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Hideo Kojima

Metal Gear's cinematic auteur

Hideo Kojima created Metal Gear Solid and pioneered cinematic storytelling in games, for better and worse.

NESAmiga game-designersauteurs 1963–

Overview

Hideo Kojima wanted to make films. Instead, he made games that desperately wanted to be films. Metal Gear Solid proved that narrative ambition could elevate gaming—and that hour-long cutscenes could test player patience. Love him or not, Kojima’s influence on game storytelling is undeniable.

Fast facts

  • Born: August 1963 in Tokyo, Japan.
  • Joined Konami: 1986.
  • Breakthrough: Metal Gear (1987) on MSX2.
  • Signature work: Metal Gear Solid series.
  • Konami departure: 2015, after public falling out.
  • Kojima Productions: Founded 2015, released Death Stranding (2019).
  • Style: Lengthy cutscenes, fourth-wall breaking, convoluted plots.

Metal Gear origins

Kojima’s first Metal Gear (1987) invented stealth gaming:

  • Avoid enemies rather than fight them.
  • Limited resources encouraged sneaking.
  • MSX2 hardware couldn’t handle action, so Kojima designed around it.
  • The sequel, Metal Gear 2: Solid Snake (1990), refined everything.

Metal Gear Solid phenomenon

The PlayStation revival (1998) changed gaming:

  • Cinematic presentation: Voice acting, camera angles, dramatic direction.
  • Fourth-wall breaks: Characters addressed players directly.
  • Complex themes: Nuclear weapons, genetic destiny, information control.
  • Technical showcases: Each sequel pushed hardware limits.

The series sold millions and inspired countless imitators.

The Konami split

By 2015, relations with Konami had deteriorated:

  • Silent Hills cancelled (the infamous “P.T.” demo vanished).
  • Kojima’s name removed from Metal Gear Solid V marketing.
  • Acrimonious departure, though legal constraints prevented details.

Death Stranding and beyond

Independent at last, Kojima made something strange:

  • Walking simulator with deliveries.
  • Star-studded cast (Norman Reedus, Mads Mikkelsen).
  • Divisive reception—brilliant or self-indulgent, depending on taste.

The freedom to fail (or succeed) on his own terms.

Legacy

Kojima proved games could have cinematic ambition. Whether his specific approach—endless exposition, bewildering plots, hour-long cutscenes—is the right model remains debated. But he expanded what games could attempt.

See also