By the passing of each day of this generation, more and more developers make multiplatform titles. Whether it's Wii
and Xbox 360
, Xbox 360 and PS3
or even Wii and PS3, exclusivity isn't a trend anymore. Thus, Ryan Payton's Kojima Productions Reportm tries to assure MGS fans that the former PlayStation exclusive title won't suffer from any changes with the 360 port, in a Japanese podcast this week, where 1UP's staff was present.
Generally, when it comes to a game's going multiplatform, fans are first of all concerned about the control scheme. Now that next-gen gaming is up, disk space and divided resources also become
issues of concern. However, nothing is changing with MGS 4: Guns of the Partiots
, as Payton claims:
"I can tell you honestly at this point, we have not changed the game in any form with the idea of 'oh, we got to do this on 360.' Put aside whether or not we're developing for 360 or not, the game is built on the PS3 hardware, as you guys have known for the past two years or so."
Although the 360 has a quite different controller than the PS3's SIXAXIS, developers on MGS 4 seem to have cracked that nut. They're both exceptional controllers, but the 360's is asymmetrical in terms of analog sticks. The game uses both third-person and top-down switchable camera views, thus both sticks will most likely be used at the same time to direct the character, while the L and R buttons will be used for shooting, crouching, reloading and different actions.
And just to give you a little personal impression here, in an experiment of mine, comparing the feeling between the two controllers when both analog sticks are used, I noticed that the PlayStation's SXAXIS feels a lot better on the upper L and R buttons (L1 and R1) that the 360's. With the 360, you can barely hit RB. Then again, maybe the game won't be using the 360's R button...