The team don’t always use his feedback as it depends on ”if we agree or not.” Kojima-san has been ”instrumental” in Gabrielle’s design though.
”Kojima’s role is much more an advisory role than anything,” Konami’s product planning head, Dave Cox, told CVG in London. ”We send him builds every month, he sends us feedback and we implement some of that. Sometimes we don’t implement the feedback depending on if we agree or not.” His word of course carries weight with them.
”As for direct involvement, he’s been instrumental with the look of Gabrielle himself because originally the character was a much more oldschool, barbarian type character,” said Cox. His character ideas helped shape the story itself.
”He kind of said that the story is quite moving and in order to convey that and get people to believe in that character he needs to be much more of an every man - someone people can identify with and not this muscle head type character.”
”He was like, ‘you need to work on Gabrielle’ and we were like, ‘oh really?’ Because we thought he looked alright. But in the end he was right because as we refined Gabrielle it helped the story along because he feels like more of a real person. There’s a lot of Robert Carlyle in Gabrielle actually if you look at his face,” added the Konami boss.
Castlevania: Lords of Shadow releases on Xbox 360 and PS3 later this year.