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HD H ki Ayumi Ishikawa 18 years old. Remember me Forgot password? Not a member yet? At the beginning of his career, Kojima was initially searching for a way into film production.

He hoped that, if he were to win awards for his written fiction, he would be approached about directing a film. He would frequently lie about his occupation in the early days of a career, when a word for game designer did not exist in the Japanese language , and instead told people he worked for a financial firm.

Kojima joined video game publisher Konami 's MSX home computer division in He applied to Konami because it was the only games developer listed on the Japanese stock exchange.

In , Polygon 's Julia Lee wrote that for "a game made over 30 years ago, Penguin Adventure had some in-depth features". Kojima was asked to take over a project, Metal Gear , from a senior associate.

Metal Gear is one of the earliest examples of the stealth game genre. 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.

Kojima and character designer Tomiharu Kinoshita treated the project like making a film or anime rather than a game. In , Kojima directed and 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.

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, [51] but similar ones can later be found in the role-playing games Square 's Vagrant Story , Bethesda Softworks 's Fallout 3 , and Nippon Ichi 's Last Rebellion Fletcher of Engadget said that Kojima's choice to stylise the character designs "was some postmodern playfulness from Hideo Kojima [ 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.

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.

After memory limitation issues prompted him to take a break during the development of Snatcher , Kojima began to explore concepts for Policenauts.

Development on Policenauts, originally called Beyond , began in , [60] and lasted four years. Policenauts was released in Japan on July 29, , for the PC 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. For the transition from 2D to 3D graphics, a new engine had to be developed by Kojima and his team.

Kojima became a celebrity in video game news media, and was surprised when he began to be recognised in public. The game's highly detailed graphics , physics, and expanded gameplay quickly made it one of the most anticipated games at the time.

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.

Before Metal Gear Solid 2 was released, Kojima produced the game and anime franchise Zone of the Enders in to moderate success.

In , 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.

It was released in 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 , and features wilderness survival, camouflage, and James Bond styled espionage.

The North American version was released on November 17, , with the Japanese counterpart following on December The European version was released on March 4, 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'.

Released in summer , it makes more extensive use of the cartridge's sunlight sensor and allows players to combine various new solar weapons.

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, Its sequel, Metal Gear Acid 2 , was released on March 21, 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.

Initially, Kojima was not going to direct it, but death threats made the team nervous and he decided to work with them.

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". Before E3 , Kojima stated interest in working with a Western developer.

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, [80] he announced at E3 that he would return to help on two Metal Gear games: Metal Gear Rising: Revengeance , as a producer and Metal Gear Solid: Peace Walker as writer, director, and producer.

Therefore I thought that I needed to jump in and do Peace Walker ". 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.

Nevertheless, Kojima is the game's executive producer and showed interest in working in the game's demo.

The technology enables gamers to transfer their gaming data from the PlayStation 3 to PlayStation Portable in a quick data transferring process and bring it on the go from home into the outside world.

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, , 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. In mid 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, 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. Kojima explained the story in an interview with Eurogamer:. Honestly, I'm kind of a scaredy-cat when it comes to horror movies, so I'm not confident I can do it.

At the same time, there's a certain type of horror that only people who are scared of can create, so maybe it's something I can do.

That said, I think Silent Hill has a certain atmosphere. Additionally, in an interview with Geoff Keighley , when a fan asked "which game do you want to direct or reboot?

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".

At the 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 and serving as a prologue to The Phantom Pain.

On December 16, , Kojima announced that Kojima Productions would be re-established as an independent studio, partnered with Sony Computer Entertainment , and that his first game would be exclusive to PlayStation 4.

In , Kojima launched his own YouTube channel, where he and film critic Kenji Yano discuss their favorite films and matters pertaining to Kojima's studio.

Death Stranding was released on November 8, , and became a commercial and critical success. If you can do one thing well, then you can do everything well.

Kojima went on to explain that he sees that movies, TV shows, and games competing in the same space in the future, thanks to streaming technology, and that this will encourage new formats to emerge.

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. My encountering this game expanded the potential of video games in my mind. 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.

Snatcher is inspired by many science fiction films, particularly from the s , including Blade Runner , [] Akira , [] The Thing , Invasion of the Body Snatchers , [] and The Terminator.

Film would also have an influence on other aspects of his games. 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.

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.

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.

Storytelling is very difficult. But adding the flavor helps to relay the storytelling, meaning in a cut scene , with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh.

This is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved.

These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.

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 Kojima has also influenced a number of actors and auteurs in the film industry.

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.

The main example of this pertains to the plot and themes of Metal Gear Solid 2: Sons of Liberty , released on November 13, , which delved into ideas and concepts that would become culturally significant in the s.

Among these themes were post-truth politics , alternative facts , echo-chambers , fake news , AI-curated news feeds , information overload in the Information Age and political correctness.

In Metal Gear Solid V: The Phantom Pain , released on September 1, , the Wolbachia bacteria is used to halt the reproduction of the fictional "vocal chords parasite".

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.

In Death Stranding , released on November 8, , Kojima 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 by an event named the "Death Stranding".

Thus, 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 pandemic were noted by numerous journalists in early , including the game's focus on the themes of isolation, loneliness, and political divide.

Kojima is very private about his personal life. He has at least one brother. Newsweek named Kojima as one of the top ten people of In , IGN placed him sixth in their list of top game creators of all time.

From Wikipedia, the free encyclopedia. Japanese video game designer. Setagaya , Tokyo, Japan. For games by Kojima's studio, see Kojima Productions Games.

Archived from the original on November 16, Retrieved March 12, Screen Robot. July Archived from the original on April 18, Retrieved April 7, March 17, Archived from the original on May 6, Retrieved August 11, March 30, Retrieved October 20, Retrieved November 5, Rolling Stone.

Archived from the original on June 21, Retrieved January 5, Retrieved November 12, The Guardian. Retrieved September 7, It was during that time that my parents introduced a family tradition: every night we would all watch a film together.

I wasn't allowed to go to bed till the film had finished: the opposite of how it is for most children. My parents were huge fans of westerns, European cinema and horror in particular.

They wouldn't just show me kids' films. I'd even see the sex scenes. Kingo Kojima, a pharmacist, named his son based on the most common name among the doctors he met.

He travelled a lot on business and watched a lot of movies, a trait he impressed on young Hideo. It was a huge environment change and after that I would spend much more time at home, watching television or making figurines.

We managed to trick our parents into giving us the money to go on a four day trip to an exotic island off the coast of Japan.

But when we arrived we spent the first three days swimming in the sea. On the final day we realised how little time we had left so I changed the plot … to another zombie movie.

The idea was still that the plane had crashed and high school student had survived. But this time they found zombies on the island. Business Week.

May 6, Archived from the original on May 11, As a teen in Kawanishi in western Japan, Kojima's obsessions were movies, Japanese manga comics, and novels.

It was in the midst of this time of his life, watching movies and starting out on the journey to create them, that Kojima's world fell apart with the death of his father.

The New York Times. Kojima was studying economics at university when he made the decision to join the games industry.

His economics thesis even included a short story "to surprise my professor, and he was very surprised," said Kojima through a translator, "but it didn't help my grade much.

But I had no friends that were interested in cinema; nobody to encourage me in that career. The groom stood up to introduce me.

He said: 'Welcome everybody. This is Mr Kojima. He'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.

You see: working in the games industry was seen as a very low status job at that time. There wasn't even a word in Japanese for the job of game designer back then.

I would lie at parties. I told people I worked for a financial firm I began looking for a company to work for and settled on Konami, not because of the type of games they were making at the time, but rather because they were listed on the stock exchange," he says.

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.

Den of Geek. Retro Gamer 35 : Actually, a senior associate had been in charge of it but he was stuck and I was asked to do it.

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. July 13, October 10, Games Radar. November 4, The Metal Gear series has been a huge cornerstone of the stealth genre, right from its first appearance in [ Hardcore Gaming April 1, Archived from the original on April 1, My team was asked to port the original MSX2 version to NES in three months and we had to make some changes per management and due to the hardware limitations.

Super Soft Magazine Deluxe: A. G in Japanese. Archived from the original on October 7, Retrieved September 8, Archived from the original on October 22, Retrieved September 11, Snatcher Radio Play CD liner notes.

Archived from the original on October 13, Retrieved October 13, Yoshinori "Moai" Sasaki Electronic Gaming Monthly. January Anime News Network.

Archived from the original on February 1, Retrieved March 2, March 1, Gamers Today. Archived from the original on November 3, Sega Saturn Magazine in Japanese.

September 13,

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