Early Concept Designs For Metal Gear Rising: Revengeance’s Mistral

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PlatinumGames have updated their development blog with character designs from one of the artists who worked on Metal Gear Rising: Revengeance. This particular artist, Cho, was in charge of enemy cyborg soldiers, sub-characters, boss characters and so on. Take a look at his work on Mistral, one of the characters in the game, below, along with his notes.

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Initial Mistral designs: Mistral’s initial concept came from Kenji Saito, Rising’s director: “I want tendril-like-objects to come out of this girl, and I want her to fight with them like a whip!” In previous MG titles, most female characters follow the formula of a mysterious, alluring femme fatale with a tragic past. I wanted to design Mistral in the same mold.

 

More Mistral tests: Then we put about a dozen dwarf gekko arms on her that she could detach and recombine to create her main weapon. After this was approved, we finally had Mistral’s prototype. Next, we did some fine tuning by iterating on colors and cyborg parts. Personally, I wanted Mistral to be wearing a helmet, but Saito-san said he didn’t want to hide her face, so we lost it. The final design we decided on was a more “human,” sexy Mistral.

 

You can find Mistral’s final design and the rest of Cho’s blog post at this link.

 


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Image of Ishaan Sahdev
Ishaan Sahdev
Ishaan specializes in game design/sales analysis. He's the former managing editor of Siliconera and wrote the book "The Legend of Zelda - A Complete Development History". He also used to moonlight as a professional manga editor. These days, his day job has nothing to do with games, but the two inform each other nonetheless.