Hideo Kojima Famous Quotes
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To be honest, my friends weren't really as into making films as I was. But I convinced them all to make some zombie films with me.
I always say, 'This will be my last 'Metal Gear.'
My past identity separates from me and remains in the past; he becomes someone else. Is memory really as insubstantial as the fragments of information that we store in our heads?
Japanese players do not like being thrown into an arena in which they are given very little instruction. You can head in any direction, 360 degrees. They say, 'What am I supposed to do? Give me hints. Provide me service instead of just throwing me into this arena.'
We really feel the fact of our mortality after we turn forty years old.
Humanity needs more than merely information. We express original ideas, humor, and our personal wills. We express passions and emotions. A person's point of view conveys all of these aspects of identity.
'Metal Gear Solid' is, for the most part, an infiltration game. You go somewhere, you execute your mission, then you go back. Those are your actions as the player.
There are so many games where you fight aliens or zombies, and they have very high-fidelity graphics, but they don't ask the question of why the events are happening.
Japanese gamers aren't really into action games right now. They're into role-playing or strategy games with a lot of stats, but action titles are still really popular across the US and Europe.
One of my first dreams when I was a child was becoming a painter.
I believe that this cooperation between Nokia and Konami will form the perfect match to share the vast potential of mobile entertainment content with users all around the world.
Looking back, I am thankful that I didn't go into the film industry.
Personally, I'm not too fond of remakes.
There are many museums dedicated to technology, artistic endeavors, music, and that sort of thing. From that perspective, I think games really do have a place as a kind of collaborative art or a synthesis of all these various aspects into a whole, and that, in itself, can be perceived as art.
I try to watch a movie a day, if not more, and through movies, I learned about so many different political themes I hadn't been interested in and cultural things I hadn't been aware of and economic factors I hadn't thought about.
People nowadays don't know about the Cold War and the U.S.'s old rivalry with the U.S.S.R.
When a man is hit by Friendly Fire, his blood pressure lowers and his morale sinks. I have been hit by Friendly Fire in my heart. Sighs spill from my body instead of blood.
With a movie, it's probably easier to sustain intensity and seriousness over the 90-minute duration. But in an open-world game it becomes exhausting, demotivating and even uninteresting for the player.
I have always had a fascination about what's inside a human being.
My parents were huge fans of westerns, European cinema, and horror in particular. They wouldn't just show me kids' films.
There are so many books and movies I like; I never mention specific ones.
I was born in Japan and raised in Japan, but those are the only things that make me Japanese, I've grown up reading books from all over.
If 'Castlevania' wasn't created next to me, and Capcom didn't release 'Ghouls n' Goblins,' then maybe there wouldn't be any 'Metal Gear,' and I would have created a horror action game, because I really like that genre.
We might compare each day's decisions with the work of steering a boat. Our efforts will result in nebulous confusion if we make a wrong move at any point, even if it's only a small tack to the side. We absolutely cannot afford carelessness, lest we risk becoming lost ourselves.
My games are rather stressful games, where you have to play for a long time.
It's nice to wear a suit once in a while. It can restrict some body movement, but it makes me feel as though I'm part of society. I feel a sense of security because I've conformed to the standards of the rest of the world.
War buddies don't exist in the meeting room. It's a battle between a lot of different officers. Some continue fighting when they don't realize that they have been shot.
Games shouldn't only be fun. They should teach or spark an interest in other things.
Find something to believe in, and find it for yourself. And when you do - pass it on to the future.
It's not wether you were right or wrong, but how much faith you were willing to have - that decides the future.
It's part of my ritual to watch a new film every day, no matter what. It's important to me.
Why are we still here? Just to suffer? Every night, I can feel my leg… and my arm… even my fingers. The body I've lost… the comrades I've lost… won't stop hurting… It's like they're all still there. You feel it, too, don't you?
You have to be very careful when you're working on a sequel, because it has to be a continuation of what you did before.
I want to continue making things.
90% of what is considered "impossible" is, in fact, possible. The other 10% will become possible with the passage of time & technology.
Normally, when people compose for film, you give them the film, and they look at it, and they compose it.
Genetic engineering is a result of science advancement, so I don't think that in itself is bad. If used wisely, genetics can be beneficial, but they can be abused, too.
Stories in which the player doesn't inhabit the main character are difficult for games to handle.
I usually wear casual clothes to the office. I wear a suit maybe two or three times a month, and usually only when I need to meet with the head office.
My problem is that whenever I shoot, I do it Bruce Willis "Die Hard" style - in a very cinematic fashion.
The painter has total control over what they're showing to the viewer.
I can see how everything relates to everything else when I think that nothing is merely coincidental. If everything that happens is inevitable, then the world is connected and whole.
Hollywood continues to present the U.S. Army as being the good guys, always defeating the aliens or foreigners.
I want to reassure fans that I am 100% involved and will continue working on Metal Gear Solid V: The Phantom Pain; I'm determined to make it the greatest game I've directed to date. Don't miss it!
In any game, you have an enemy coming at yourself that you have to shoot. If you go back to 'Space Invaders,' they shoot at you when they come at you, so how are you going to protect yourself? You're going to shoot, and that is a typical videogame.
In the past, the U.S. was the centre of the world, where everything was happening. I think my stories have always sought to question this, maybe even criticise it.
We really can't boil a man's life down to seasonal divisions of spring, summer, autumn, and winter. Seasons cycle perennially, and we enjoy them because they recur. We should understand a man's life this way too. An elderly person may yet see new springs and summers. On the other hand, some young people never escape winter. Others become ensnared by their own private autumns.
My unlimited desire to create stuff surpasses the advancement in hardware power.
Game creation keeps on expanding, just like the Universe. That is why I keep making games
People are satisfied with making minor upgrades and tweaking things here and there - as long as that's the landscape, it will keep on happening. I don't see a problem necessarily, but at the same time it is nice to see new things come.
I always observe the people who pass by when I ride an escalator. I'll never see most of them again, so I imagine a lot of things about their lives ... about the day ahead of them.
Super Mario Bros. is equivalent to the Big Bang of our gaming universe. If it were not for this blindingly spectacular creation, digital entertainment as we know it today would not exist.
In Japan, there are storm channels on either side of the main roads. There were so many times when I'd fall into these ditches because I was lost in stories as I was walking along. It's still dangerous for me to drive. I've driven into the gate outside my house numerous times.
I don't really want to be a celebrity.
I want my games to teach a message about life, by presenting situations where the answer isn't a clear yes or no.
As far as how I create games, I'm just reflecting what I feel, the things I have in my mind. I put those out there. Some of the things that I'm going through, the things that surround me, might be reflected there. But for me, it's a natural process. I just reflect what I feel into the game.
I won't scatter your sorrow to the heartless sea. I will always be with you.
My goal is to make a player think, 'I want to reenter this world of lies tomorrow.'