Kojima Talks Metal Gear Solid V, Clones & Sexiness

By Alex Chen | January 01, 0001

Following the first live demonstration of Metal Gear Solid 5 at the company’s new Los Angeles-based studio, Kojima Productions studio head Hideo Kojima took the stage to graciously answer a few questions from the audience. Joining him were series artist Yoji Shinkawa and actress Stefanie Joosten, who is the face and motion actor behind the mute sniper Quiet in the game. The Q&A was varied, as these things tend to go, but we did glean a few interesting insights into MGS5‘s development, Shinkawa’s artistic process and just what Kojima was thinking when he tweeted recently about making Quiet’s character design more “erotic.” https://kotaku.com/dont-be-surprised-if-metal-gear-solid-v-seems-more-uh-1252465121 Q: Why did you initially reveal Ground Zeroes and Phantom Pain as two different properties? Kojima: Ground Zeroes is only the prologue of Metal Gear Solid 5. It takes place in 1975, while Phantom Pain — the main section of the game — rummy win takes place 9 years after, in 1984… This is maintaining the 10-year interval of Snake’s [Big Boss’s] games — Metal Gear Solid 3 was set in 1964, Peace Walker was set rummy win in 1974, and this will be 1984. It’s also a reference to George Orwell’s novel, by the way. Q: As the series has progressed you seem to be focusing more on Big Boss as a main character. Do you just prefer him over Solid Snake? Kojima: You have to keep yono all app in mind that Solid Snake is not a real human. [As in, within the story universe, Solid Snake is a genetically modified clone.] On the other hand, Big Boss is a real human being with true emotions. He can be more expressive than Solid Snake. So yes, as a result I find him more compelling to write. Q: What motivated the decision to go open-world? Kojima: It’s not about simply competing with other properties. It just made sense. In the past, the games of the Metal Gear franchise have all been saying ‘here is the story.’ In Metal Gear Solid 5, player choice is number one. It’s their decision to carry the game. Q: Is the forming of the Los Angeles studio reflected in the Westernization of this installment of the franchise? Kojima: I don’t feel Metal Gear Solid 5 is very Westernized. Not any moreso than the first Metal Gear Solid, which I tried to make appeal to a global audience. And remember, the Los Angeles studio is handling MGS5‘s multiplayer mode, not the story campaign. Q: But, then, did you choose to open a studio in Los Angeles to branch out in other ways? Say, in order to pursue a film or TV adaptation, as has been explored in the past? Kojima: You could say that, yes. There is a possibility for either of those, and that was another reason for opening this studio. Q: You tweeted recently about yono apk updating your characters’ designs, especially Quiet’s, to be more ‘erotic’ and thus appeal to cosplayers. Could you clarify what you meant by that? And, Stefanie and Shinkawa-san, could you share what your reactions were to the idea? Kojima: Ah… [laughs] Perhaps ‘erotic’ was the wrong word. But definitely I was interested in making the designs sexier. Sexiness can take many forms. Sexiness is for male characters too! Shinkawa: To me, sexiness is about more than people. Weapons and vehicles can be sexy too. I wanted to draw on that sexiness through the designs that I do. Joosten: I was definitely surprised at first when I heard about it. But without giving anything away, Kojima-san has… Quiet has her reasons for wearing what she does.* [*Poor Ms. Joosten, despite being a special guest for the evening, did not get many questions from the audience. However she did remark at one point that Metal Gear Solid 5 was her first time working yono all app on a video game.] Q: When creating illustrations with Shinkawa-san, like the character design for Quiet, is it a very easy process? Or do you argue back and forth? Kojima: Our desks are right next to each other, so we are constantly discussing the designs. Shinkawa: While I’m sketching I will show Kojima-san the in-progress versions and he will make suggestions. I don’t always agree, but I’ll go with it and when I look at the final product, I’ll find that his suggestions improved the design. Kojima: We don’t really fight, no. I fight with everyone else, but not with Shin-chan.* [*Kojima’s pet name for Shinkawa is likely a reference to the famous manga series Crayon Shin-chan, although who knows for sure!] Q: With the main arc of Metal Gear Solid 5 — Phantom Pain — set very close to the time of the first Metal Gear, is this game about closing the circle? Kojima: I wouldn’t say that exactly. It’s another adventure for Big Boss. After the Q&A, the studio held a mixer in the garden, where an open bar served “FOX on the rocks” cocktails (actually, sake with sangria) and Kojima et al participated in a traditional Japanese Kagami biraki ceremony, in which a cask of sake is broken open and served in wooden cups for good luck. During this time Shinkawa also reemerged to unveil a large, original canvas to hang in the new studio: a portrait of MGS1 Solid Snake and Meryl. Here, you can see both the painting and the sake cask that was broken open by Kojima’s own mighty CQC technique yono apk (or, well, a hammer, per tradition).

3 Reader Comments

CasinoKing5397

Sometimes I wish there were more ways to earn rewards through loyalty programs or frequent player bonuses. Adding seasonal events or special challenges could enhance the excitement even further. I love the overall aesthetic of the platform. The animations, visual effects, and sound design make the gaming experience more dynamic and immersive. It's one of the reasons I keep coming back. The mobile interface is smooth and intuitive. I can play all my favorite slots on the go without experiencing any lag or glitches. The design is responsive and user-friendly, which makes gaming on my phone just as enjoyable as on my computer.

GameAddict941

The payout process is generally smooth and reliable, though occasionally it takes longer than expected. Overall, I feel confident that my winnings are safe and will be credited properly. The mobile interface is smooth and intuitive. I can play all my favorite slots on the go without experiencing any lag or glitches. The design is responsive and user-friendly, which makes gaming on my phone just as enjoyable as on my computer. Customer support has been outstanding whenever I had any issues. They respond quickly and professionally, ensuring that any concerns with deposits, withdrawals, or gameplay are addressed immediately, which makes me trust the platform more.

GameAddict6181

Sometimes I wish there were more ways to earn rewards through loyalty programs or frequent player bonuses. Adding seasonal events or special challenges could enhance the excitement even further. I appreciate the themed slot games, especially those based on movies and TV shows. They make the gaming experience more engaging and immersive. The combination of storyline, visuals, and bonus features makes each game feel unique.

Recommended Reading

The Cases Of The Missing Bullets

If a video game contains guns, does it also contain bullets? Not necessarily. Well, not necessarily — get this — depending on your philosophical take on what it [[link]] means for a bullet to exist. The case o...

Rumor_ Big Layoffs At Heavy Iron Studios [Update]

We’ve learned over the weekend that most of the employees at Heavy Iron – a former [[link]] THQ subsidiary that’s best-known for its movie tie-in games – may be spending the holiday season looking for a new jo...

Final Fantasy Type-0 is Obsessed With Underpants

Honestly, I’m not quite sure if this is the first g-string in the series or not. Final Fantasy XII‘s Fran gets dangerously close, but that’s ultimately [[link]] outerwear. This, unfortunately, is underwear. Ot...