This is from the MGS4 art book but I recall reading the team were planning on implementing it in the original
Rising; basically baby Sunny would cry on your back, so you'd have to give her a rattle toy to calm her down. Problem is she would rattle it at random intervals, setting off guard caution alerts all over the place:
So cute and so undeniably Metal Gear that I can't help but smile. I really wish we got that game.
StarShaper7 wrote:I remember seeing that trailer back when it was first released and being totally hyped for Rising. It's a shame that designing a game around the "cutting" mechanic turned out to be impractical on the Fox engine. Looked like the series was going in an awesome new direction.
For sure. Reading up on the game's doomed development, I think the team really lacked a strong leadership without Kojima directing, and they struggled to find the right balance with the action and stealth elements. The style of stealth was referred to as more of a "hunting stealth" as opposed to the traditional hide-and-seek, espionage oriented stuff in the main games. Also, that, and the fact that they had trouble with scaling because you'd could practically one-hit all human enemies by cutting them in half. In lieu of that, bosses would've been a whole other problem altogether. So, without an assertive director to tie everyone together with a strong singular vision, KojiPro just kind of floundered, and understandably so almost. However, after MGSV, I believe they'd have better context and experience to implement their original idea and concept of
Rising, especially in regards to small open-world sandbox maps and the like.
I really, really wish we got that game. Too bad we never will.