Kojima admired that Yukinobu Hoshino continued to produce ambitious, art- and philosophy-driven serialized stories even after moving from a mass-circulation weekly magazine to a small monthly one. He saw himself in Hoshino because, at that time and in the shadow of the Famicom boom, Kojima was also making video games for a minor platform. Years later he continued to question whether Japanese-made games could stop placing market priority first and make the same cultural leap that manga had achieved.
Kojima admired that Yukinobu Hoshino continued to produce ambitious,…
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“I felt great potential in the medium”
video games 2011-10-06 Engadget, by Mike Schramm; Kojima talk at the University of Southern California moderated by Geoff Keighley -
“These games had their own worlds and stories. I felt a certain authorial quality in them.”
video games 1999 shmuplations.com — Kojima development interview (Nice Games, 1999) -
Kojima recalled that twenty-five years earlier he had incorporated a story and a message into video games when both were regarded as unnecessary. With the rise of mobile games used to kill time, he saw Minagawa’s literary activity at age eighty-two as the baton to receive. He promised to continue as he is even after turning eighty and to instill his memes into video games.
video games 2012-05 VIZ Media — The Creative Gene; official English translation -
“I like films, but decided to make games, and that's why I think my work is a bit unique.”
film 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 3 «Hideo Kojima x Mamoru Oshii: Part 1» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“This has been important to me, because Konami has often told me my ideas are too crazy, and there's been dark times where the warm letters I receive from fans were all that sustained me.”
creativity 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation