#a hideo kojima post
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breezeinmonochromenight · 2 years ago
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This is why you don’t ever trust Kojima to kill off a character unless you see the fucking body.
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ocevomit · 1 month ago
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why are they always posting pictures of him like this
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faythesk8r · 4 days ago
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Solid Snake canonically mewing in MGS2
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hideo kojima being a cool guy he is: a series
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sir-yeehaw-paws · 10 months ago
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I do find it a little funny that none of the commanding or special staff in MGSV are S Ranked.
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Except Kojima. (Not counting recruits you get later who outrank everyone Stat wise).
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troythecatfish · 6 months ago
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acquired-stardust · 3 months ago
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Game Spotlight #15: Policenauts (1996)
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Ash finds herself firmly back in the Kojimaverse as she talks about the 1996 Sega Saturn version of Policenauts for Acquired-Stardust's first spotlight of our second year. Disappointing followup or misunderstood masterpiece? And just what is a "sexy adventure" anyway? Come read along as we answer all these questions and more!
Oh, Hideo Kojima. When last we covered his work in written form on the blog it was almost a year ago in the form of a spotlight on 1994's Sega CD port of Snatcher (which you can read by clicking here). If it wasn't already abundantly clear let me state the obvious: I'm a huge fan of the man and his work. I think he's one of gaming's top creative geniuses alongside the likes of Yasumi Matsuno, Fumito Ueda and Yoko Taro. But you could be forgiven for not sharing that feeling when looking at Policenauts on a surface level or by taking common talking points about it at face value.
Policenauts is something of a black sheep in the Kojima portfolio that is often maligned by people for being 'Snatcher but worse'. It has a similar fish out of water setup taking place in a near-future science fiction world. Its lead character, the womanizing Jonathan Ingram, has a similar relationship with a former lover to Snatcher's Gillian Seed and even looks a bit like him, a point that is alluded to in the game itself as part of a meta cameo (one of several callbacks and references to Snatcher). The sexuality and its use for attempts at comedy can be obnoxious and over the top. Some of the themes of Policenauts are also retreads of themes Snatcher deals with, which can certainly dip into feeling like they were less effective this time around. What's more, the game is far more linear and on-rails than Snatcher, presenting far fewer opportunities to tinker with it and discover much in the way of hidden easter eggs or cleverly placed extras. Some of its later developments feel a little bit like 'a hat on a hat' and not entirely necessary. Its featured romance is very forced and odd (though ultimately executed extremely well). These things are all true.
Be that as it may, make no mistake about it: Policenauts is a fantastic experience that is, like its lead character, a fascinating time capsule from a long gone era. Following a similar blueprint to Snatcher's usage of various sci-fi media (most notably Blade Runner), Policenauts is heavily patterned after the Lethal Weapon franchise, and uses the familiarity one may have with its buddy cop formula to get its foot in the door before subverting your expectations as it deviates into its own original work rather quickly.
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Opening after an accident in combination policeman-astronaut (the titular Policenauts) Jonathan Ingram's testing of a high tech mech suit during a spacewalk outside of the space colony Beyond Coast that sends him adrift in space for 25 years while cryogenically frozen, Jonathan picks up where he left off by becoming a private investigator of meager success in Earth's Old LA. Finding himself a stranger in a world he is 25 years removed from and stricken with severe cosmophobia from his ordeal. Jonathan's former wife has moved on and remarried. His four fellow policenauts have settled into comfortable lives on space colony Beyond Coast as something of heroes and celebrities. Forced to overcome his cosmophobia when a very personal case sends him once more to Beyond Coast, Jonathan reunites with his best friend and former fellow policenaut Ed Brown (himself still a cop on the aforementioned space colony) to unravel a conspiracy.
It's often said that Jonathan is a very unlikable character, but I find the opposite to be true. There is a solemness, sadness and resilience to him that comes across very well, being inherently at odds with a time that did not stop and life that moved on without him. Much is also made, as previously noted, of his womanizing, and I'd like to address that talking point by first pointing out that much like Snatcher, the vast majority (in fact all but one or two instances) of the sexuality of the game is entirely optional and serves as a bit of meta humor. Jonathan's inability to control himself is a direct result of his literal inability to control himself as he is at the complete mercy of the player, who can decide to pester multiple female characters to with zero benefit. Just as well, Policenauts lands firmly in the genre of something I like to call 'Sexy Adventure', a term borrowed from a song featured in the iconic Lupin III franchise that contains works you might be familiar with such as Space Dandy, City Hunter, Dirty Pair and indeed Lupin III.
Several tropes of the genre include a strong sense of Japanese sensuality and horniness, action sequences involving guns and cars, romance, large scale conspiracies and characters who are masters of their particular fields to an absurd degree. Jonathan's womanizing, something almost exclusively indulged in as optional behavior by the player, is certainly less than Arsene Lupin III for example, but coming to terms with the horniness of this micro-genre is imperative if you hope to enjoy anything it has to offer. Just as well, Policenauts' original release platform before being ported to the Sega Saturn was the PC98 which (along with the earlier PC88) was known for a frankly overwhelming amount of pornographic hentai games. To a large extent this was very much the norm for games on the platform and the time, and while nothing in Policenauts borders on pornographic, the sexuality of it is to be expected.
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Policenauts doubles down on a distinguishing feature of Snatcher in its thorough worldbuilding, and is perhaps the key area that the game shines in most especially when compared to Snatcher. Containing an in-game encyclopedia that is always accessible at the touch of a button, it is dauntingly dense and features countless clickable entries detailing many aspects of life, culture and science in the Policenauts universe, often dipping into heavy doses of hard science with surprisingly detailed explanations behind even mundane parts of everyday life on Beyond Coast, such as biodegradable plastics, a problem which Kojima envisioned solved by 2040. I was a bit taken aback by given the foresight of the plastics issue given our own real-world news cycles being dominated by topics like microplastics in recent years.
The level of real science involved in the encyclopedia is rewarding for those of us who like to devour every bit of information we can get our hands on and can pick out the real from the fictional and it helps make Beyond Coast feel all the more real. The sci-fi Japanifornia that is Beyond Coast is almost a character unto itself to an even further extent than Snatcher's setting of Neo Kobe and remains in my book one of the most fleshed out and believable settings in all of gaming. Furthermore the knowledge Hideo Kojima has in a time before the level of availability and access to information we have in the current internet age is hugely impressive.
Overwhelming density is a recurring aspect of the game which may make or break your enjoyment of it. For a game that is less interactive than Snatcher it is somehow more dense, intimidatingly so if you are willing to indulge in its encyclopedia and really study the universe that Kojima created. The player is also able to examine a shocking number of elements of backgrounds and get multiple optional lines of dialogue about them, although as previously noted Policenauts offers much less in the way of diversion and distraction, and is significantly more linear.
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Some of the core themes and strengths of Policenauts are similar to Snatcher, and while not all of them are as well executed this time around, a number of them exceed Snatcher. The importance of family, as well as different utilizations of it, is highlighted through the game. For Jonathan it is a trauma. A source of obligation and a constant reminder of not belonging in the world. Fellow former policenauts Ed Brown and Joseph Sadaoki Tokugawa are also used to explore these themes, with Ed's family keeping him grounded after personal and professional tragedy leaves him similarly traumatized and Tokugawa's lineage is a guiding beacon, instilling in him an ambition that sees his rise to the head of the Tokugawa Corporation, which has become large enough in the 25 years Jonathan spent in cryo sleep that it's said to quite literally own outer space. Ed's scenes with his family are perhaps the emotional core of the game and are shockingly well done for a game that features slapping a woman's breasts in an attempt to swat a mosquito.
Further themes explored are the way that the past becomes the future, and how easily it is manipulated by bad actors with agendas when few people who lived through it are around to contradict those agendas and narratives. Policenauts also plays into real history in its utilization of time as a story theme with its character names, often referencing real Sengoku-era Japanese family clans.
It is a fascinating predictor for some of the subjects explored through some of Kojima's later works. The toll that time takes on individuals is is also a constant fixture of the story. Pioneering heroes become broken down and traumatized. Corruption will slowly trickle in if you allow it to in ways that a past self would've stood against. One's life can always change in the future for both better and worse in ways that the present self could never have foreseen.
Jonathan contrasts Snatcher's Gillian Seed masterfully in this particular regard as a man who is a literal manifestation of the past, confronting his former comrades and the state of the world head-on as a reminder of the bright ideals that guided mankind to space to begin with. Also of particular note, without delving too much into spoiler territory, is the remarkable way that Jonathan trusts the corrupting factor of time to help Ed's son Marc given all the damage Jon has seen it do to those around him as well as the world itself.
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Although there is a genuine tension to the game as well as a real feeling of both being and interacting with important in-universe figures, the conclusion of the game is a bit lackluster and sudden. Policenauts' plot is largely intentionally predictable, only containing a few twists you might not expect. The game's romance, previously noted as being a bit inexplicable, is ultimately resolved very satisfyingly and in a way that reinforces some prominent themes of the game.
Just as well the game takes criticism of Snatcher (and adventure games as well as visual novels as a whole) a little unevenly. It is far more linear than Snatcher, but features significantly more combat sections that see the player shoot an ungodly number of bullets and drop a frankly impossibly comedic amount of enemies by the end of the game. They are unnecessary and detract from the experience a bit, but understandable over-correctons to criticism of the traditional Japanese adventure game genre as well as Snatcher in particular.
As an aside, Policenauts features one of the most clever inclusions of a sound test mode that allows you to listen to various tracks from the game including its haunting opening theme "End of the Dark" as well as the fantastic "One Night in Neo Kobe" that was featured in the opening of Snatcher.
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Policenauts is an uneven experience that in some ways reflects common trappings of its time while also looking forward to humanity's future. It asks some very pertinent questions about humanity's ability to conquer big issues if we are so unable to conquer the worst aspects of ourselves. Its usage of time and the trauma it can inflict on even the best of us can be rather sobering to see, and Jonathan's hope for Ed's son in the face of that is rather inspiring.
In some ways it reacts too strongly to criticism of adventure games as whole as well as Snatcher in particular by creating a lighter, more predictable and linear experience with more lightgun gameplay segments that detract from the overall package. Its sexuality and hamfisted comedy that comes part and parcel with the sexy adventure micro-genre can be a pain point, and it can be off putting in its density if you allow it to be. In some ways it is inferior to Snatcher, which makes an incredible case for the necessity of actually playing a good adventure game rather than just watching it that Policenauts sadly does not live up to.
But despite it all Policenauts is every bit as clever as Snatcher and in some ways it is just as strong, if not even stronger, a predictor of Hideo Kojima's future runaway success with Metal Gear Solid. Its highs may often not reach the peaks that Snatcher does, but even its valleys remain far higher than most games you could spend your time on and it remains a constant influence on some of the most popular indie game standouts like VA-11 Hall-A, 2064: Read Only Memories and Mullet Mad Jack.
If you have an interest in the works of Hideo Kojima, traditional Japanese style adventure games or the sexy adventure micro-genre, a vacation to Beyond Coast might be just the thing for you.
A gem hidden among the stones, Policenauts is undoubtedly stardust.
-- Ash
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radmule · 1 month ago
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Those losers and their Metal Gear Delta talk... 🙄
I'm gonna play MGS3 the way Mr. Kojimbo intended 😤😤💪💪
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breezeinmonochromenight · 11 months ago
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Felt Jordan Peele summing up a Kojima’s game as “it just hits different” in my bones.
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sanctaignorantia · 10 months ago
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Me and my sister will be like this all year until the game is released next year, both of us crazy in the head, full of plots and trying to make the most bizarre connections possible. If Kojima is crazy, I can be worse.
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ghoulliojr · 10 months ago
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Holy fucking shit the new Higgs design is actually fucking criminally deranged and I could not love it more this is MY SHIT
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faythesk8r · 25 days ago
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me when I summon goopy weirdos to touch you
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zombie-bait · 4 months ago
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I was so ready to be constantly confused while playing Death Stranding cuz every article I saw about the game was like "Couldn't understand a single thing that happened 10/10" but I think speed-running The Locked Tomb series only a few months ago prepared me perfectly. I didn't get half of what went down in those books and I love them with all my heart. Turns out confusing post-apocalyptic necromancy with peculiar humour, life/death energies, splitting souls between body/mind, unique worldbuilding, cosmic horror and homoerotic vibes is the perfect niche for me
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deadscell · 8 months ago
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ocevomit · 2 days ago
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also as far as I can tell that's not edited . did he have a shirt made with him and mads on it for this occasion
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dancingmyselfaway · 11 months ago
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I love Death Stranding and I love Nope and now Kojima and Jordan Peele are working together and I am reeling
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