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— CH. 1 · INTRODUCTION —

Hideo Kojima

~10 min read · Ch. 1 of 8
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  • Hideo Kojima was born on the 24th of August 1963 in the Setagaya ward of Tokyo, and his father named him Hideo because it was the most common name among the doctors he encountered through his pharmaceutical work. That small detail, a name chosen for its ordinariness, would belong to a man who built a career on anything but the ordinary.

    When Kojima was thirteen years old, his father died, leaving the family in financial hardship. A few years earlier, the family had relocated from Osaka to the city of Kawanishi, Hyogo. Kojima had already spent much of his childhood indoors, watching films with his parents, who required their children to stay up until each movie finished regardless of its content. European films, horror, Wild West pictures: all of it poured into him.

    He would go on to spend nearly three decades at a single publisher, Konami, building a franchise that defined the stealth game genre. He would be blocked from attending his own award ceremony. He would cancel a game so celebrated that its demo, P.T., is still considered among the greatest horror games ever made. And then he would start over, alone, to make something stranger than anything he had done before.

    How a pharmacist's son became the first true auteur of video games is a story about stubbornness, cinema, and a man who kept rewriting the script.

  • At the age of four, Kojima moved with his family from Tokyo to Osaka, an abrupt change he later described as pushing him indoors, away from other children. Television and figurine-making filled the gap, but films became the deeper current.

    His parents ran a nightly screening in the family home, watching a film together with their children. No genre was off-limits, no content deemed too adult. Horror, European art films, and Western pictures all played before him as a child. That policy of unrestricted viewing shaped how he thought about storytelling: as something that should not sanitize or simplify.

    The Super 8 camera arrived when a friend brought one to high school. Kojima and his friend began charging other children fifty yen to watch their films. He wanted a dramatic shooting location, so he tricked his parents into funding a four-day trip to an island off the Japanese coast without revealing that he planned to use it as a film set. When he arrived, he swam instead, and on the final day rewrote the film's plot to be about zombies, because he calculated that a zombie story would be faster to shoot. He never showed the result to his parents.

    His mother was equally passionate about cinema, and she remained a presence in his creative life for decades. Kojima has described how she took a full year to complete Metal Gear Solid 3, enlisting friends to help, and called him the moment she defeated a boss called The End, saying only: "It is finished."

  • At university, Kojima studied economics and wrote fiction on the side, including a short story woven into his thesis. His real ambition at that point was film. He calculated that winning prizes for his written work might attract an offer to direct.

    Nintendo's Famicom changed his thinking. Seeing the console while still a student, he decided the video game industry could be a route to the kind of storytelling he cared about. The decision cost him socially. His friends offered no encouragement, and in the early years of his career the job carried such low prestige that Kojima routinely told people he worked for a financial firm. At a wedding reception, the groom introduced him by saying he was talented and likeable but had, for some unknown reason, decided to join a video game company. The other guests laughed.

    He applied to Konami in 1986 specifically because it was the only game developer listed on the Japanese stock exchange. The posting was for the MSX home computer division, not the Famicom, which disappointed him. The MSX's sixteen-color palette felt restrictive, and his first assignment was as assistant director on Penguin Adventure, a sequel to Antarctic Adventure. A piece in Polygon noted in 2019 that for a game made over thirty years earlier, Penguin Adventure had unusually deep features. After Penguin Adventure, he began designing another game that was cancelled when it proved too complex for the MSX hardware.

    The cancelled project cleared the way for an assignment that would change everything: a senior associate handed him a troubled project called Metal Gear.

  • Metal Gear was released on the 13th of July 1987 for the MSX2 in Japan, and in September of that year for Europe. The game's core idea came from a hardware problem. Combat mechanics were too demanding for the MSX, so Kojima redesigned the game around evasion rather than fighting, inspired by the film The Great Escape. The player controls a special forces operative called Solid Snake, infiltrating a fortified state called Outer Heaven to stop a nuclear-armed walking tank named Metal Gear. The stealth concept, born of limitation, became one of the earliest examples of the genre.

    A port for the NES followed in 1987, but Kojima criticized it openly. A programmer on the port later said the team were given three months to complete it and that the NES hardware could not even render the Metal Gear fight, which was cut from the ending. Kojima's name appears nowhere in the NES version's credits.

    The commercial success of the NES version prompted Konami to commission a sequel without Kojima. He found out by chance, riding the Tokyo transit system, when a colleague working on the project, called Snake's Revenge, asked him to make his own Snake game in response. He did. Metal Gear 2: Solid Snake was released in 1990 alongside Snake's Revenge, and Kojima's version introduced stealth mechanics including noise-based guard attraction, crouching, crawling, mine-disarming, and enemy view cones. It would not reach North America and Europe until its inclusion in Metal Gear Solid 3: Subsistence in 2006.

    The character name Solid Snake, it should be noted, was taken directly from Snake Plissken, the protagonist of John Carpenter's Escape from New York.

  • Snatcher was released on the 26th of November 1988 for the NEC PC-8801 and MSX2 in Japan. Kojima wrote and directed it. The original plan called for six chapters, but the project was trimmed to two, and the team's attempt to add a third chapter ended when they ran past the allowed development schedule, leaving the game to end on a cliffhanger.

    Character designer Tomiharu Kinoshita worked alongside Kojima on the project, and Konami artist Satoshi Yoshioka, who designed many of the characters, later said Kojima pushed him persistently to make every element as cinematic as possible. Adrian Chen, writing in The New York Times, identified Kojima's key innovation as applying cinematic storytelling to console video games. Snatcher's debt to Ridley Scott's Blade Runner was significant enough, Kojima acknowledged, that the game verged on copyright infringement.

    The game sold modestly in Japan. A Sega CD port was made without Kojima's involvement, but translating the dense text and lengthy script took three months and the western release was a commercial failure, selling only a few thousand units. A cult following developed in the west regardless.

    Policenauts, Kojima's other major graphic adventure, was released on the 29th of July 1994 for the PC-9821 in Japan after four years of development. Japanese publications including Sega Saturn Magazine and Famitsu praised its animation, voice acting, and setting. Both games drew retrospective attention as precursors to the cinematic approach that would define his later career. The development period between the two also produced a scripting engine Kojima built himself after growing frustrated that programmers, not directors, controlled when animations and music played.

  • Planning for Metal Gear Solid began in 1994, with a 3D sequel to Metal Gear 2 originally targeting the 3DO Interactive Multiplayer. When the 3DO was discontinued, the project shifted to the Sony PlayStation, requiring an entirely new engine. A gameplay demo debuted at the 1996 Tokyo Game Show and was shown at E3 1997.

    The release brought critical acclaim for its cinematic qualities and stealth gameplay, and it made Kojima famous in a way he had not anticipated. He said he was surprised the first time he was recognized in public. Eurogamer later described Metal Gear Solid as the "first modern video game".

    Metal Gear Solid 2: Sons of Liberty for the PlayStation 2, released on the 13th of November 2001, divided audiences on release. Its philosophical themes, covering memes, censorship, manipulation, and the nature of democracy, struck many players as bewildering, and the dense final hours disappointed those expecting the cleaner resolution of the first game. Reinterpretations began appearing in the 2010s, with commentators describing the game as eerily prescient. GamesRadar+ drew connections between its themes and the Facebook-Cambridge Analytica data scandal as well as Russian interference in the 2016 United States elections. A paper titled Filtration Failure: On Selection for Societal Sanity, published in an academic journal, cited the game's concept of "Selection for Societal Sanity" as one of its bases.

  • In August 2014, a free horror game appeared without announcement on the PlayStation Store, attributed to a developer called 7780s Studio. It very quickly became popular and received critical acclaim. Its ending revealed that the title stood for "playable teaser," that 7780s Studio was a pseudonym for Kojima Productions, and that the game was a demo for a new Silent Hill installment called Silent Hills, to be directed by Kojima alongside Mexican film director Guillermo del Toro.

    Kojima had first signaled his interest in the Silent Hill series in 2012, describing the Fox Engine as ideal for a game that did not require fast enemies or large open environments, only frightening graphics and presentation. In an interview with Eurogamer, he said the president of Konami called him after hearing his comments in the press and asked him to make the next Silent Hill. He described himself as a self-declared "scaredy-cat" when it comes to horror films, but added that a person who is genuinely scared may be best positioned to make something genuinely frightening.

    In April 2015, the P.T. demo was pulled from online storefronts and Konami announced Silent Hills was cancelled. Reports emerged that spring that Kojima would leave Konami after finishing Metal Gear Solid V: The Phantom Pain. Konami removed Kojima's name from the series' marketing material and began auditioning staff for future Metal Gear titles without him. On the 10th of July 2015, voice actor Akio Otsuka revealed Konami had closed Kojima Productions. When Metal Gear Solid V won Best Action Game and Best Score/Soundtrack at The Game Awards 2015, Kojima was reportedly barred from attending by Konami. Actor Kiefer Sutherland accepted on his behalf.

    P.T. was never finished, never commercially released, and never restored. It remains among the most acclaimed horror experiences in the medium's history.

  • On the 16th of December 2015, Kojima announced that Kojima Productions would be re-established as an independent studio in partnership with Sony Computer Entertainment. His first game as an independent developer would be exclusive to PlayStation 4. At E3 2016, he announced its title: Death Stranding.

    Death Stranding was released on the 8th of November 2019. Set in a post-apocalyptic world where people live isolated in cities and shelters, the game centers on "porters" who risk their lives making deliveries between isolated communities. Journalists in early 2020 noted its similarities to the conditions of the COVID-19 pandemic, particularly its themes of isolation, loneliness, and political division. The game won Best Game Direction and Best Score/Music at The Game Awards 2019, as well as Outstanding Achievement in Audio Design and Outstanding Technical Achievement at the 23rd Annual D.I.C.E. Awards.

    Kojima began writing Death Stranding 2 before 2020 but discarded the original narrative to reflect the effect of COVID-19. Approximately halfway through development, he rewrote the script again after test audiences responded too positively. He explained to co-composer Woodkid that if everyone likes something, it is already pre-digested, already conventional, and he wanted people to end up loving things they initially did not like, because that is where genuine affection for a work is built.

Common questions

What was the first game Hideo Kojima directed?

The first game Hideo Kojima directed was Metal Gear, released on the 13th of July 1987 for the MSX2 home computer in Japan. He was handed the project by a senior associate at Konami and redesigned its gameplay around evasion rather than combat due to hardware limitations.

Why did Hideo Kojima leave Konami?

Kojima departed Konami in 2015 following the completion of Metal Gear Solid V: The Phantom Pain and the cancellation of Silent Hills. Konami removed his name from Metal Gear marketing materials, closed Kojima Productions internally, and reportedly barred him from attending The Game Awards 2015 where the game won Best Action Game.

What is P.T. and why was it cancelled?

P.T. was a free playable teaser released in August 2014, secretly made by Kojima Productions under the pseudonym 7780s Studio, serving as a demo for a new Silent Hill game called Silent Hills. Konami cancelled Silent Hills in April 2015 and removed P.T. from online storefronts; despite never reaching a full release, it is considered among the greatest horror games ever made.

What awards has Hideo Kojima received for his work in video games?

Kojima received a Lifetime Achievement Award at the MTV Game Awards 2008 and a second Lifetime Achievement Award at the 2009 Game Developers Conference. In 2014, UNESCO's Bradford City of Film gave him the inaugural award for Cinematography in Videogames. In 2020, he was named a BAFTA Fellow, becoming the second Japanese person to receive that honour for video game work after Shigeru Miyamoto.

How did Hideo Kojima's childhood influence his approach to game design?

Kojima's parents held nightly film screenings with no content restrictions, exposing him to European films, horror, and Westerns from an early age. He began making short films in high school with a Super 8 camera, charging classmates fifty yen per screening. This immersion in cinema directly shaped his commitment to cinematic storytelling in games, which critics identified as a defining feature of his work from Snatcher onward.

What is Death Stranding 2: On the Beach about and when was it released?

Death Stranding 2: On the Beach was released on the 26th of June 2025. It is a sequel to Death Stranding, a game set in a post-apocalyptic world where isolated communities depend on porters to deliver supplies. Kojima rewrote the script twice during development, once to reflect the COVID-19 pandemic and again after test audiences responded too positively to an earlier version.

All sources

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