
Back in 2003, the sixth console generation was in full swing, Nintendo continued seeking mature titles for the GameCube, and Konami still seemed like a reasonable place to work. Canadian developer Silicon Knights had seen the release of their sanity-bending horror exclusive Eternal Darkness: Sanity's Requiem and was in Nintendo's good books – a status only a few Western developers could lay claim to.
Metal Gear Solid had established itself as one of gaming's biggest franchises on Sony's PlayStation consoles, with series mastermind Hideo Kojima gearing up for development of Metal Gear Solid 3: Snake Eater for PS2 – so many an eyebrow was raised when Nintendo announced that a remake of the first Metal Gear Solid game would appear exclusively on GameCube.
What raised eyebrows even further was the declaration that Silicon Knights would be developing it. Although other Metal Gear games had seen previous releases on Nintendo consoles, Metal Gear Solid had been firmly entrenched as a Sony property. Also, this was a time when Japanese studios were still at the height of their powers, and giving over such a golden opportunity to a Western developer was unexpected, to say the least.

"From what I was told by Denis Dyack [former President of Silicon Knights], he and his group went to a convention – possibly E3 from the year before production began – and he struck a conversation with Hideo Kojima and Konami," explains production artist Don Toledo. "Konami seemed to be impressed by the results of Eternal Darkness and saw the potential Silicon Knights could bring to Nintendo, and in bringing Metal Gear Solid: The Twin Snakes to the GameCube console."
This endeavour marked the Canadian studio's first time working on an external licence, as opposed to its own IP. But it seems that feelings among Silicon Knights's staff were mixed, as Technical Advisor Ted Traver explains. "I don't like speaking on behalf of others, but I am pretty sure most of the staff were not happy about it." Even so, he had a positive outlook on the project. "I personally saw it as a very rare chance to work with some of the folk who were pioneers in the industry."
I don't like speaking on behalf of others, but I am pretty sure most of the staff were not happy about it
However, the deadline originally set was a big ask. "Nintendo and Konami were very clear that we only had a year," Traver tells us, "but our estimates put development at no faster than a year and a half. In the end our original schedule wasn't too far from the mark." Even so, it's apparent that the team at Silicon Knights was no slouch when it came to cracking on, as Traver explains further. "We had the prototype running in record time – less than two weeks. The code staff was brilliant in making it happen."
Meanwhile in Japan, there was a team of individuals at Konami – handpicked and overseen by Hideo Kojima – responsible for the key creative output. "Most of the actual decisions were made in Japan, including any new ideas to add or update, reviews, and approvals." Toledo reveals. "We at Silicon Knights generally did the grunt work, while the team in Japan did the meat of the assets. We generally modified their assets to enhance visual quality and clean up and optimize code." Traver adds an analogy to describe how the partnership worked. "Konami had made it very clear earlier on that we at Silicon Knights were creating the VCR to play their movie."
A movie is an apt comparison, as Metal Gear Solid is famed for its cinematic style and influences. And the visuals in Twin Snakes edged this further by showcasing a huge leap forward in terms of realism, taking a footnote from the original game's PS2 sequel Sons of Liberty. Toledo gives his take on what the GameCube hardware allowed them to do. "We just had more room to play with: more AI on screen, more VFX, more bones, more frames of animation, larger texture resolutions, etc. Things just seemed 'bigger' as a developer and player. And we didn't have as many restrictions as before, which really affected the game design in the original Metal Gear Solid."

This new imagining of the visuals also extended to the cutscenes. Where characters previously had static faces and eyes made of pixels, on GameCube they had full animation and lip synching for dialogue – all of which was re-recorded with most of the original cast. In the position of director was Japanese filmmaker Ryuhei Kitamura, known for his high octane action films. As Kitamura explains, it was Hideo Kojima's love of films that landed him the job. "Hideo came and watched my first feature Versus and loved it and we became very good friends. When I was making Azumi he asked me if I'd be interested in doing cutscenes for Twin Snakes. How could I resist?!"
The in-game cutscenes weren't merely graphical updates, either. They added new action set pieces, showcased great feats of strength from characters and emphasised elements like bullet-time. Although fans have debated this creative direction through the years, it was very much the wish of Kojima to explore new territory.
Hideo told me to go completely new and different. He gave me total freedom because he knew that I was a big fan of his work so that I would never do something he wouldn't want
"Hideo told me to go completely new and different." Kitamura reveals. "He gave me total freedom because he knew that I was a big fan of his work so that I would never do something he wouldn't want. He also loved my second movie Alive, which is based on Tsutomu Takahashi's manga, and he knew I never disrespect the original creator." Upon asking about his favourite scenes Kitamura stated that he "loved all the scenes, but especially the battles with Psycho Mantis and Sniper Wolf."
Even though the creative aspect of the cutscenes was handled in Japan, Silicon Knights worked hard to implement them into the game. "The sequences given to us were pretty much completed, however they were usually in a different format due to their in-house engines and tools." Toledo explains. "Our task was to convert it, and then process it again with the new bone exports and animation data, and then optimize and export it into usable data for the GameCube. We had to do this for all the animations, both in-game cycles and cinematic sequences." Considering the cutscenes alone totalled over four hours in running time, the work in both Japan and the US was no small feat.
To make all of this possible, constant contact was kept between the two teams over 10,000 kilometres away. "We had daily call and video conferences with them." Toledo explains. "The team in Japan were involved with everything related to the project, no matter how big or small. That said, it also allowed us to communicate and resolve any issues almost immediately." And alongside the conferencing, Silicon Knights would occasionally have some guests from across the globe. As Toledo recounts, "Whenever they visited our studio, Kojima himself would go around and check up on almost everyone individually with their current tasks. You could tell they were being thorough, even though I may be describing it like some sort of sweat shop."

Whilst the work was intensive, the collaboration allowed Silicon Knights staff to get a closer look into the series. "Konami provided us with a vast array of reference materials from the Metal Gear Solid universe. For those of us that were fans, it was incredible stuff," Traver explains. "Right away, we received copies of the MGS Document for the PS2, which pretty much explains how the system and game mechanics function. We also got lots of art books for visual reference and a sneak peak of Snake Eater very early on."
And when it came to the later stages of development, the hands which assembled the game played it extensively, too. "When the production schedule began to clear up, I and a few others jumped at the chance to playtest, and coming from the production side of development it was a thrill to see everyone's hard work on the screen with the controller in your hands." Toledo recounts. "Sure, I was always a little more biased to focus more on the art assets and quality, but when not scrutinizing every pixel, I genuinely played the game from a player's perspective and gave reports on as much as I could so that the project could improve."
They were happy enough to propose new ventures... I am pretty sure Silicon Knights management didn't dig that idea and moved quickly to burn our bridge to the Far East
Toledo also fondly recalls one of his experiences as an artist-turned-playtester. "One of my favorite memories was teaming up with a gameplay programmer and thoroughly testing and tweaking the boss fight between Solid and Liquid Snake on top of Metal Gear Rex. The two of us did this daily for a few days to get it 'just right' before presenting it for approval from our leads and peers in Japan. To my recollection, it went into the game without further modifications."
So after a long slog of development on two continents, the mission was accomplished. And, as Toledo retells, there was much rejoicing. "We had a celebration on a boat before releasing where we met with the Japanese team members and Kojima. There were plenty of smiles and kind words going around."
Upon launch in 2004, Metal Gear Solid: The Twin Snakes became a critical success, but it unfortunately didn't manage to sell as well as other GameCube exclusives, or entries in the Metal Gear Solid series. Nevertheless, the big wigs at Konami and Nintendo seemed pleased, as Traver recalls. "They were 'happy' – happy enough to propose new ventures with the three of us working together again. I am pretty sure Silicon Knights management didn't dig that idea and moved quickly to burn our bridge to the Far East." Instead, Silicon Knights decided to continue work on its long running project Too Human, which shifted its development from GameCube to Xbox 360, finally releasing in 2008 to poor reviews and dismal sales. Legal issues between Silicon Knights and Epic Games over the misuse of Unreal Engine 3 code meant that Too Human and X-Men: Destiny (the studio's final game) were recalled from sale, and the company would file for bankruptcy on May 16th, 2014.
But it could have been very different. When asking Traver about the proposed ventures with Konami and Nintendo, he provides us with a few juicy rumours. "It was rumored that in the short term they wanted us to do another Metal Gear Solid, and in time the possibility of a creative endeavor drawing its roots from Silent Hill and Eternal Darkness." These ideas lead one to think of the supposed leaked images of cancelled Silicon Knights project The Box, which showcased a horror aesthetic.

But the rumours didn't stop outside gaming world from speculating. After Twin Snakes, there were rumours that Ryuhei Kitamura would be directing a live action film of Metal Gear Solid. He gives us a colourful answer to the question. "I don't know anything about the movie project, and even if I do I cannot speak – it's Hollywood!"
And even though this unique collaboration between companies and individuals has its critics, Toledo looks back positively on the experience. "Working on Metal Gear Solid was good both socially and professionally for Silicon Knights in the industry. I know I had days where I woke up and thought, 'Today, I get to fix Solid Snake's shoulders so he can climb better', or 'Sniper Wolf's hair needs a touch-up today' and not feeling terrible about the tedious things. I'm sure I wasn't the only one."
I'm personally not interested in any upcoming Metal Gear Solid movie or game without its creator, heart and soul - Hideo Kojima
Traver echoes Telodo's sentiments. "I personally thought it was a great experience to learn from the masters in the industry, and help bring the MGS experience back to a Nintendo platform." Alongside the Silicon Knights veterans, Kitamura adds his personal reflections on the process. "It was pure fun. Hideo is pure genius and a great guy. Whenever he had time he came to visit me around lunch time. We ate together and talked about movies and books forever."
Unfortunately, the game is a retro-only affair today. Whilst the rest of the Metal Gear Solid main series has seen re-releases in one form or another, The Twin Snakes has never crawled its way beyond the GameCube. Some have speculated about potential licensing issues halting progress, but the fact remains that the only original copies can be found on GameCube, and are fast becoming a rare and pricey piece of software. Many suspect we'll never see a re-release. Even so, the remake – whilst occasionally dividing fan opinion – is still a slick and engaging experience that every Metal Gear diehard should play.
And when it comes to the future of the series, Ryuhei Kitamura expresses a sentiment which reflects the views of many Metal Gear fans the world over. "I'm personally not interested in any upcoming Metal Gear Solid movie or game without its creator, heart and soul - Hideo Kojima."
A huge thanks to Ted Traver, Don Toledo and Ryuhei Kitamura for their time. Also thanks to Toby Venables for leads and Mr. Kitamura's assistant Kazuki Hirata.
This article was originally published by nintendolife.com on Tue 27th December, 2016.
Comments 52
Nice one, James! My favourite game in the whole series! I think its due time I replay it (no stealth camo).
My favourite in the series. Wish I didn't sell my copy when the price went through the roof for a brief period.
The soundtrack in this version is absolute garbage, which ruins the entire game for me.
Silicon Knights always reminds me that I want to play Eternal Darkness again (VC release : ) or a real successor!
Love Metal Gear Solid! Love Solid Snake (Solid Snake and Otacon is the best ship there ever was). I remember borrowing this game when I was little and playing it for the first time. I was completely blown away by the story and gameplay (although I found it incredibly hard, and I was playing on easy) and instantly became a fan. Later on I was able to play the PS1 version.
I'm a bit torn about which version I like best. I think TS has the better graphics, and cutscenes, and gameplay. But the PS1 has a much tighter pacing, with slightly better voice acting. (o_O )
Never did play this but always wanted to.I moved over to Holland for work a few months after getting my Gamecube and never took it with me.I didn't get back to playing on it till a coupe of years later and had a lot of catching up to do.Sadly never got round to this.
Not a fan of the game at all, but this is a great article. It's kind of weird how Nintendo ends up with all these non-Kojima MG games over the years that get disowned from the canon.
Twin Snakes is one of my favourite games (tied with Pokemon Silver). I used to play the heck out of it each Sunday since I found it at an independent game store some years ago. Sadly, I sold it in a couple years later (i was desperate for money) not knowing just how scarce it would be to track down again and be out of my price range when I see it on eBay (darn employment!)
It still very much holds a place in my heart. Fantastic game
Great article and very fascinating to learn more about this collaboration. I really enjoyed the GameCube remake and am sad there were no more Metal Gear games on Nintendo consoles.
This was a really good article.
MGS 5 is an absolute masterpiece, with some luck It'll come to NX.
It was a great game but let me remind you that this is the only Metal Gear game we've had since the NES. And Nintendo had to pay Silicon Knights to make it, Konami for the right to do so and I'm sure a hefty chunk of the profits. And if that's not good enough, it wasn't an original game but a remake.
To me, this was the second finest Gamecube game of all behind only REmake. I couldn't even guess how many hours I spent with it, both alone and with friends. Despite being single player it was always a party game for us at the time.
By far THE greatest metal gear game ever made, by a clear mile.
I still own my copy of this game that I bought at launch!
@Sligeach You must be forgetting the Game Boy Color MGS game.
Too bad it had some shitty controls on GC, it deserved a re-release for PS3 along with the HD Collection.
@Sligeach Not true, there was MGS ghost Babel for GBC back then. An amazing game.
Let's face the truth: Nintendo approach on families and casual gamers didn't help. An underpowered hardware was another reason Konami didn't bother with Nintendo machines for years for a fresh MGS entry. Even MGS3 struggles to run on 3DS.
MGS TS was a good game though had many glaring issues. SK just copied and pasted the old MGS mechanics whilst relying on Japans cinematic wizardry.
Digital, stiff movement, very weak combat, iffy visuals at times - Silicon Knights should've improved on the gameplay considering all they had to do was port. The team didn't have the talent to push it further like Rare would have.
To be honest SK would never have produced a great game had it not been for Nintendo's heavy influence on ED. Dyack unfortunately had a massively over inflated ego, just looking at what they did after they dumped Nintendo says it all really.
I remember reading about too human back in a magazine like over 20 years ago, it was planned for the playstation then, and they were saying it would have no loading times, was supposed to be set in the future and have branching plot lines, sounded really cool. I'd love to have seen any of that build of the game.
Nobody cared, because they already had PS2 with the PS1 version, and was getting the later games. No one even cared when GCN dropped to $100, then it was already 7th generation. I've played through this game about 4 times, with the last try being half way through the extreme mode where you can't be seen even once.
It's definitely one hell of a remake. Possibly the best ever done. That they managed to get all the mechanics from MGS2 working so quickly is a real feat of programming genius. I still prefer the original because some the MGS2 mechanics break certain aspects of the level design and hurt the overall balance. I still love Twin Snakes though, especially with the surround sound.
I just wish Amazon hadn't put a sticker on the paper part of the cover instead of on the case. It really pisses me of that I can't remove it.
I am a huge fan of Twin Snakes. It's a shame it isn't as easily accessible, like the article states, as Twin Snakes is far superior to the original, in my opinion.
Also not living near a proper game shop I begged my parents to take me to an independent store 20 miles away for the release of this game. I was lucky to grab the only copy they had and still own it. Kojima is the man.
I still have Twin Snakes in mint condition, played through only once. Not a game I'd replay, but as a collector of great first/second party Nintendo games this valuable item makes me proud, sitting there between other rarities like Path of Radiance and Thousand Year Door. ^^
I STILL have this game for the fact that you can't find it cheaper than $30! I also beat it on ALL 5 DIFFICULTIES! Now THAT'S a feat! I loved this game and still do.
@able_to_think. If you carefully heat up the glue on the sticker it should come off quite easily.
Oh, I'm disappointed. I thought Silicon Knights had a much larger creative control over the project.
So much better than the original which was great to begin with. Even without the AR missions it was better but if it had those it might have the best MGS game.
Such a great game, and a great article to read!
I was pretty disappointed by Twin Snakes. It was a competent clone of the original but it was lacking something. I still prefer to play the PS1 version even today.
My biggest bugbear is the hand-to-hand combat. In the cut scenes Snake is a highly skilled ninja with dozens of exciting moves. As soon as gameplay resumes all he can do is the same mundane punch, punch, kick over and over. They should have made it more like the Arkham games and strung together random moves when you hit the attack button. It doesn't need a full beat em up engine, it just needed more dynamism.
The other disappointment was how similar it was to the original. After the brilliant Resident Evil Remake on GC which added lots of new areas to explore it was displeasing to see Twin Snakes had no new sections and didn't deviate once to give players something new.
@dronesplitter @rushiosan GBC isn't a "console". My apologies, I should have put that word in, I usually do when discussing this topic.
@rushiosan You can blame Nintendo all you want but only Konami have to be blamed for their own failure. Konami put all their eggs in one basket with Kojima and now Kojima isn't hip and cool anymore Konami died. That's what happen when you abandon your fast action games original fanbase.
Hey everyone. Thanks for the kind comments and feedback on the article, and for different opinions on the game. I seriously appreciate it. The different takes on Twin Snakes are interesting, if anything I see more debates on it than any other Metal Gear.
Also, as a guide the rough price of it today is usually around £50/$70 but some of the mint ones are even more expensive!
Thanks again guys!
Great article, nice read.
I enjoy these behind the scenes tell all articles.
The rare Aussie version here sells for $150 to $250 on ebay!
Not the Euro version but the Aussie rated version with the G rating sticker on the front.
There are a lot of Euro versions on ebay here in Aus selling for the same price, the cheek!
Rare as hens teeth, as a collector I'm glad i kept mine in mint condition, like new.
@KiWiiU Thanks!
But those are insane prices (and as I understand it, high gaming prices are the norm in Australia). I'm guessing it's because of the PAL compatibility that they know they can charge that.
Good for holding onto it. I didn't get it on launch, but got mine before things went to ridiculous, so it ended up being the same price as on launch.
Nice!
You did real well.
Australia can be dear, new games usually cost me about $60 to $100, depending where I get it from.
Game Cube games can fetch high prices, not as bad as N64 though.
I also collect CIB N64 games and titles like Snowboard Kids 2, and StarCraft 64 can sell up to $1,300!
Paper Mario and Kirby 64 fetch up $600 and Conker BFD reaches high $400's.
Crazy prices, glad i got my copies for less than $100, the dearest I've paid is $140 for Kirby.
Like every other MGS game, I bought this the day it came out in 2004. It's not as good as the original version, but a worthy addition to the franchise and a cool blend of the first and second games.
I agree completely with Kitamura's closing comment too, it feels like the franchise is dead without Kojima.
Pleeeeeeease have this available on the Switch virtual console
@Peach64 ????? This game is exactly part of the canon, it is the first metal gear solid
I have Metal Gear Solid on my PSN account but, in a crazy twist of events, never bothered to download it on my PSP. I'd be glad to do my usual "home-handheld double dipping" with my PSP and my GameCube... once I manage to get a copy of the GCN version cheap enough, that is.
I've still got this on my GC back from when it first came out. Don't think I ever finished playing it. I remember getting to a bit where there are Nintendo dollies on shelves! I love little touches like that.
While it didn't capture the magic of the original it definitely is a fun experience and one I would recommend to anybody.
@SLIGEACH_EIRE
Yes the Game Boy/Color/Advance is a console.
It is a PORTABLE CONSOLE!
Always good to read this sort of inside look at "how the sausage gets made", "warts and all". MGS TS is the only MG game I've ever been interested in, as I don't usually like stealth games.
I can't speak for the GCN version but the PS1 version is brilliant.
I have been playing the original PS1 version on my PS3, of and on for the last few months. Back in the day I rented it out for a week and raced through it, so I always wanted to revisit and play it properly.
Original PSX version comes out on top for me, the biggest reason being the soundtrack. MGS1 has a 10/10 ost, and Twin Snakes's just sucks in comparison. The dumb cutscene changes and FPS aiming making the game too easy are more forgivable though so all around I'd say it's a solid port.
*Forgot about the voice acting too, original version had better delivery but w/e
The game is otherwise okay, but the new soundtrack is awful and the main reason why I find the original version a vastly superior experience.
MGS1 was made at that time when every Konami game seemed to have a godtier soundtrack.
The way I have always seen it, back then and up to this day, about this game dividing fans' opinions was that those whose opinions it divided were only fans of the series who were bitter that this wasn't on PS2 and who didn't want to have anything to do with the Gamecube and its kiddy image. Amongst pure Gamecube fans and players, I have never encountered one person who didn't like it or who thought that this was vastly infoerior. Though indeed there's the consensus that the music is better in the original. I, too, prefer the music in the original over this one. But to call this an inferior experience? Nope, not in my book.
I played this more times than i can remember. Finished it on Extreme, no radar and game over upon detection, and proud of it ^^.
never cared for the series, dont know why
I remember being so excited about this. MGS on PS was one of my favorite games of all time. But I had fallen in love with the series on my NES with the first Metal Gear. So I was pleased to see a MG game return to a Nintendo console, even if it was a remake. And I mostly enjoyed it too. The graphics and gameplay was improved. The new flourishes to the story and cut scenes mostly worked. I didn't like all the changes to the original soundtrack. But overall I very much enjoyed Twin Snakes.
Good article.
Great article and interesting read. Never owned it myself but my brothers did and they loved it. Would love to see a re release on the GC Virtual Console on Switch if they can get past all the legal mumbo jumbo.
My copy will be firmly staying with the rest of my GameCube collection.
Metal Gear Solid: The Twin Snakes is pretty good on its own, but it falls in comparison to the original. It is practically the equivalent of a Disney live action remake.
Don't get me wrong, some of them were good. But The Twin Snakes has many of the same flaws that the Disney live action remakes have.
A more lifeless palette and aesthetic in comparison to the original, for the sake of realism? Check. More monotonous acting to come across as less over-the-top and more realistic? Check. Baffling changes, additions and removals to elements from the original? Check. Changing up and removing the wrong elements, while adding in more baffling ones and keeping more outdated ones? Check.
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