
The six strangest games Hideo Kojima made before Death Stranding 2
Death Stranding 2 is out soon but Hideo Kojima's gameography is full of weird games, from Penguin Adventure to a stock market simulator.
It would be reductive to describe Hideo Kojima's video games simply as weird, but it's the obvious place to start. He's very much aware of how they come across, and plays up to the commentary about them, to the point where he was worried the upcoming Death Stranding 2 wasn't divisive enough.
Death Stranding 2: On The Beach, the sequel to the original 2019 hit, promises to be another bizarre experience, with a stop-motion animated puppet as part of its main cast, a villain wielding an electric guitar as a weapon, and a very blatant stand-in for Solid Snake from the Metal Gear games.
With the sequel's launch right around the corner, we wanted to look back through Kojima's gameography and highlight the ones that stand out as the weirdest of the lot.
This one deserves recognition not so much for its content but for the fact that it was designed to be played outside. That's because this 2003 action role-player for the Game Boy Advance had a light sensor built into its cartridge, with certain mechanics requiring you to make use of real sunlight, since the gameplay was all about fighting vampires.
Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.
It's certainly a novel idea, although anyone who owned a Game Boy Advance knows it's next to impossible to see what's on-screen when out in the sun. Also, it just flat out didn't work most of the time in the gloomy UK. Nevertheless, the game did well enough to justify three sequels, although the last one for the DS removed the light sensor.
The first Metal Gear Ac!d game was already weird for being so far removed from the main series, as it merged stealth action with a turn-based collectible card game, while also setting up its own continuity.
We have to give the point to its follow-up, though, since it's not even technically a sequel and is itself set in another separate continuity. If that's not quite nutty enough for you the PSP version came with a cardboard box called the *Solid Eye*, that you can look through to get a stereoscopic image.
While he didn't direct this one, and instead served as producer, Kojima's influences are still all over this game, particularly in regards to its overly complex narrative. It was quite good, but unfortunately it's not available on any modern formats and the only other version was a Java ME port for non-smartphones.
Penguin Adventure is only weird in retrospect, since it's Kojima's professional debut in the games industry and is so unlike anything else he's made since, being a platformer for MSX home computers, where you play as a cartoon penguin.
A deeper dive unveils some humorously child unfriendly details, like one of the weapons being an actual gun and one of its multiple endings seeing the princess you're meant to save die.
Despite its status as Kojima's first game, though, he downplayed his involvement in a 2014 social media post, saying he only worked on it for a short while and didn't contribute much beyond ideas for some of the boss fights and gimmicks. Even so, a penguin with a gun is still pretty weird.
What makes Snatcher so strange is that there was truly little else like it when it came out. It's technically an adventure/visual novel, but Kojima's love of film meant it had a far more cinematic flair than its contemporaries.
The influences it takes from sci-fi films like Blade Runner, Terminator, and Akira are laughably obvious, but this was many players' first real exposure to cyberpunk stories. Although it was a commercial flop, it's long since been vindicated as a cult classic.
Perhaps the weirdest thing about it is that there's no modern re-release, although there was a radio play prequel that Kojima made with Suda51 and is, predictably, Japanese only.
Although he didn't direct Zone Of The Enders or its sequel, Kojima is credited as the series' creator and certainly had a lot of influence over it, with a 2003 interview translated and archived by schmuplations stating he was responsible for its world and backstory.
He also appeared to have enough creative control to be the one to scrap plans for a Zone Of The Enders 3, after the less than stellar HD collection botched remasters of the first two games. That's a shame as Zone Of The Enders is a fun giant robot sim, although its mechs are much zippier than you'd expect. More Trending
Incredibly niche outside of dedicated fan circles, and growing obscurer by the day, Zone Of The Enders' story is perhaps even more impenetrable than Metal Gear's, with all the cut scenes and characters it throws at you; although the sequel wasn't quite so bad.
Even some diehard Kojima fans may not have heard of this one and we wouldn't blame you, since it only ever released in Japan on the DS. You're not missing out, though, since this is no stealth action adventure but instead a stock market simulator.
While Nintendo was busy with its blue sky strategy, of expanding gaming beyond the normal core audience, Kojima's response to games like Brain Training was what translates as Stock Transaction Trainer. It was a serious simulator, using real Tokyo Stock Exchange data, and successful enough to spawn two sequels.
None of them were ever localised for the West though, probably because so much would need to be changed beyond just the dialogue. Or maybe Konami's US division just thought it was too weird.
Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter.
To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here.
For more stories like this, check our Gaming page.
MORE: Metal Gear creator Hideo Kojima explains why he'll never retire
MORE: Hideo Kojima's Metal Gear spiritual successor won't be out this decade
MORE: Hideo Kojima put a secret stash of game ideas on a USB stick for when he dies
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


Metro
9 hours ago
- Metro
The 90s and 2000s were the best time for video game creativity
A reader is frustrated that game publishers are only interested in following trends, rather than embracing the more experimental approach of earlier generations. I don't think many gamers understand that video games change in accordance with our culture, just like many industries do. Games were afforded the autonomy to express themselves however they pleased 20+ years ago and although we're still seeing games that are expressive, many now seem tame and risk averse. Trend chasing and attempting to fit cohesively into our culture makes developers and publishers money if they do it correctly, but when they don't pull it off, the developers of those games tend to close down. Meanwhile, the publisher who likely gave those developers the blueprints to make their failed games get away with it – again, likely because they chase the money and can leverage developers to make as much money as they deem satisfactory. The games industry, to me, is marching in lockstep with all the other giant industries, such as Hollywood film-making, the music industry, and the television industry; they're catching what trends are popular and they follow it in the hopes they can get rich, and then they'll repeat the formula because what we want is secondary in the grand scheme of things. Unfortunately, many of us decide not to think about this because we've got great games to play, or other media to interact with. I'm a 90s and early 00s child, and I think many agree that back then we had it really good, regardless of nostalgia. Games such as Conker's Bad Fur Day turned up to show us what sheer lunacy looks like and in my opinion that's partly what I want games to be: irreverent and hilarious fun. 2008's Saints Row 2 captured this as well, by allowing players to spray excrement onto suburban houses while driving around in a septic tank. If not humour, then I'd love my games to make me really care about what's going on. Games like The Getaway in 2002 has you play as Mark Hammond, and right at the start your wife is murdered and your son is kidnapped – and you spend the game walking through metaphoric fires to save your son. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. 2013's Ni No Kuni: Wrath Of The White Witch is another game I love for its story because protagonist Oliver is so endearing, and the story is about his quest to save his mum. These kinds of stories don't seem to happen anymore and thus it's really hard to care about what's going on in them, I feel. Somewhere along the line video game expression became restricted. I blame the start of the eighth generation (the PlayStation 4 and Xbox One) for this change of direction. If you go back and play an assortment of PlayStation 3 and Xbox 360 games you should feel how accessible and focused on enjoyment they were. When the PlayStation 4 and Xbox One came about the landscape altered and now it was about huge open worlds, pristine graphics, and continued exploitation of gamers with loot boxes, microtransactions, and pay-to-win schemes. The truly great games these days tend to do things really differently and we celebrate them for it. Last year's Astro Bot is one of the greatest PlayStation games ever made because although it is a nostalgia-fuelled platformer, it reminds us what makes video games such a beautiful hobby. I don't want games like Astro Bot to become flickers and rarities in the grand scheme of modern gaming, I'd rather they were the norm rather than the exception. More Trending Video game expression is very important, and I think we should break the barriers of our culture in order to find a new horizon for video games. There are so many great experiences, as there always have been, but I believe games should be free of the shackles that often bind them. We should see the best of what this industry has to offer without compromise, because otherwise it seems like it's circling the drain – and when that happens is becomes boring. By reader James Davie The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: Unrivalled success has ruined PS5 and the PlayStation brand - Reader's Feature MORE: Playing Gex again is a reminder of a simpler time for gaming - Reader's Feature MORE: Video games are great for my mental and physical wellbeing - Reader's Feature


Metro
a day ago
- Metro
Playing Gex again is a reminder of a simpler time for gaming - Reader's Feature
A reader welcomes the return of PS1 platformer Gex and reminiscences over both a childhood favourite and an era when video games weren't so demanding. This week, a game trilogy has been re-released which is very dear to me but seemingly very few people have even heard of: Gex – where a gecko is tasked with saving television from the evil robot Rez. This is good news, even if you don't know or care about Gex. Games are notoriously difficult to preserve. Playing old games today, without the hardware they originally ran on, can be a mission that quickly enters a legal grey area. Therefore, I am immensely grateful for companies like Limited Run Games giving some of these old games a new lease of life. Although it feels like only a minimum effort went into this one – note how I call it a re-release and not a remaster or remake. The Switch version, in its current state, looks especially awful. At least they added some quality of life features, like being able to manually save whenever you want to, which can take the frustration out of some of the more challenging levels. Gex was originally created by Crystal Dynamics, who took over the Tomb Raider franchise after Angel Of Darkness. Speaking of which, did you know that until the 2013 reboot, Lara's model was measured in Gexels? This is because the Tomb Raider games were made on a modified engine based on the one developed for Gex 3D: Enter The Gecko, which was heavily inspired by Super Mario 64 and in my opinion definitely doesn't have to stand in that game's shadow. This is the game I played religiously as a child. I loved the tail-whipping gecko from the first moment I laid eyes on him, on my neighbour's PlayStation, and eventually got the game for PC. Once I also got the graphics card necessary to actually play it, I spent every minute of my allotted hour of computer time in the media dimension, where Gex hops into the different levels, which are pastiches of television genres and movies. These range from haunted house horror to Looney Toons, kung fu movies, Star Wars, and many more. They are full of fun nods to their inspirations and Gex usually dresses for the occasion, be that fighting hunters as a bunny during 'Wabbit' season or wearing a hide and a bone although his nose in the Jurassic levels. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The animations and sound design made it so much fun to double jump around on Gex's spring-shaped tail, accompanied by a characteristic 'boioinnng!' And if you happened to land on some unfortunate enemy's head, they got flattened. Similarly, when jumping into a wall, Gex might hit his head and fall flat on his back with a splat, after which stars circle over his head, together with an 'oooww' sound. I'm definitely guilty of giving the poor gecko a few headaches. The game also rewarded my urge to explore and while I failed a timed Indiana Jones style level a lot, because I spent my time marvelling at the snakeheads and skulls adorning the temple walls, imagine my elation when I discovered, in a horror level, that some bookshelves would turn when walking against them, revealing a lever that opened a new part of the level! Of course. I also hunted down all the collectibles to earn all the TV remotes. With enough remotes you would unlock new levels and bosses and one of these has been living rent free in my head for over 20 years now: Gexzilla battling it out with Mecharez – complete with tanks and helicopters trying to defend the city that is getting destroyed in the process – epic! The only thing that doesn't quite hit home for me is Gex's actual personality, especially when it comes to the voice lines, which trigger all the time. While the sound effects and animations are quite endearing, the comedian Dana Gould's quips are old-fashioned and feel weird to hear out of a gecko's mouth. (It seems you were playing the US version. In the UK, Gex was originally voiced by Leslie Philips and then later Danny John-Jules. Their voices weren't in the initial re-release but are being added via a patch – GC) And then there is the fact that a Gecko has implied relations with a human woman… ick. I guess it is a product of its time, much like the older James Bond films which inspired his personality, but I do have to give its makers credit for trying something different than 'Mamma mia.' More Trending I love revisiting Gex because it reminds me of simpler days. Life is busier now and I rarely find the time or motivation anymore, to fully explore and complete today's often vast and complex games. Older games making a comeback shows us that there is a case for more simplicity. Being able to finish a game without it taking dozens of hours and eating up all your spare time is such a relief. By reader Peter Schmid The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: Video games are great for my mental and physical wellbeing - Reader's Feature MORE: I'm going to say it: Mario Kart World is not as good as it should be – Reader's Feature MORE: As a former Xbox 360 owner I don't understand Xbox today - Reader's Feature


Metro
2 days ago
- Metro
Video games are great for my mental and physical wellbeing - Reader's Feature
A reader breaks down the Switch 2 launch line-up and lists the mistakes he feels Nintendo has made, from the marketing to the prices. Video gaming has often been criticised in the media, with some attributing it to the escalation of violence and gun-related crimes. Whilst it is an easy target, I want to talk about how gaming's mental health effects are positive in many more ways than they are negative. In 2014, I was diagnosed as having bipolar disorder. Basically, I have severe mood swings – from deep depression, where just getting out of bed is impossible, to extreme highs where I think I can be Super Mario and take on anything! One hobby that makes a positive difference to me is video games. Gaming has been a huge part of my life and I have just picked up the Switch 2. I also play Xbox, Apple Arcade and retro games that take me back in time to my formative and happy gaming journey. My love of Nintendo, in particular, is one that has really helped me to remain stable. Just booting up my original Nintendo Switch, and now its successor, I get a feeling of happiness and contentment as I see the Nintendo logo once more. Familiarity is important to human beings. It is about a connection. It helps us to feel safe when we recognise something that we have grown to trust. Keeping my mind active is important to my wellbeing. Games such as Brain Training, for example, have kept my mind focused with memory games being a positive force in keeping cognitive skills strong. Mario Kart World delights and excites me and makes my brain release serotonin that is important for a healthy mind. The colours, the music, the ease of play are all conducive to positive mental health. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The introduction of GameChat has allowed me to catch up with old friends and laugh out loud together, as we battle it out in knockout games for hours on end. Laughter is such a positive release for us all, and it always makes me feel so much better. Then there are fitness games such as Ring Fit Adventure, where you can game and keep fit at the same time! Exercise is vital for physical and mental wellbeing and added to a hobby such as video gaming you can only benefit from the best of all worlds. First person shooters such as Doom Eternal help me because I can let off steam. I don't play Doom and suddenly think I must go out shooting things. It is a safe way to release tension and frustrations. I do not see the connection between that escapism and wanting to make it a reality. If I did, then if I ever reach the day where I start wanting to be a plumber and jump on squirrels in the park, I know it's the day my gaming has gone too far, and I stop playing Super Mario Bros.! Video games help educate, instruct, develop, and entertain. All of these things are vital for our mental and physical wellbeing and that applies to all ages. I am 47 years old and feel the same emotions as I did when I was just eight years old. From the moment I started gaming I can only say that it has been good for my mental health and I remain, and always will remain, grateful for that. I absolutely recommend gaming as an important tool for mental health wellbeing and recovery. More Trending Whilst it may still receive unwanted and often unwarranted attention, gaming isn't the force for bad that some would have us believe and I can only hope, that by sharing my experiences, that others will also come out and support gaming as a real force for good, now and in the future. By reader BaldB3lper The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: I'm going to say it: Mario Kart World is not as good as it should be – Reader's Feature MORE: As a former Xbox 360 owner I don't understand Xbox today - Reader's Feature MORE: The 5 worst mistakes of the Nintendo Switch 2 launch (and why it doesn't matter) - Reader's Feature