Hideo Kojima

From Vero - Wikipedia
Jump to navigation Jump to search

Template:Short description Template:Western name order Template:Use mdy dates Template:Use American English Template:Infobox person

Template:Nihongo is a Japanese video game designer, video game writer, video game director, and video game producer. His games are noted for being highly cinematic, the result of a passion for film and literature which began during his childhood, and he is regarded as a pioneering auteur of video games.<ref>Template:Cite web</ref> He is known for the Metal Gear franchise, which remains his most famous and acclaimed work, as well as Death Stranding and its sequel.

Upon joining Konami in 1986, Kojima directed, designed, and wrote Metal Gear (1987) for the MSX2. The game laid the foundation for the stealth game genre and the renowned Metal Gear franchise, which he continued to helm up to the release of Metal Gear Solid V (2015). During his time at Konami, he also produced the Zone of the Enders series, as well as designing and writing Snatcher (1988) and Policenauts (1994); these were graphic adventure games that came to be regarded for their cinematic presentation.

Kojima founded Kojima Productions within Konami in 2005, and was appointed vice president of Konami Digital Entertainment in 2011. Following the controversial cancellation of his project, Silent Hills, and his departure from Konami in 2015, he Template:Nowrap Kojima Productions as an independent studio and released his first games outside Konami with Death Stranding (2019) and Death Stranding 2: On the Beach (2025). The first game received mostly positive reviews, while its sequel received widespread acclaim.

Early life

Hideo Kojima was born in the Setagaya ward of Tokyo<ref>Template:Cite web</ref> on August 24, 1963.<ref name="ign_bio">Template:Cite web</ref> He has two older siblings.<ref>Template:Cite web</ref><ref name=":02">Template:Cite news</ref> His father, Kingo, was a pharmacist who frequently traveled for business and named his son Hideo as it was the most common name among the doctors he met.<ref>Template:Cite web</ref> He moved with his family to Osaka at the age of four; he later described this stage of his early life as an abrupt change of environment that led him to spend much of his time thereafter indoors, where he would watch television or make figurines.<ref>Template:Cite news</ref> His parents were passionate about cinemaTemplate:Emdashespecially European films, horror, and WesternsTemplate:Emdashand began a nightly tradition of watching a film with their children, who were not allowed to go to bed until the film had finished; his parents also did not limit the type of films the children were allowed to see, regardless of content.<ref name=":02" />

Kojima took an interest in filmmaking when a friend brought a Super 8 camera to high school and began making films together, charging other children ¥50 to see them.<ref>Template:Cite web</ref> He tricked his parents into funding a Template:Nowrap trip to an island off the coast of Japan without telling them that he was going there because he wanted to use it as a filming location; however, he instead spent his time there swimming, and changed the film's plot to be about zombies on the final day as this idea would be quicker to shoot.<ref>Template:Cite news</ref> He did not show the film to his parents.<ref>Template:Cite news</ref>

By Kojima's teenage years, the family had moved to the city of Kawanishi, Hyōgo.<ref>Template:Cite web</ref> When he was 13 years old, his father died,<ref>Template:Cite news</ref> and his mother later died in early 2017.<ref name="vulture">Template:Cite web</ref><ref>Template:Cite tweet</ref> In interviews, he has discussed the impact of his father's death and the subsequent financial hardship faced by his family.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref name="auto1">Template:Cite news</ref> He studied economics at university,<ref>Template:Cite web</ref> where he decided to join the video game industry.<ref>Template:Cite web</ref> He wrote fiction while studying, even including a short story in his thesis.<ref>Template:Cite web</ref>

Career

Early career

While still in university, Kojima was initially searching for a way into the film industry. He hoped that if he were to win awards for his written fiction, he would be approached about directing a film.<ref>Template:Cite news</ref> At that time, he saw Nintendo's Famicom and thought of joining the video game industry. He said he had no friends interested in cinema to encourage him,<ref>Template:Cite web</ref> and his friends were also not supportive when he announced his intention to enter game development. He would frequently lie about his occupation in the early days of his career, when working in video games was seen as a "very low status" job and the word for a video game designer did not exist in the Japanese language, and instead told people he worked for a financial firm; during a wedding reception, the other guests laughed at him when the groom introduced him by saying, "[Kojima's] a very talented and otherwise likeable person. But I am sorry to say that, for some unknown reason, he has decided to join a video game company."<ref>Template:Cite news</ref><ref name="5Favorite">Template:Cite web</ref>

Kojima joined video game publisher Konami's MSX home computer division in 1986. He applied to Konami because it was the only game developer listed on the Japanese stock exchange.<ref>Template:Cite news</ref> He was disappointed with the job initially, hoping to make games for the Famicom, and feeling that the 16 colour palette of the MSX was too restrictive.<ref>Szczepaniak, John. "Before They Were Famous". Retro Gamer (35): 74: It was really disappointing because they assigned me to the MSX division. I had joined a company in the game industry, wanting to make Famicom or arcade games, and then I was assigned to MSX. Back then MSX had only 16 colours, and on top of that, if you excluded all the colours that were hard to use, such as pink or purple, you were left with only eight colours.</ref> The first game he worked on was Penguin Adventure, the sequel to Antarctic Adventure, as an assistant director.<ref name="auto">Template:Cite web</ref> It significantly expanded upon the gameplay of Antarctic Adventure, adding more action game elements, a greater variety of levels, role-playing elements such as upgrading equipment, and multiple endings. In 2019, PolygonTemplate:'s Julia Lee wrote that for "a game made over 30 years ago, Penguin Adventure had some in-depth features".<ref name="auto"/> After Penguin Adventure, Kojima started to design a game called Template:Sic, but the game was canceled when it was found to be too complex to run on the MSX.<ref>Template:Cite web</ref>

Metal Gear and Snatcher (1987–1990)

Kojima was asked to take over a project, Metal Gear, from a senior associate.<ref>Szczepaniak, John. "Before They Were Famous". Retro Gamer (35): 74. "The company asked me to create a combat game. Actually, a senior associate had been in charge of it but he was stuck and I was asked to do it."</ref> Hardware limitations hindered the development of the game's combat, and Kojima altered the gameplay to focus on a prisoner escaping instead of fighting, inspired by The Great Escape.<ref>Szczepaniak, John. "Before They Were Famous". Retro Gamer (35): 74. "You could not have more than four bullets with MSX, and that meant you could only have two to three enemies. You cannot make a combat qame with that. So I came up with a game like The Great Escape where the prisoner had to escape. It was an idea born from adverse situations."</ref> It was released on July 13, 1987, for the MSX2 home computer in Japan,<ref>Template:Cite web</ref> and in September that year for Europe.<ref>Template:Cite video</ref> The player controls a special forces operative codenamed Solid Snake, who is sent to the fortified state of Outer Heaven to stop a nuclear-equipped walking tank known as "Metal Gear". Metal Gear is one of the earliest examples of the stealth game genre.<ref>Template:Cite web</ref><ref>Template:Cite magazine</ref><ref>Template:Cite web</ref> A port of Metal Gear was released for the NES in 1987, with altered graphics, difficulty, and an abridged ending without the titular weapon.<ref name=":03">Template:Cite web</ref> Kojima has openly criticized many of the changes made in the port, including poor translation and the abridged ending. In an interview, a programmer on the NES version of the game said his team were asked to complete the port in only three months, and the NES hardware was not capable of implementing the Metal Gear fight.<ref name=":03" />

His next project was the graphic adventure game Snatcher, released for the NEC PC-8801 and MSX2 computer platforms in Japan on November 26, 1988.<ref>"SNATCHER". Super Soft Magazine Deluxe: A.V.G & R.P.G (in Japanese). Vol. 10. 1988. pp. 3, 54. Archived from the original on October 7, 2018. Retrieved September 7, 2020.</ref> Kojima wrote and directed the game.<ref>Template:Cite web</ref> Kojima planned for the game, a graphic adventure with visual novel elements, to have six chapters, but was instructed to trim it down to two.<ref name="Kojima Reflects">Template:Cite web</ref> The team wanted to create a third chapter, but were already over the allowed development schedule so were forced to end the game on a cliffhanger.<ref>Template:Cite web</ref> The cyberpunk-influenced game has a semi-open world design. Kojima and character designer Tomiharu Kinoshita treated the project like making a film or anime rather than a game.<ref>Konami (1989). スナッチャーライナーノーツ. Snatcher (Radio Play CD) liner notes. pp. 3–4. Archived from the original on October 13, 2018. Retrieved October 13, 2018.</ref> Former Konami artist Satoshi Yoshoioka designed many of SnatcherTemplate:'s characters, said he was persistently guided by Kojima to make the game as cinematic as possible, which later critics have cited as a staple of his work.<ref>Template:Cite web</ref> Adrian Chen of The New York Times wrote that one of his innovations was "the way he applied cinematic storytelling to console video games".<ref name="auto1"/> Snatcher draws heavily from Ridley Scott's Blade Runner (1982), and includes enough references that the game strays near copyright infringement.<ref>Template:Cite web</ref> A port for the Sega CD was made without Kojima, but the amount of text and length of the script made localisation expensive and time-consuming, taking three months.<ref>"EGM's Nob Ogasawara Interviews Mr. Yoshinori "Moai" Sasaki..." (PDF). Electronic Gaming Monthly. No. 66. January 1995. p. 176. Archived from the original on October 7, 2018. Retrieved September 8, 2020.</ref> Snatcher was modestly successful in Japan, but the western port was a commercial failure, selling only a few thousand units.<ref>Template:Cite web</ref> It has developed a cult following in the west.<ref name=":1">Template:Cite web</ref>

In 1990, Kojima wrote a remake of Snatcher, SD Snatcher, a role-playing video game which adapted the storyline of the original Snatcher but significantly changed the environments, details of the plot, and core gameplay mechanics. The "SD" stands for "super deformed" in Japanese media, another way to reference chibi character designs.<ref>Template:Cite web</ref> The characters are depicted in a "super deformed" art style, in contrast to the original game's realistic style. Like the original computer versions of Snatcher, it was only released in Japan. It abandoned random encounters and introduced a first-person turn-based battle system where the player can aim at specific parts of the enemy's body with guns. Such a battle system has rarely been used since,<ref name="Kalata-Snatcher2">Kurt Kalata, Snatcher Template:Webarchive, Hardcore Gaming 101</ref> but similar ones can later be found in the role-playing games Square's Vagrant Story (2000), Bethesda Softworks's Fallout 3 (2008), and Nippon Ichi's Last Rebellion (2010).<ref>European date fixed for the action / RPG Last Rebellion Template:Webarchive (Translation Template:Webarchive), Jeuxvideo.com</ref> In 2007, J. C. Fletcher of Engadget said that Kojima's choice to stylise the character designs "was some postmodern playfulness from Hideo Kojima [...] downplaying the dramatic aspects of his game and overlaying obvious video game conventions on top of it", and connected that to a similar playfulness in his later games.<ref>Template:Cite web</ref>

Metal Gear 2 and Policenauts (1990–1994)

The original Metal Gear was a commercial success for its release on the NES, and Konami decided to create a sequel to the game, Snake's Revenge, without the involvement of Kojima.<ref name=":04">Template:Cite web</ref> When Kojima was riding on the Tokyo transit system, he was told about Snake's Revenge by a colleague working on the project, who asked him to make a new Snake game of his own.<ref name=":04" /> As a result, Kojima began work on his own sequel, Metal Gear 2: Solid Snake, and the two were both released in 1990. Kojima's game would not be released overseas in North America and Europe until its inclusion in Metal Gear Solid 3: Subsistence (2006).<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Metal Gear 2: Solid Snake was a commercial success. The game has received positive reviews from retro-reviewers. IGN notes that Metal Gear 2 introduced stealth mechanics such as making noise to attract guards, crouching and crawling on the ground, disarming mines, and enemies having view cones.<ref>Template:Cite web</ref>

After memory limitation issues prompted him to take a break during the development of Snatcher, Kojima began to explore concepts for Policenauts.<ref name=":12">やっぱり、サターン版が一番可愛くなった. Sega Saturn Magazine (in Japanese). Vol. 15. September 13, 1996. pp. 200–201. (Translation, Archived on February 14, 2019, at the Wayback Machine). Retrieved September 8, 2020.</ref> He wanted the game to remain in the adventure genre, feeling it was the best method to express what he wanted with video games.<ref name=":12" /> He was also growing frustrated with game development and wanted "a way to take creative control back from the programmers".<ref>Template:Cite web</ref> After the release of Metal Gear 2: Solid Snake (1990), he developed a scripting engine so he could decide when animations and music played instead of the programmers. Development on Policenauts, originally called Beyond, began in 1990,<ref>Template:Cite web</ref> and lasted four years.<ref>"監督 小島秀夫が語るポリスノーツ Template:Webarchive". Konami.com. 2003. Retrieved September 8, 2020.</ref>

Policenauts was released in Japan on July 29, 1994, for the PC-9821. In Japan, critics praised Policenauts for its high level of presentation. Both Sega Saturn Magazine and Famitsu praised the quality of animation, voice acting, and its engrossing setting.<ref>"Sega Saturn Soft Review: ポリスノーツ". Sega Saturn Magazine (in Japanese). Vol. 15. SoftBank Creative. September 13, 1996. p. 241.</ref><ref>"ポリスノーツ みんなのクロスレビュ ー". Famitsu. Archived from the original on October 3, 2014. Retrieved September 8, 2020.</ref> Retrospective reviews have regarded the game generally positively, and sought to contextualise Policenauts within Kojima's body of work, as heavily stylized and influenced by films.<ref>Parkin, Simon (September 17, 2009). "Policenauts". Eurogamer. Archived from the original on December 24, 2018. Retrieved September 8, 2020.</ref><ref>Mackey, Bob (January 7, 2013). "Policenauts and Hideo Kojima's Adventure Game Roots from 1UP.com". 1Up.com. Archived from the original on November 9, 2017. Retrieved September 8, 2020.</ref>

Metal Gear Solid subseries and mainstream success (1994–2012)

Template:Main In 1994, Kojima began to plan a 3D sequel to Metal Gear 2: Solid Snake, titled Metal Gear Solid and originally planned for release on the 3DO Interactive Multiplayer.<ref>Template:Cite web</ref> After the 3DO was discontinued, development shifted to the Sony PlayStation. For the transition from 2D to 3D graphics, a new engine had to be developed by Kojima and his team.<ref name=":05">Template:Cite news</ref> A gameplay demo was first revealed to the public at the 1996 Tokyo Game Show, and was later shown on day 2 of E3 1997 as a short video.<ref>Template:Citation</ref> The game was released to critical acclaim.<ref name=MGSopmUK>Template:Cite journal</ref><ref name="ignreview">Template:Cite web</ref><ref name="gmr">Template:Cite journal</ref> Many outlets noted the game's cinematic qualities and innovative stealth gameplay. Kojima became a celebrity in video game news media, and was surprised when he began to be recognized in public.<ref name=":05" />

In early 2001, Kojima released the first details of the sequel to Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, for the PlayStation 2. The game's highly detailed graphics, physics, and expanded gameplay quickly made it one of the most anticipated games at the time.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> The game was highly successful and critically acclaimed at release, due to its graphics, gameplay, and storyline, which dealt with myriad philosophical themes as specific as memes, censorship, manipulation, patricide, the inherent flaws of democracy and as grandiose as the nature of reality itself. While Metal Gear Solid 2 appealed to gamers with the discussion of these, the bewildering maze of dialogue and plot revelation in the final hours of the game was a disappointment for many gamers, who expected the Hollywood-style resolution of its forerunner.<ref>Template:Cite web</ref>

Before Metal Gear Solid 2 was released, Kojima produced the game and anime franchise Zone of the Enders in 2001 to moderate success. In 2003, he produced Boktai: The Sun Is in Your Hand for the Game Boy Advance, which players take the role of a young vampire hunter who uses a solar weapon which is charged by a photometric sensor on the game cartridge, forcing them to play in sunlight. Another team inside Konami, in a collaboration with Silicon Knights, began work on Metal Gear Solid: The Twin Snakes, a GameCube enhanced remake of the first Metal Gear Solid with all the gameplay features of Metal Gear Solid 2 and with cutscenes redirected by director Ryuhei Kitamura.

Kojima at E3 2006 holding a Gameplay award for Best Story of the Year 2005

Afterwards, Kojima designed and released Metal Gear Solid 3: Snake Eater for the PlayStation 2. Unlike the previous games in the series, which took place in the near future and focused on indoor locations, the game is set in a Soviet jungle during the height of the Cold War in 1964, and features wilderness survival, camouflage, and James Bond styled espionage. The North American version was released on November 17, 2004, with the Japanese counterpart following on December 16. The European version was released on March 4, 2005. Critical response to the game was highly favorable. Kojima has said that his mother played it, "It took her an entire year to complete Metal Gear Solid 3. She would get her friends to help her. When she defeated The End, [a character the player faces off during the game] she called me up and said: 'It is finished'."<ref>Template:Cite news</ref>

At that time, Kojima produced BoktaiTemplate:'s sequel, Boktai 2: Solar Boy Django for the Game Boy Advance. Released in summer 2004, it makes more extensive use of the cartridge's sunlight sensor and allows players to combine various new solar weapons. Also released was Metal Gear Acid for the PlayStation Portable handheld. A turn-based game, it is less action-oriented than the other Metal Gear games and focuses more on strategy. It was released in Japan on December 16, 2004. Its sequel, Metal Gear Acid 2, was released on March 21, 2006.Template:Citation needed

Kojima wanted Solid Snake to appear in Super Smash Bros. Melee, but Nintendo refused, due to development cycle problems. When Super Smash Bros. Brawl was in development, series director Masahiro Sakurai contacted Kojima to work and add Snake and content related to the Metal Gear series, including a stage based on Shadow Moses Island (the main setting of Solid), into the game.<ref>Template:Cite web</ref>

Released in June 2008, Kojima co-directed Metal Gear Solid 4: Guns of the Patriots with Shuyo Murata. Initially, Kojima was not going to direct it, but death threats made the team nervous and he decided to work with them.<ref>Template:Cite web</ref> Kojima received a lifetime achievement award at the MTV Game Awards 2008 in Germany. In his speech, he said in English, "I have to say, even though I received this award, let me state that I will not retire. I will continue to create games as long as I live".<ref name="joystiq_ltaa">Template:Cite web</ref>

Before E3 2009, Kojima stated interest in working with a Western developer.<ref>Template:Cite web</ref> This later turned out to be a collaboration between him and Spanish developer MercurySteam to work on Castlevania: Lords of Shadow.Template:Citation needed

Although he announced that Metal Gear Solid 4: Guns of the Patriots would be the last Metal Gear game he would be directly involved in,<ref name="kikizo_aug2008_2">Template:Cite web</ref> he announced at E3 2009 that he would return to help on two Metal Gear games: Metal Gear Solid: Rising, as a producer and Metal Gear Solid: Peace Walker as writer, director, and producer.<ref>Template:Cite web</ref> When interviewed at Gamescom 2009, Kojima stated that he got more involved with Peace Walker because "there was a lot of confusion within the team and it didn't proceed as I wanted it to. Therefore I thought that I needed to jump in and do Peace Walker".<ref name="gamescon2009_ign">Template:Cite web</ref>

Kojima during the 2011 Tokyo Game Show

Kojima was at E3 2010 to show off his team's latest project, Metal Gear Solid: Rising. He was also seen in Nintendo's 3DS interview video, where he stated he was interested in making a Metal Gear Solid game for the 3DS and wondered what it would be like in 3D.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> This game ended up being a remake of Metal Gear Solid 3 titled Metal Gear Solid: Snake Eater 3D. In late 2011, Metal Gear Solid: Rising was renamed Metal Gear Rising: Revengeance with PlatinumGames being involved in developing it alongside Kojima Productions. Nevertheless, Kojima is the game's executive producer and showed interest in working in the game's demo.<ref>Template:Cite web</ref> Kojima was satisfied with the final product and expressed the possibility of a sequel if Platinum were to develop it.<ref>Template:Cite web</ref>

On April 1, 2011, Konami promoted Kojima to Executive Vice President and Corporate Officer.<ref name="konami_pr">Template:Cite press release</ref><ref name="promo_2011">Template:Cite web</ref><ref>Template:Cite web</ref> At E3 2011, he revealed a new gaming technology named "transfarring", a portmanteau of the verbs transferring and sharing, which allows gamers to transfer their game data between the PlayStation 3 and the PlayStation Portable.<ref>Template:YouTube</ref> Transfarring was used in Metal Gear Solid: Peace Walker and the Metal Gear Solid HD Collection. Later that year, he stated he was working on a new intellectual property with Goichi Suda, tentatively titled Project S, and preparing new projects. On July 8, 2011, Kojima announced that Project S was a radio-show sequel to Snatcher, titled Sdatcher as a reference to the show's producer Suda. The show would air on Fridays on Kojima's bi-weekly Internet radio show, starting with episode No. 300 which was broadcast in August 2011.<ref>Template:Cite web</ref> In October, Kojima announced that he would be collaborating with Suda and 5pb. director Chiyomaru Shikura in producing a new adventure game visual novel.<ref>Template:Cite web</ref> It was initially speculated that the game would be the third entry in 5pb.'s Science Adventure series, but it was later confirmed to be a separate title.<ref>Template:Cite web</ref> The game was planned to have an overseas release and an anime adaption.<ref>Template:Cite news</ref> As of 2023, no further news regarding the project has been released.

Final Konami projects and departure (2012–2015)

Template:Main

In mid-2012 and in the following years after Kojima finished work on the Fox Engine, Kojima has been connected to the Silent Hill series. During this time, he indicated that he was interested in making a Silent Hill game and the first instance of this was on August 18, 2012. He described his excitement regarding the potential use of the Fox Engine on the eighth generation platforms via a tweet of an image of the DVD for the Silent Hill film:<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Later, he added what he had in mind for this game in a series of tweets: "Silent Hill is in closed room setting and doesn't require full action so that we can focus on the graphic quality. Enemies featured in the game do not have to be consistent or move fast. It only requires scariness by graphics and presentation. As being a creator, making action games in an open world setting, such a type of game is very enviously attractive. If only someone could create this on the Fox Engine."<ref>Template:Cite web</ref> After a while, and as a result of Kojima's interest in making a Silent Hill game, Konami asked him to do so. Kojima explained the story in an interview with Eurogamer:

Template:Blockquote

Additionally, in an interview with Geoff Keighley, when a fan asked "which game do you want to direct or reboot?" Kojima stated without hesitation, "Silent Hill."<ref>Template:Cite web</ref><ref name=":2">Template:Cite web</ref><ref>Template:Cite web</ref> Keighley jumped in and asked "What do you want to do with Silent Hill?" Kojima responded: "A guy [like myself] that is such a chicken and is so easily scared – making a scary game – I'm very confident that something horrifying would come out from that. But on the other hand I would have to prepare myself to have nightmares every single day. Hopefully sometime in the future I'm able to work on this, but I would really need to prepare to have daily nightmares".<ref name=":2" /> In August 2014, PT was released on the PlayStation Store and revealed that a new game in the Silent Hill franchise titled Silent Hills was being directed by Kojima for the PlayStation 4, alongside Mexican film director Guillermo del Toro.<ref>Template:Cite web</ref> In April 2015, the playable teaser was removed and the game was cancelled.<ref>Template:Cite web</ref>

At the 2013 Game Developers Conference, Kojima unveiled Metal Gear Solid V: The Phantom Pain, which was set to be his final Metal Gear game, noting that this time unlike previous announcements that he had stopped working on the series, was very serious about leaving; it was preceded by Metal Gear Solid V: Ground Zeroes, a shorter game released in 2014 and serving as a prologue to The Phantom Pain.<ref>Template:Cite news</ref> In March 2015, reports began to surface that Kojima would part ways with longtime publisher Konami after the release of The Phantom Pain.<ref>Template:Cite web</ref> Konami later stated that they were auditioning for new staff for future Metal Gear titles and removed Kojima's name from the series' marketing material.<ref>Template:Cite web</ref> Despite reports that Kojima left the company in October 2015, a spokesman for Konami stated that he was "taking a long time off from work."<ref>Template:Cite web</ref> At The Game Awards 2015, Metal Gear Solid V won the awards for Best Action Game and Best Score/Soundtrack, but Kojima did not attend the event, being reportedly barred from attending by Konami.<ref name=Konamiban/> Instead, the award was accepted by Kiefer Sutherland on his behalf.<ref name=Konamiban>Template:Cite web</ref> On February 18, 2016, Metal Gear Solid V won the award for Adventure Game of the Year at the 19th Annual D.I.C.E. Awards.<ref>Template:Cite web</ref> On July 10, 2015, Kojima's collaborative voice actor Akio Ōtsuka revealed that Konami had closed Kojima Productions.<ref>Template:Cite web</ref>

Independent studio (2015–present)

Death Stranding

Template:MainOn December 16, 2015, Kojima announced that Kojima Productions would be Template:Nowrap as an independent studio, partnered with Sony Computer Entertainment, and that his first game would be exclusive to PlayStation 4.<ref name="polygon-kojimasony">Template:Cite web</ref> At E3 2016, Kojima personally announced the game's title as Death Stranding in a trailer.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> The trailer featured Norman Reedus, whom Kojima had previously worked with in the canceled Silent Hills.<ref>Template:Cite web</ref> Trailers leading up to release also revealed the castings of actors Mads Mikkelsen, Léa Seydoux, Margaret Qualley, Troy Baker, Tommie Earl Jenkins and Lindsay Wagner in the title, as well as special appearances from film directors Guillermo del Toro and Nicolas Winding Refn.<ref>Template:Cite web</ref>

Kojima promoting Death Stranding at the Tokyo Game Show in 2018.

Death Stranding was released on November 8, 2019. It received generally positive reviews and was a commercial success.<ref>*Template:Cite web

In November 2019, talking to BBC Newsbeat as part of a documentary about Death Stranding, Kojima said "In the future Kojima Productions will start making films. If you can do one thing well, then you can do everything well". Kojima went on to explain that he sees that films, television series, and games competing in the same space in the future, thanks to streaming technology, and that this will encourage new formats to emerge. "I'm very interested in the new format of game that will appear on there and that's what I want to take on," Kojima added.<ref>Template:Citation</ref>

At several game expos in 2022, Kojima cryptically teased the casting of an upcoming game being developed by Kojima Productions, with Elle Fanning and Shioli Kutsuna confirmed to star. It was unknown whether the game would be related to Death Stranding, or a previously announced Xbox collaboration, or an entirely different project.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> However, at The Game Awards 2022, Kojima officially revealed the game as the sequel to Death Stranding, with the working title Death Stranding 2. Its title was eventually confirmed as Death Stranding 2: On the Beach during the 2024 Playstation State of Play.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite AV media</ref> Reedus, Léa Seydoux, and Troy Baker were confirmed to be returning from the first game, with Fanning and Kutsuna revealed to be the new cast members of the game.<ref>Template:Cite web</ref>

Kojima at SXSW announcing Death Stranding 2's release date in March 2025.

On March 9, 2025, the castings of Luca Marinelli, Alissa Jung, Alastair Duncan, and Debra Wilson for the game were announced, as well as special appearances from film directors Fatih Akin and George Miller. A collaboration with French singer-songwriter Woodkid for a soundtrack album for the game was also revealed.<ref>Template:Cite web</ref>

Kojima began writing Death Stranding 2 some time prior to 2020, but reworked his narrative from scratch to reflect the effect of COVID-19 on the worldwide population and himself.<ref>Template:Cite web</ref> Moreover, approximately half-way through the game's development, Kojima rewrote the script again in order to make it more polarising after it performed very well with test audiences.<ref>Template:Cite magazine</ref> Kojima explained to the game's co-composer Woodkid:

We have a problem. I’m going to be very honest, we have been testing the game with players and the results are too good. They like it too much. That means something is wrong; we have to change something. If everyone likes it, it means it’s mainstream. It means it’s conventional. It means it’s already pre-digested for people to like it. And I don’t want that. I want people to end up liking things they didn’t like when they first encountered it, because that’s where you really end up loving something.<ref>Template:Cite web</ref>

Death Stranding 2: On the Beach was released on June 26, 2025. It was met with critical acclaim on release, with particular praise directed towards its visual fidelity, acting performances, improved combat and gameplay, soundtrack and narrative.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Some critics commended it as Kojima's best work.<ref>Template:Cite web</ref>

On December 14, 2023, Kojima and film studio A24 announced that a live-action feature film adaptation of Death Stranding had started production.<ref>Template:Cite web</ref> Kojima was approached to direct but declined, and instead Michael Sarnoski was announced as its director in April 2025, and in September it was revealed that the film would tell an original story with a new set of characters.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> An animated film was also confirmed to be in the works in May 2025 in collaboration with Line Mileage studios with an original story by Aaron Guzikowski and was officially revealed with the working title Death Stranding: Mosquito through a short teaser trailer in September 2025.<ref>Template:Cite web</ref><ref>Template:Cite news</ref> In November 2025, Disney+ unveiled Death Stranding Isolations, an anime television series produced by E&H Production which tells a different story to the games, set to release in 2027. Kojima was announced as executive producer for the series, with Takayuki Sano as director.<ref>Template:Cite web</ref>

OD

Template:Main

In June 2022, Kojima and Microsoft revealed that Kojima Productions would be working on a game with Xbox Game Studios that will use Microsoft's cloud-based tech.<ref>Template:Cite web</ref> At The Game Awards 2023, Kojima and filmmaker Jordan Peele revealed the title as a horror game named OD alongside a short trailer. Sophia Lillis, Hunter Schafer, and Udo Kier joined the cast for the game.<ref>Template:Cite web</ref> In September 2025, it was announced that the game would be episodic, with each episode being written by a different director. Kojima revealed his episode's title, "KNOCK", with a short teaser trailer.<ref>Template:Cite web</ref>

Physint

On January 31, 2024, during the PlayStation State of Play event, Kojima announced that he is planning to return to the action-espionage genre after the release of Death Stranding 2 and OD. The game was revealed to have the working title Physint and will be developed in collaboration with Sony.<ref>Template:Citation</ref> On September 23, 2025, during the Kojima Productions' tenth anniversary event, a new promotional poster featuring the game's obscured protagonist was revealed, as well as the castings of actors Charlee Fraser, Ma Dong-seok and Minami Hamabe for the project. The game was announced to still be in the 'casting stage' by this point, having faced delays due to the SAG-AFTRA strike.<ref>Template:Cite web</ref>

Influences and mentality

Kojima has cited Yuji Horii's The Portopia Serial Murder Case (1983)<ref name="gspot_storytellers">Template:Cite web</ref> and Shigeru Miyamoto's Super Mario Bros. (1985)<ref name="businessweek_may09">Template:Cite web</ref> as the games that inspired him to enter the video game industry. Portopia Serial Murder Case, a murder mystery adventure game, was an important influence because, according to Kojima, it had "mystery, a 3D dungeon, humor, and a proper background and explanation of why the murderer committed the crime. That is why there was drama in this game. Me encountering this game expanded the potential of video games in my mind."<ref name="gspot_storytellers"/> He also stated that it "taught me that one can tell a story and develop plots around a scenario in the game genre".Template:Sfn Portopia had an influence on his early works, including Metal Gear and particularly Snatcher.<ref name="Retro-85">Template:Cite web (Reprinted at Template:Cite web)</ref>

Kojima's love of film is noticeable in his games where he pays homage through his stories and characters, sometimes to the point of pastiche, as in Snatcher. He cited a contrast between films and games as while in his games he intends to portray violence like in a movie, in the game it is up to the player to decide. He wants people to understand the effects of violence. As he considers the games too stressful, he also wants comic relief to contrast it.<ref>Template:Cite news</ref>

Snatcher is inspired by many science fiction films, particularly from the 1980s, including Blade Runner,<ref>Template:Cite web</ref> Akira,<ref name="gamecritics_snatcher">Template:Cite web</ref> The Thing, Invasion of the Body Snatchers,<ref>Template:Cite web</ref> and The Terminator.<ref name="gamecritics_snatcher"/> Examples of influence by films include Solid Snake's codename (named after Snake Plissken from Escape from New York),<ref name="gamerstoday_interview" /> Snake's alias in MGS2: Pliskin (in reference to the last name of Snake Plissken from the Escape movies), Snake's real name (Dave from 2001: A Space Odyssey),<ref name="making_of_mgs2">The Making of Metal Gear Solid 2: Sons of Liberty DVD packaged with European version of Metal Gear Solid 2: Sons of Liberty</ref> and Snake's trademark bandana (The Deer Hunter<ref>Template:Cite web Template:In lang</ref>).

Film would also have an influence on other aspects of his games. Hal "Otacon" Emmerich (named after HAL 9000 from 2001: A Space Odyssey and film director Roland Emmerich),<ref name="making_of_mgs2" /> Sniper Wolf shooting Meryl in Metal Gear Solid (Full Metal Jacket),<ref name="gamerstoday_interview" /> Psycho Mantis (inspired from the film The Fury),<ref name="gamerstoday_interview" /> and the whole Metal Gear stealth concept (The Great Escape<ref name="gamerstoday_interview">Template:Cite web</ref> and The Guns of Navarone<ref>Template:Cite web Template:In lang</ref>). James Bond also had a large influence on the Metal Gear series,<ref>Template:Cite web Template:In lang</ref> with Metal Gear Solid 3 having a James Bond-like introduction sequence. Kojima has written that Metal Gear was "strongly influenced" by the "anti-war and anti-nuke" themes of the Planet of the Apes film franchise.<ref>Template:Cite book</ref>

In an article he wrote for Official PlayStation 2 Magazine, Kojima described the influence of the film Dawn of the Dead on the Metal Gear series. The zombie classic inspired "the maximum three-dimensional use of a closed area like a shopping mall with elevators, air ducts, and escalators". These aspects are similar enough in his view that "Metal Gear Solid is Dawn of the Dead if you replace soldiers with zombies Template:Sic."<ref>Template:Cite web</ref>

He also received inspiration from anime. His early works, particularly the cyberpunk adventure game Snatcher (which uses anime-style art), were influenced by cyberpunk anime, most notably Akira (mentioned above).<ref name="gamecritics_snatcher"/> In an interview, he mentioned that his Zone of the Enders series was inspired by mecha anime, such as Neon Genesis Evangelion. Mecha anime was also an inspiration for the Metal Gear series, which features mecha robots, such as Metal Gear REX and Metal Gear RAY; this is referred to in Metal Gear Solid, where Otacon mentions mecha anime as an influence on his Metal Gear REX designs.Template:Citation needed

In regards to storyline development and interaction with them, he said:

Template:Cquote

Kojima listed Another World on the Super Nintendo Entertainment System, The Legend of Zelda: A Link to the Past, Operation WolfTemplate:'s arcade version, The Portopia Serial Murder Case on the Famicom, Super Mario Bros., and XeviousTemplate:'s arcade version as his favorite games in 2000. He stated that A Link to the Past was his favorite game by Miyamoto.Template:Sfn

In 2019, Kojima published a collection of essays in Japan discussing the influence of pop culture on his work under the title The Gifted Gene and My Lovable Memes. The book was published in English by Viz Media in October 2021 under the title The Creative Gene: How Books, Movies, and Music Inspired the Creator of Death Stranding and Metal Gear Solid.<ref>Template:Cite web</ref>

In terms of reverse influence on film, his work on the storylines of the Metal Gear series was cited as an influence by screenwriter David Hayter, the voice actor for Solid Snake, on his screenwriting for Hollywood films. He stated that "Kojima and I have different styles (...) but I've certainly learned things from him, especially about ambiguity and telling a story without giving all the answers".<ref name="HayterSnake">Template:Cite web</ref>

Kojima has also influenced a number of actors and auteurs in the film industry. Hollywood actors Mads Mikkelsen and Léa Seydoux have voice roles in Death Stranding, while director Guillermo del Toro is amongst his biggest fans.<ref>Template:Cite news</ref>

In 2020, Kojima was a member of the international Jury of the 77th Venice International Film Festival, Virtual Reality section.<ref>Template:Cite web</ref>

Kojima launched his own YouTube channel in 2016, where he and film critic Kenji Yano discuss their favorite films and matters pertaining to Kojima's studio.<ref>Template:Cite web</ref> Starting in 2017, Kojima became a regular contributor to Rolling Stone, often discussing recent film releases, and occasionally drawing comparisons to his own works.<ref>Template:Cite magazine</ref> In 2022, Kojima began a podcast for Spotify called Hideo Kojima presents Brain Structure. The podcast, hosted by Kojima with regular appearances from Geoff Keighley, focuses on Kojima's history with game development, as well as his interests in books, music, and cinema.<ref>Template:Cite web</ref>

Legacy

Kojima has been noted for his influence on the video game industry. Metal Gear was the first mainstream stealth game,<ref name="gamesradar">Template:Cite web</ref> a genre that was later popularized by Metal Gear Solid.<ref name="1up">Template:Cite web</ref> Kojima was also a pioneer in the integration of cinematic techniques in video games,<ref name="eurogamer">Template:Cite web</ref><ref name="Wolf">Template:Cite book</ref> especially Metal Gear Solid which Eurogamer considers the "first modern video game".<ref name="eurogamer"/>

Kojima's work has been cited as an influence by numerous game developers, including Splinter Cell and Far Cry 2 designer Clint Hocking,<ref name="Hocking">Interview with Clint Hocking Template:Webarchive, GameCritics, May 24, 2005</ref> Splinter Cell producer Mathieu Ferland,<ref name="venturebeat">Template:Cite web</ref> Silicon Knights founder Denis Dyack,<ref name="venturebeat"/> Unreal and Gears of War creator Cliff Bleszinski,<ref>Template:Cite web</ref><ref>Template:Cite webTemplate:Cbignore</ref> Tenchu creator Takuma Endo,<ref name="1UPinterview">Template:Cite web</ref> Thief creator Tom Leonard,<ref name="leonard1">Template:Cite journal</ref> Sumo Digital designer Emily Knox,<ref>Template:Cite web</ref> Crysis 2 animator Luke Kelly,<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Uncharted writer and The Last of Us creator Neil Druckmann,<ref>Template:Cite news</ref> and 2064: Read Only Memories developer MidBoss.<ref>Template:Cite news</ref> Kojima's work has also been cited as an influence on creators outside of the video game industry, including novelist Project Itoh<ref>Template:Cite news</ref> and filmmaker Jordan Peele.<ref>Template:Cite news</ref>

Themes

Kojima has been noted for predicting and exploring themes in his works years before they gained mainstream notoriety on numerous occasions, ranging from the sociological to the scientific.<ref>Template:Cite web</ref>

Metal Gear Solid 2: Sons of Liberty was released on November 13, 2001. While the game received universal acclaim upon release for its gameplay and attention to detail, the plot was a divisive topic among critics, with some calling it "absurd" and "stupid".<ref>Template:Cite web</ref> Reinterpretations of the game's plot began to surface in the 2010s, with some calling it "misunderstood" in its time, eerily prescient, and "necessary for the political climate to come" for predicting some of the cultural issues of the 2010s with striking accuracy and similar concepts.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> GamesRadar+ has cited the prescience of the game in relation to the Facebook–Cambridge Analytica data scandal and the Russian interference in the 2016 United States elections.<ref>Template:Cite web</ref> The concept of "Selection for Societal Sanity" presented in the game was one of the bases for the paper Filtration Failure: On Selection for Societal Sanity written by Adrian Mróz and published in the academic journal Template:Ill.<ref>Template:Cite journal</ref>

In Metal Gear Solid V: The Phantom Pain, released on September 1, 2015, the Wolbachia bacteria is used to halt the reproduction of the fictional "vocal cord parasites". At the time, large-scale uses of Wolbachia to control insect-transmitted diseases like malaria and dengue only existed in simulated computational models and field-test releases in Australia.<ref name=":0">Template:Cite web</ref><ref>Template:Cite news</ref> Deployment of Wolbachia was proposed the next year at the peak of the Zika epidemic in the Americas.<ref name=":0" /> Large-scale deployments of the Wolbachia bacteria became the most effective way to control and eradicate mosquito-related epidemics as of 2019, with successful deployments in Malaysia,<ref>Template:Cite web</ref> Singapore,<ref>Template:Cite web</ref> Sri Lanka,<ref>Template:Cite web</ref> Indonesia, Vietnam, and Brazil.<ref>Template:Cite web</ref>

Kojima's Death Stranding, released on November 8, 2019, presents a post-apocalyptic setting in which people live isolated in cities and prepper shelters, unable to go outside because of the hazardous conditions brought on by an event named the "Death Stranding". The inhabitants of the world rely on "porters", people who risk their lives making deliveries, to receive and exchange the resources they need to survive. Similarities with the COVID-19 pandemic were noted by numerous journalists in early 2020, including the game's focus on the themes of isolation, loneliness, and political divide.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>

Personal life

Kojima is private about his personal life. He is married and has two sons.<ref>Template:Cite web</ref><ref>Template:Cite magazine</ref><ref>Kojima, Hideo (2019). The creative gene. VIZ Media. pp. 37–39. Template:ISBN.</ref> He is able to speak and write in English, but is not fluent and almost always uses an interpreter when communicating with English speakers to ensure clarity.<ref>Template:Cite web</ref>

Awards and accolades

Newsweek named Kojima as one of the top ten people of 2002.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> In 2008, Next-Gen placed him seventh in their list of "Hot 100 Developers 2008".<ref>Template:Cite web</ref>

In 2009, IGN placed him sixth in their list of top game creators of all time.<ref>Template:Cite web</ref> At the 2008 MTV Game Awards, Kojima was given the award show's first Lifetime Achievement Award for a game designer and was also honored with a Lifetime Achievement Award at the 2009 Game Developers Conference.<ref>Template:Cite web</ref><ref name="gdc_2009">Template:Cite web</ref> In 2014, UNESCO's Bradford City of Film gave Kojima the inaugural award for Cinematography in Videogames, "for his astounding directing, storytelling, and cinematography" in video games.<ref>Template:Cite web</ref>

At the 2014 National Academy of Video Game Trade Reviewers (NAVGTR) awards, Kojima was credited for Metal Gear Solid V: Ground ZeroesTemplate:' nomination for the category Game, Franchise Adventure.<ref>Template:Cite web</ref> In December 2015, Kojima was invited to accept an award from The Game Awards 2015 for Metal Gear Solid V: The Phantom Pain, but was prevented from attending by Konami.<ref>Template:Cite news</ref>

In February 2016, Kojima received the AIAS Hall of Fame Award at the 19th Annual D.I.C.E. Awards.<ref>DICE2016 Template:Webarchive, Academy of Interactive Arts & Sciences</ref> In December 2016, Kojima was able to attend The Game Awards 2016 and accepted the Industry Icon Award.<ref name="tga2016">Template:Cite news</ref>

On October 12, 2017, he received a Lifetime Achievement Award at the Brasil Game Show.<ref name="KojiProTwitter">Template:Cite tweet</ref>

Kojima was named a BAFTA Fellowship at the 2020 British Academy Games Awards, making him the second Japanese person to receive the award for work on video games after Shigeru Miyamoto.<ref>Template:Cite web</ref>

Kojima holds the distinction of having directed four games (Metal Gear Solid 4: Guns of the Patriots, Metal Gear Solid: Peace Walker, Metal Gear Solid V: The Phantom Pain and Death Stranding) out of the 30 total to have achieved a maximum possible score of 40 from the Japanese video games magazine Famitsu.<ref>* Template:Cite web

On January 20, 2022, Kojima received an Industry Legend Award from the Arab Game Awards.<ref>Template:Cite web</ref>

On March 15, 2022, Kojima announced on Twitter that he had received the 72nd Minister of Education Award for Fine Arts from the Japanese Agency of Cultural Affairs.<ref name="HIDEO_KOJIMA_EN">Template:Cite tweet</ref>

Works

Template:For-multi

Games

Year Game Credited as
1986 Penguin Adventure Assistant director
1987 Metal Gear Director, game designer, writer
1988 Snatcher
1990 Metal Gear 2: Solid Snake
SD Snatcher Writer
1994 Policenauts Director, game designer, writer
1997 Tokimeki Memorial Drama Series Vol. 1 Producer
1998 Tokimeki Memorial Drama Series Vol. 2
Metal Gear Solid Director, producer, game designer, writer
1998–2002 Beatmania console ports Producer
1999 Tokimeki Memorial Drama Series Vol. 3 Supervisor
2000–2002 Beatmania IIDX console ports Producer
2000 Metal Gear: Ghost Babel
2001 Zone of the Enders
Metal Gear Solid 2: Sons of Liberty Director, producer, game designer, writer
2003 Boktai: The Sun is in Your Hand Producer, game designer
Zone of the Enders: The 2nd Runner Producer
2004 Metal Gear Solid: The Twin Snakes
Boktai 2: Solar Boy Django
Metal Gear Solid 3: Snake Eater Director, producer, game designer, writer
Metal Gear Acid Executive producer
2005 Shin Bokura no Taiyō: Gyakushū no Sabata Producer
Metal Gear Acid 2
2006 Lunar Knights
Metal Gear Solid: Portable Ops
Kabushiki Baibai Trainer: Kabutore! <ref>Template:Cite web</ref>
2007 Kabushiki Baibai Trainer: Kabutore! Next Template:Citation needed
2008 Super Smash Bros. Brawl Shadow Moses Island stage designer
Metal Gear Solid Mobile Supervisor
Metal Gear Solid 4: Guns of the Patriots Director, producer, game designer, writer
Metal Gear Online
Twelve Tender Killers Template:Citation needed Producer
2009 Gaitame Baibai Trainer: Kabutore! FX Template:Citation needed
Metal Gear Solid Touch Executive producer
2010 Metal Gear Solid: Peace Walker Director, producer, game designer, writer
Castlevania: Lords of Shadow Executive producer
2013 Metal Gear Rising: Revengeance Supervising director
2014 Metal Gear Solid V: Ground Zeroes Director, producer, game designer, writer
P.T. Director, game designer
2015 Metal Gear Solid V: The Phantom Pain Director, producer, game designer, writer
2019 Death Stranding
2025 Death Stranding 2: On the Beach<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Citation</ref>
TBA OD TBA
Physint (working title)

Canceled games

Year canceled Game Template:Abbr
1986 Lost World
2015 Silent Hills

Films

Year Film Credited as
TBA Death Stranding Mosquito (Working Title)<ref>https://www.kojimaproductions.jp/en/deathstranding-animation-film-announcement</ref> Producer
TBA Death Stranding (Live action movie)<ref>https://www.kojimaproductions.jp/en/A24-announcement</ref><ref>https://deadline.com/2025/04/death-stranding-movie-michael-sarnoski-a24-1236360094/</ref> Producer

TV

Year TV show Credited as
2027 Death Stranding Isolations (Working Title)<ref>https://www.kojimaproductions.jp/deathstranding-animation-series-announcement</ref> Executive Producer

Literary works

Actor roles

Video games

Year Title Role Template:Refh
1994 Policenauts AP officer no.2 (uncredited)
1998 Metal Gear Solid Himself (Japanese version)
1999 Metal Gear Solid: VR Missions Genola
2008 Metal Gear Solid 4: Guns of the Patriots Voice of God <ref name="btva">Template:Cite web Check mark indicates role has been confirmed using screenshots of closing credits and other reliable sources.</ref>
Metal Gear Online Soldiers
2010 Castlevania: Lords of Shadow Chupacabra (Japanese voice)
2010 Metal Gear Solid: Peace Walker Himself
2014 Metal Gear Solid V: Ground Zeroes <ref name="btva"/>
2015 Metal Gear Solid V: The Phantom Pain
2019 Death Stranding B.T. (uncredited) <ref>Template:Cite web</ref>
2019 Control Dr. Yoshimi Tokui <ref>Template:Cite web</ref>
2020 Cyberpunk 2077 Hideyoshi Oshima <ref>Template:Cite magazine</ref>

Film and TV

Year Title Role Template:Refh
2000 Versus Extra
2003 Azumi
2017 Ultraman Orb The Movie <ref>Template:Cite news</ref>
2019 Too Old to Die Young Assassin
2023 Copenhagen Cowboy Hideo

Other

Year Title Role Work
2007 Spy 2.5 Daisakusen Idea Spy 2.5 Audio drama
2011 Snatcher Little John Radio drama
2017 The Eleven Little Roosters Himself Web series

References

Template:Reflist

Works cited

Template:Wikiquote Template:Commons category

Template:Hideo Kojima Template:Metal Gear Template:BAFTA Academy Fellowship Award Template:Portal bar

Template:Authority control