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Hideo Kojima Poster

Biography

Jump to: Overview (2)  | Mini Bio (1)  | Spouse (1)  | Trade Mark (12)  | Trivia (7)  | Personal Quotes (4)

Overview (2)

Born in Tokyo, Japan
Height 5' 8" (1.73 m)

Mini Bio (1)

Hideo Kojima was born August 24th, 1963 in Setagaya, Tokyo, later moving to Kobe and growing up there. His love of Americana gave him his major two interests of writing and creating film, which are the causes of why he is so well known today. During the mid 1980's, his interests pushed him to pursue looking for a career in film making, but a chance discovery of Nintendo's Entertainment System gave him an interest in videogames. Searching for a job at one of the many games companies in Japan, he ended up being hired by Konami Entertainment and shunted to work on the MSX home computer department. While this may have been a blow for the willing game planner, he took the opportunity to create a handful of games for the MSX such as Metal Gear (1987) and Snatcher (1988). During the early 1990's Kojima worked on various games which have become instant classics such as various other versions of Snatcher, and Policenauts for the PC, 3D0, Sega Saturn and Sony PlayStation, along with some various other work with two Tokimeki Memorial Drama Series games in 1997 and 1998. However he had some plans for another sequel to Metal Gear which he had been quietly working away on with a few others since working on Policenauts. First shown at the Electronic Entertainment Expo (E3), Metal Gear Solid (1998) looked to being a major hit with many people. With each subsequent showing of the game due for release on PlayStation during 1998 caused more interest. To date Metal Gear Solid has sold over 5.5 Million copies and Kojima is widely recognized as a videogaming god, more so than the few who ever saw his previous work. Kojima himself is a very humble man, never letting his work effect his public attitude. He works long hours to strive for his goals, and always takes the time to talk to the press, sign autographs, or stay for an entire gaming show. He is always interested in the views his fans have of his work, and believes in anyone being able to create their dreams. With Zone of the Enders (2001) and Metal Gear Solid 2: Sons of Liberty (2001), one of the most anticipated games ever, the world looks set to see more of Hideo's dreams come to life.

- IMDb Mini Biography By: Anonymous

Spouse (1)

? (? - present) ( 1 child)

Trade Mark (12)

His games often revolve around nuclear weapons and genetic manipulations
His games frequently feature characters that are influenced from famous Hollywood movie characters. For example, Solid Snake from Metal Gear is based on the character Snake Plisken from Escape from New York, Gillian Seed from Snatcher looks similar to Rick Deckard from Blade Runner and Jonathan Ingram and ED Brown from Policenauts look like Riggs and Murtaugh from the Lethal Weapon series.
Uses the given standards of a console to bring the best gaming experience possible.
Frequent references to his previous games (e.g. the term "Metal Gear" is used in almost every of his games since Metal Gear (1987)
Intense cinematic in-game cutscenes.
Fresh, cutting edge gameplay.
Deliberate use of anachronisms in terms of technology. One example is Metal Gear Solid 3: Snake Eater (2004), which is set in the 60's but contains more advanced technology.
His games usually reflect his love for movies.
His games often contain various easter eggs, with some that require certain items or the player's patience to unlock them
His characters are breaking the fourth wall sometimes, either to give the player an important clue or just for comedic purpose.
Often incorporates supernatural or paranormal elements in his stories
Many of his characters have codenames

Trivia (7)

Approached by the Watchowski Brothers to work in the production team of "The Matrix Reloaded" and "The Matrix Revolutions"
An avid F. Paul Wilson fan. He has had meetings with Wilson regarding creating a game based on the popular Repairman Jack character from Wilsons novels.
He always needs Scott Dolph as an interpreter whenever he's having an interview in English. While Kojima is able to speak and write in English, he can't speak it well enough for clear a communication.
His 5 favorite movies include Blade Runner, Mad Max 2: The Road Warrior, Heaven and Hell, Taxi Driver and 2001: A Space Oddesey. Heaven and Hell is the only film in his list that is Japanese.
Good friend of the creator of the Super Smash Bros and Kirby franchise "Masahiro Sakurai". Sakurai even put Solid Snake from Kojimas Metal Gear Solid in Super Smash Bros. Brawl as a playable character.
One of his favourite modern movies is Mad Max: Fury Road (2015).
Received two Guinness World Records awards for the most followed video game director on Twitter and Instagram.

Personal Quotes (4)

The human body is supposed to be 70 percent water. I consider myself 70 percent film.
Honestly, I'm a movie fan and that's very special to me. I honestly would love to make a movie someday, but that said, I think it has to be a certain special game that has to provide that right setting. But I don't think that game will be Metal Gear Solid. Metal Gear Solid was developed specifically to become a game. ...If it were to be made into a movie it would have to be something completely new. I wouldn't use my current scripts. I think I'd have to get somebody to get a new script and somebody else to direct it as a movie.
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. But when you make it interactive - if you want multiple stories where you go one way or another - will that make the player more moved when he or she finishes the game? 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.
We are Homo Ludens. We are those who play.

See also

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