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Hideo Kojima

Biographie

Hideo Kojima

Modifier

Aperçu

  • Naissance
    24 août 1963 · Tokyo, Japon
  • Surnoms
    • Hideo GOATjima
    • GOATjima
  • Taille
    5′ 8″ (1,73 m)

Biographie

    • Hideo Kojima est né le 24 août 1963 au Japon. Il est scénariste et producteur. Il est connu pour Metal Gear Solid V: The Phantom Pain (2015), Metal Gear Solid V: Ground Zeroes (2014) et Metal Gear Solid 3: Snake Eater (2004).

Famille

  • Conjoint(e)
      ?(? - present) (1 enfant)

Marque de commerce

  • 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.

Anecdotes

  • 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.
  • 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.
  • Approached by the Watchowski Brothers to work in the production team of "The Matrix Reloaded" and "The Matrix Revolutions"
  • 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: La route du chaos (2015).

Citations

  • 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.

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