Before Konami handed over development of Metal Gear Rising: Revengeance to Platinum Games, the boss battles, level design and script had already been finished. In a recent interview with Official PlayStation Magazine UK, Kojima Productions producer Yuji Korekado discussed how most of the original bosses and levels were scrapped.
The reason for junking the Konami bosses and levels, Korekado explains, was due to the need for a cohesive theme to connect them to the core gameplay. The original bosses were designed in a more traditional Metal Gear Solid fashion, utilizing stealth-based combat more than the hack-and-slash gameplay that makes up the core of Rising.
“The boss battles and the bosses in general were completely different at the time,” said Keiji Saito, Platinum Games director. “There were a lot of stealth concepts that were [being done] internally at Kojima Studios. Now that it’s an action game we had to revamp that, and Platinum Games provided a lot of input and a lot of ideas.”
Saito also noted that Platinum collaborated with Hideo Kojima to best keep Revengeance firmly set in Metal Gear concepts.
“The bosses in Metal Gear Rising: Revengeance are very unique characters, and are game design-driven,” said Korekado. “As an action game, we believe that the bosses should resemble the dynamics of the design, and although they’re very unique, we believe that these characters very much fit into the Metal Gear world.”