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  • David Hayter-voiced République sneaks to iOS on December 19

    by 
    Mike Suszek
    Mike Suszek
    12.17.2013

    Camouflaj's stealthy crowdfunded game Republique will launch this Thursday, December 19 on iOS. Republique Director Ryan Payton noted in an interview with IGN that the game's PC and Mac versions will arrive next year. Republique earned $555,662 on Kickstarter in May 2012 and features both David Hayter and Jennifer Hale as voice actors. The indie action game, which resurfaced in February with new 3D backgrounds as opposed to its original pre-rendered ones, will cost $4.99 on the App Store. The game stars Hope, "a young woman trapped within a shadowy totalitarian state," drawing inspiration from George Orwell's classic novel 1984. Players take control of "Big Brother," protecting Hope and guiding her through the game by influencing the environment through unlocking doors, powering down lights and tapping phone calls.

  • République expanding to PC, Mac

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.27.2012

    Ryan Payton's Camouflaj studio and Logan Games are planning to bring République, an elaborate stealth adventure intended for iOS, to the PC and Mac as well. The game is still in the midst of a Kickstarter funding round, during which backers and fans will determine the viability of Payton's passion: putting a cinematic, story-driven "AAA" game on touch-based devices.In pledging to support PC and Mac, the designers aim to revisit elements of the République's interface and story, as much of the original concept and fiction hinges on the use of a smartphone. As an outside entity viewing the situation through security cameras, you indirectly guide and communicate with Hope, a girl attempting to escape a heavily monitored installation.If all goes to plan (the Kickstarter is about a fifth of the way to $500,000, with 14 days left to go), you'll meet her in Summer 2013. The PC and Mac versions should follow "shortly after."

  • Camouflaj Kickstarting iOS stealth game 'Republique,' see the first trailer

    by 
    JC Fletcher
    JC Fletcher
    04.10.2012

    The first project from Ryan Payton's Camouflaj is Republique, an iOS action/stealth game of sorts in which you control a network of cameras, lights, and everything else electronic to keep a woman named Hope safe from pursuers. It's like a serious Night Trap."Last year, I decided I was going to stop complaining about the lack of real games on mobile," Payton said in the above trailer, "and start making one." For help making that real game, Camouflaj has turned to Kickstarter, because it's 2012.The developer is seeking $500,000 from backers, with bonuses including the game, a fancy journal designed as a "game companion," and, for the truly wealthy, your likeness in the game and a trip to Camouflaj HQ.

  • Halo 4 creative director Ryan Payton leaves Microsoft, opens Camouflaj [update]

    by 
    Ben Gilbert
    Ben Gilbert
    09.06.2011

    Moving from Metal Gear Solid 4 to Halo 4, ex-EGM freelancer turned game producer Ryan Payton was building a resume of high profile sequels to rest his career on. But before he could help Master Chief finish the next fight, he announced that he was leaving 343 Industries and Microsoft to open his own studio, Camouflaj. "Some people say I'm crazy, but I want to make a game that one billion people play at once, and it's something that hits them harder than a great book or film," Payton says of Camouflaj's future projects, of which there are currently two in development. In 2008, Payton helped launched Metal Gear Solid 4 as assistant producer at Kojima Productions in Tokyo, but when his mother in the US was diagnosed with cancer he decided to move closer to home. After interviewing at "several" studios, he decided on Microsoft, where we now know he was working on Halo 4. Unfortunately, it seems that the Halo he wanted to build wasn't exactly what Microsoft had in mind. "The Halo I wanted to build was fundamentally different and I don't think I had built enough credibility to see such a crazy endeavor through," he told Kotaku in an interview. After seeing friend and Haunted Temple Studios creative lead Jake Kazdal laboring on his own project, Skulls of the Shogun, Payton decided it was time for a change. "I think time is the most valuable thing we have, and I've decided that I'm not going to waste one more day working on something that doesn't speak to my values." Update: Microsoft has released a statement regarding Payton's departure, stating: "343 Industries has assembled an all-star cast of talent working on 'Halo 4' under the design leadership of Studio and 'Halo 4' Creative Director, Josh Holmes. We're excited to tell the next story in the 'Halo' universe with 'Halo 4' as the first game in the Reclaimer Trilogy. Ryan Payton, who left earlier this summer, served as Narrative Designer on 'Halo 4' for 15 months. Armando Troisi was hired as the 'Halo 4' Narrative Director in March, having formerly served as the Lead Cinematic Designer on 'Mass Effect 2.' Ryan has been a great friend and colleague during his tenure at 343 Industries and we appreciate his contributions to the team. We wish Ryan the best in his new game development venture."

  • Former Metal Gear 4 producer joins new Halo team

    by 
    Xav de Matos
    Xav de Matos
    10.02.2008

    Yesterday, Microsoft confirmed that former Konami employee Ryan Payton will be joining Microsoft Game Studios. Payton will join a newly formed team that is responsible for all current and upcoming Halo titles. In response to a rumor that Payton had been tapped as the lead producer for the long awaited Peter Jackson Halo Project, Microsoft would only confirm Payton was one of many employees recently hired to make up the new team, according to EDGE Online. Among the other members of the Halo team announced is fan favorite ex-Bungie employee, Frank O'Connor. as well as former members of Gearbox, id and Pseudo Interactive. Payton, who is best known for his work as an assistant producer on Metal Gear Solid 4, left Konami in August. [via Joystiq]

  • MGS to MGS: Ryan Payton joins Microsoft Halo project; others confirmed on team

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    10.01.2008

    Microsoft confirmed today that Ryan Payton, the assistant producer on Metal Gear Solid 4 who left Kojima Productions in August, will be working on a Halo game. Microsoft wouldn't confirm to Edge the rumors that Payton is heading the Peter Jackson Halo project, merely that he's on the team working on "upcoming and existing Halo games."Also confirmed for this team: former Gearbox employee Corrine Yu; her husband and artist from id Software, Kenneth Scott; former Bungie content manager Frank O'Connor; and David Wu, former tech director at Full Auto developer Pseudo Interactive. We can't wait to learn what exactly this team is up to.

  • MGS4's Payton joins a different kind of 'MGS'

    by 
    Majed Athab
    Majed Athab
    10.01.2008

    That particular "MGS" we refer to would just so happen to be Microsoft Game Studios. The rumors regarding Payton's shift from Metal Gear games at Kojima Productions to work on a new Halo title are true -- well, half true.Speaking to Edge Online, Microsoft bigwig Phil Spencer sets the story straight noting that Payton, along with other industry heavy-hitters, have been initiated into the Microsoft fold. Meanwhile, the other half of the rumor regarding Payton directing a new Halo game is still yet to be proven. A rep had said that the team is currently working only "on upcoming and existing Halo games." So, what does this all mean for you PS3 Fanboy readers? What do you care? Well, if you've grown to like Ryan Payton for his stint on the Hideoblog podcasts and all the work he's done for MGS4, then you'll have to say your good-byes -- he's batting for the other team now and it looks like they're going to be keeping him quite busy. We still wish Ryan the best of luck.

  • Rumor: MGS4's Ryan Payton directing new Halo project

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.16.2008

    Is Metal Gear Solid 4 producer Ryan Payton directing Peter Jackson's Halo project? "Yes," comes the reply from Shacknews, corroborating (thanks, "reliable source!") a Kotaku rumor that places Payton in the "creative director" role on the forthcoming and exceedingly nebulous Halo project from Microsoft and the Lord of the Rings director, Peter Jackson. If true, it would mark the second major franchise to be touched by Payton, who left Kojima Productions earlier this year. We've reached out to him for comment -- and for the privilege of touching someone who's a tag on our website.

  • Payton talks about MGS4 and keeping MGS lore consistent

    by 
    Majed Athab
    Majed Athab
    09.12.2008

    Ryan Payton has already left Kojima's stable, but that won't stop him from talking more about Metal Gear Solid 4. Speaking to 1UP, Payton reminisces on the development of MGS4, going back to the challenges of tying up all the loose ends and making things stick. "The stories of MGS2 and MGS3 were truly written without any backup measures if the series continued, leaving dozens of confusing and unexplained plot elements in the wake," stated Payton. After sorting through all that, he also took the liberty of "setting the record straight" by imposing a few corrective changes. For example, removing Mei-Ling's Chinese accent because she is in fact American born.It's tiny idiosyncrasies like that, that have landed Payton in a boiling cauldron amongst so called rabid fans. The very same fans whose reactions were a tad much: "I got dozens of hateful messages from fans including a 2,000 word short story depicting my execution." It's sad to see how one man's work at doing the right thing is reflected so negatively by a blind mass. In the end, Payton's choices were right on the money, and after reading his full thoughts, we couldn't agree with the man more.[Via Joystiq]

  • MGS4's Ryan Payton talks plot fudging and execution essays

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.12.2008

    Shortly before leaving Kojima Productions, Metal Gear Solid 4 producer Ryan Payton had a chat with 1UP, discussing the many highlights of working on one of the year's biggest blockbusters. As is often the case with this line of work, Payton was privy to several elaborate death threats. "When word hit that I chose Pat Zimmerman for Liquid Ocelot -- and not Cam Clarke -- I got dozens of hateful messages from fans including a 2,000 word short story depicting my execution."Payton also expressed a belief that the development team did a sterling job with untangling Metal Gear Solid's twisted story -- with minimal plot fudging. "The stories of MGS2 and MGS3 were truly written without any backup measures if the series continued, leaving dozens of confusing and unexplained plot elements in the wake," he said." The fact that we were able to tie up all the loose ends with MGS4 was nothing short of a miracle." Miraculous acts happen to include the amazing gender bending of not only Olga's child, but MGS1's briefly mentioned Dr. Clark. In Snake's world, anything goes.

  • Ryan Payton leaves Kojima Productions

    by 
    Majed Athab
    Majed Athab
    08.26.2008

    Ryan Payton, assistant producer on Metal Gear Solid 4 and Kojima Productions' token gaijin, has decided to leave the company. "... It feels like this is how it's supposed to be. It's fate," he said in an interview with Kotaku. Working in Japan and being away from family is hitting him hard; so, when he heard some "pretty heavy news concerning [his] mom," he realized that sticking close to family was all too important.Most people will probably not remember the name 'Payton' as much as 'Kojima,' but keep in mind that it was Payton who helped develop MGS4 into a more Western-friendly title -- opening the traditionalist Japanese crew to more Western influences (which is why MGS4 plays like a charm). We wish you the best of luck Ryan in your future endeavors and hope you continue to help make amazing games. We guess you'll always have the memories ... and that awesome shirt.

  • Metal Gear Solid 4 not the last 'Metal Gear'

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    05.19.2008

    Though Metal Gear Solid 4: Guns of the Patriots may be the end of the line for Solid Snake, fans can rest assured that it won't be the last game they see with "Metal Gear" in the title. Speaking to MTV Multiplayer, associate producer Ryan Payton delivered the shocking revelation that a popular franchise would continue in the future. "I think there's been some misconceptions that this is the last 'Metal Gear,'"he said. "This is really just the last chapter of the saga of the Solid Snake story."With Solid out of the way, what does the future hold for tactical espionage action? Metal Gear Meryl, the sneak-em-up with a softer touch? Or how about Metal Gear Soylent, the made-from-people masterpiece? Give us a clue, Ryan ... Ryan? RYAAAAAAAAAN!!Be sure to check out the full article, which explains how Jade Raymond and Hideo Kojima's "mutual admiration for each other's work" landed Altair a cameo in Metal Gear Solid 4.

  • US/Euro MGS4 lacks Japanese voice over tracks

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    02.29.2008

    Go figure. There really is a limit to the once-unfathomable expanse of the Blu-rays. Speaking on the latest Kojima Productions Report session, Metal Gear Solid 4 producer Ryan Payton confirmed that the game's chatter will be as indulgent and convoluted as ever -- even more so than past entries. Meaning: "Unfortunately because of disc space, we don't have the space to include other languages, other voice over files for the respective versions. So the Japanese version's not gonna have English VO, and the North American and European versions won't have Japanese VO." Hayter it is then!

  • MGS4 doesn't need 1m day one sales, Payton misquoted

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    02.08.2008

    As fun as it's been to dream about the vague, but imminent peril hinted at by Metal Gear Solid 4 assistant producer Ryan Payton when he allegedly told Reuters that the game must sell over a million copies on day one (or else...?), it's time to wake up -- all bets are off! Speaking on the Bionic Commando podcast, Payton denied ever quoting the ominous figure, admitting, "I don't even know how many figures we'd need to sell to be profitable." (Figures? Aren't we talking about game sales?)"More importantly, that's not something you really talk about in an interview," Payton continued, "I've been trying to contact Kemp Powers over at Reuters to see, I don't know, if he recorded it on tape, but I'd love to hear it. So we can set the record straight." Well Payton, consider the record straighted with us. (This whole thing never made much sense anyway ... What if it took two days to break a million -- then what?) [Via PS3 Fanboy]

  • Payton misquoted: No need for MGS4 to sell a million at launch

    by 
    Jem Alexander
    Jem Alexander
    02.08.2008

    Ryan Payton has stated on the official Bionic Commando podcast, on which he was a special guest this week, that he was misquoted when it was reported by Reuters that Metal Gear Solid 4 would need to sell a million units on day one to profit. He states that he never said such a thing to Reuters, or to anyone, because it simply isn't true - and even if it was, "that's not something you really talk about in an interview. It's nothing I'd ever say..." says Payton.It was reported by many sites (including us) that MGS4 would need to sell a million copies on day one in order to make it profitable due to high production costs. It now seems "that million dollar figure is incorrect. I don't even know how many figures we'd need to sell to be profitable." No doubt MSG4 will sell excellently and will reach well above a million units during its lifetime. The game is due out within the next few months, though an official release date hasn't yet been pinned down. We'll keep you abreast of any developments.

  • Joystiq interview: MGS4's Ryan Payton

    by 
    Kevin Kelly
    Kevin Kelly
    10.22.2007

    While E For All may have been sparsely attended, we did manage to catch up with a few notables while we dodged tumbleweeds and worked our way through the cavernous South Hall. Konami's booth with its Metal Gear Solid 4 demo easily had the longest line, which kept some of the attendees behind barbed wire fences until they were treated to a lucky 15 minutes of glory.So, we decided to sit down with one of the men behind the game. Namely, Konami's Ryan Payton, who has the enviable position of being one of the Assistant Producers on MGS4. He is also one of the extremely few Westerners working on this title. Mind you, he is fluent in Japanese and is currently living over there, which certainly makes things a bit easier. Check out our interview with him about the game after the break.%Gallery-8799%

  • English version of MGS4 to be more difficult

    by 
    Andrew Yoon
    Andrew Yoon
    10.22.2007

    Finish the fight."What can I say about the ending ... it's the final chapter of Solid Snake, no joke about it. There's no smoke and mirrors, no jack in the box trick, this is the final chapter in his life, and in his story," Ryan Payton from Kojima Productions says in his revealing Metal Gear Solid 4 interview. In addition to promising a fulfilling end to the MGS saga, there are hints at unannounced gameplay modes (vehicles, perhaps?).Most surprisingly is the differentiation between both the English and Japanese versions of the game. "It's going to be harder than the Japanese version, I can say that right now." The main reason for the difficulty change? The new FPS controls: "That over the shoulder view is going to be, I hope, the focal point. I want to make that the default setting." Honestly, we like it better that way. Make sure you read the rest of the Joystiq interview for more.

  • Payton gives us some insight into Kojima Productions

    by 
    Jem Alexander
    Jem Alexander
    10.15.2007

    In an interview with Gamasutra, Ryan Payton of Kojima Productions gives some information about the development process of Metal Gear Solid 4. Extraordinarily, over two hundred people are currently on the development team for the game, making it one of the largest single teams working in one place on a single gaming project. This bodes well for the game but, if so many people really are working on it, then why did it get delayed until 2008?Nevermind - all that is water under the bridge now. We're just glad to see that the game is getting the developmental attention it deserves. Payton also hints at some DualShock 3 innovations being used in the game that "people are going to really dig." This is no surprise - Kojima has always been a big fan of using rumble imaginatively, ever since Metal Gear Solid 1.

  • MGS:PO interview confirms game's awesomeness

    by 
    Andrew Yoon
    Andrew Yoon
    11.28.2006

    The fine folks at IGN have interviewed Ryan Payton, Associate Producer at Kojima Productions, to kick off their week-long hype-fest on the soon-to-be-released Metal Gear Solid: Portable Ops. Just in case you weren't excited enough for this project, Mr. Payton reveals a few nice tidbits that will surely please any PSP owner. "Single and multiplayer modes are totally integrated, thus prolonging the life of the campaign mode. Online is accessible from the campaign mode for good reason -- players bring one of their 1P Sneaking Units to the online arena." "We have a number of Wi-Fi-enabled modes. First off is Game Sharing, allowing you to play MPO multiplayer with friends who don't own a copy of MPO." (Yes!!!) "The official soundtrack is coming to Japan. It's a forty-four track, beast of a soundtrack. Norihiko Hibino, best known for his composition of the Snake Eater theme, is back with some really cool tracks for MPO." Oh, and two more things:IGN: Are there plans to port Portable Ops to the PS2, in the event that the game receives poor sales on the PSP? Ryan: Absolutely not.IGN: Will there be sequels if this proves to be the PSP's killer app? Ryan: Absolutely. If the response to MPO is as good as we're expecting, you can look forward to new chapters in the Big Boss legacy on PSP. We still have many stories to tell about the early years of Metal Gear Solid -- I hope we can continue to do that on PSP.::jaw drops::