member who simply provided some extra Genome Soldier lines.[[/note]] When the cast returned to re-record their lines for the UsefulNotes/NintendoGameCube remake, ''The Twin Snakes'', they all used their real names thanks to the project having open SAG support.

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