Snatcher
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“After completing the game, it's my hope that players will continue developing the drama and the world in their imaginations. I think that's the "true interactivity" of Snatcher.”
Quote 1992 shmuplations.com; Kojima's testimony on Snatcher (1992), unofficial English translation -
“They may be entirely fictional, but somewhere in me the illusion persists that they are alive and real.”
Quote 1992 shmuplations.com; Kojima's testimony on Snatcher (1992), unofficial English translation -
“Act 1 and Act 2 are interactive scenarios, but Act 3 is different: a tragedy one cannot change–fate.”
Quote 1992 shmuplations.com; Kojima's testimony on Snatcher (1992), unofficial English translation -
“this is exactly the kind of thing I have always wanted to create. Not a game merely played to "pass the time", but something that would be important to one's own life experience.”
Quote 1992 shmuplations.com; Kojima's testimony on Snatcher (1992), unofficial English translation -
“Everyone has had that experience with a book, movie, or music and the like, where we secretly say to ourselves afterward: "I'm glad to have been alive and experienced this." [...] With Snatcher, I wanted to prove to myself that the new medium of games could do this too.”
Quote 1992 shmuplations.com; Kojima's testimony on Snatcher (1992), unofficial English translation -
“my concept for Snatcher was not to make a game with a broad and shallow appeal that anyone, "from children to adults!" could enjoy. The concept was different: this game would appeal to, and remain etched in, the heart of a very specific kind of person.”
Quote 1992 shmuplations.com; Kojima's testimony on Snatcher (1992), unofficial English translation -
“That was when I came up with the idea for Policenauts, and I once again realized, as I had for a long time already, that things I want to do with games are best expressed in the adventure genre.”
Quote 1996 shmuplations.com; unofficial English translation of a 1996 Japanese interview preserved by the GSLA -
“even in normal conversations, the protagonist should have his gun at the ready, finger on the trigger. He must be cautious about not mistakenly firing his gun and killing an innocent person—yet at the same time, if he's too slow in deliberating he risks being killed himself.”
Quote 1997 shmuplations.com; "What is Game Design?" roundtable in Game Hihyou magazine, unofficial English translation -
“not being able to program, I had a very hard time making Metal Gear. As a planner you write what you want in the planning documents, and convey your image as best you can, but ultimately it comes down to the programmers' sensibilities.”
Quote 1999 shmuplations.com; Kojima interview in Nice Games (1999), unofficial English translation -
“More than imitating movies directly, I would say it's that I try to recreate scenes in a cinematic way.”
Quote 1999 shmuplations.com; Kojima interview in Nice Games (1999), unofficial English translation -
The official biographical profile Konami published on its blog presented Kojima, besides as creator of Metal Gear, Snatcher, Policenauts and Metal Gear Solid, as one of the video game industry’s leading film buffs and noted that he also worked as a commentator and wrote film reviews.
Paraphrase 2007-07-03 HIDEOBLOG, official Kojima Productions blog at Konami -
“It took me a year and a half to get half of Snatcher done; I had six chapters planned out and they told me to cut it down to two!”
Quote 2009-11-04 1UP.com, by Kevin Gifford; translation of a talk published in the Japanese magazine Famitsu -
“Snatcher was pretty much the same way; there's a ton of references in the game that sort of skirt copyright laws. I never worried about that back then, because doing what I liked in games -- an interactive form of media -- was in itself a new thing for me.”
Quote 2009-11-04 1UP.com, by Kevin Gifford; translation of a talk published in the Japanese magazine Famitsu -
“So, after the second Metal Gear launched, I developed my own scripting engine and decided to work on adventure games so that I could have complete control over when the animation played or when the music triggered.”
Paraphrase 2012-05-24 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 2) -
“Policenauts also had its own share of naming issues. The game was originally known as "Beyond," reflecting the theme of the story. Konami could not trademark this name, so they went with Policenauts instead.”
Paraphrase 2012-08-13 Andriasang, by Anoop Gantayat; collects tweets by Hideo Kojima -
“He tried to explain the meaning over and over again via the phone, but was frustrated with his inability to get through.”
Paraphrase 2012-08-13 Andriasang, by Anoop Gantayat; collects tweets by Hideo Kojima -
“Personally I love adventure games, and I'd love to see other chapters in the Snatcher or Policenaut series. But from a business perspective it's pretty hard to make that work. I think it's my job to push forward, so I don't think I could make it.”
Quote 2012-09-27 Eurogamer (developer session at the Eurogamer Expo) -
“So, we could put audio on there, and now games could talk. No one had made anything with CD-ROMs yet.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I was basically scammed. I didn't know anything. I didn't even know how recording worked.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I was roaming in the dark and you were like the beacon of light leading the way with your smile and everything.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“And I would ask them to do another take, but they would say, there wasn't anything wrong with that take and everyone would kinda agree, but Kikuko, you would stand up for me.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Personally, I thought that Snatcher was not a success.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“We made the CG based off of Otsuka-san and Ginga-san's voices.”
Paraphrase 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
Kojima’s first games as a director were for MSX and computers: Metal Gear (1987), his directorial debut, with which he established the stealth game genre; Snatcher (1988), a graphic adventure with a cinematic presentation inspired by films like Blade Runner; Metal Gear 2: Solid Snake (1990); and Policenauts (1994), another graphic adventure that he designed, wrote and directed.
Paraphrase Wikipedia — Hideo Kojima -
Kojima created and directed the video games Metal Gear (1987), Snatcher (1988), Metal Gear 2: Solid Snake (1990), Policenauts (1994), Metal Gear Solid (1998), Metal Gear Solid 2 (2001), Metal Gear Solid 3 (2004), Metal Gear Solid 4 (2008), Peace Walker (2010), Metal Gear Solid V (2014–2015), P.T. (2014), Death Stranding (2019) and Death Stranding 2 (2025); he has OD and Physint in development. He has also produced or supervised other video games such as Zone of the Enders, the Boktai series, Castlevania: Lords of Shadow and Metal Gear Rising.
Paraphrase Wikipedia — Hideo Kojima