Kojima Reflects on Death Stranding 2, Post-Pandemic Development, and Dream Collaborations
Hideo Kojima, the visionary head of Kojima Productions, recently opened up in a wide-ranging interview with IndieWire, offering deep insights into the sequel to Death Stranding, technological advancements, the challenges of filming during the pandemic, and his plans for upcoming projects.
What Kojima Is Working On Now
Though Death Stranding 2: On the Beach launched just over a month ago, Kojima remains actively involved, focusing on updates, analyzing game data, and fixing bugs. Simultaneously, he's preparing for new endeavors, including the horror title OD, in collaboration with Jordan Peele, and the stealth-action game Physint, which he is currently developing solo. Kojima admitted to the ongoing demands, stating, "I have a lot of interviews and promotional events every day – photo shoots and so on. Honestly, the feeling that the game [Death Stranding 2] is already finished hasn't quite settled in yet."
Why Death Stranding 2's Story Won't Change
The acclaimed game designer clarified that he has no intentions of altering the core narrative of Death Stranding 2 post-release. He believes the story is intrinsically tied to a specific era and should remain untouched. However, he is open to gameplay enhancements, such as simplifying the user interface, improving item usability, and correcting minor glitches. Kojima also expressed skepticism about excessive DLC, feeling it can lead to projects that never truly conclude. "There are things that shouldn't be changed. For example, the plot – it has its own era in which it was born. Such parts should not be touched," he explained. "What I do change is mostly everything related to gameplay. For example: this item was difficult to use, so I'll make it a bit more convenient, or the interface – larger. These are the little things I adjust. I understand that DLCs are not in vogue now, because if you start making them, the project will never end."
A More Concise Game
Many players have noted Death Stranding 2's more streamlined directorial style, characterized by shorter cutscenes, smoother transitions, and a more defined rhythm. Kojima personally fine-tuned the length of these scenes, guided by his feel for the gameplay and actor feedback. He acknowledged that the original Death Stranding featured numerous lengthy cutscenes to slowly introduce and explain its world. However, data showed many players skipped them. "For me, cutscenes are part of the game," Kojima stressed. "What I do: I have a set of cutscenes, game events, and I arrange them as the game progresses, changing them – for example, shortening a cutscene if it seems too long. Rhythm is very important. I check it and make changes to everything. I even change scenes after motion capture with actors – I adjust the balance of rhythm, as I said, and I think thanks to this, everything gets better."
How the Pandemic Impacted Development
The COVID-19 pandemic significantly altered the production process, particularly for actor sessions. Due to travel restrictions, Kojima's team had to conduct remote recordings, with Kojima directing from Tokyo using various gadgets. Initial attempts were challenging, but Sony's innovative "Mado" system, which allowed real-scale viewing of actors via synchronized screens, proved crucial for maintaining communication and quality. "During the pandemic, we conducted motion capture sessions at Sony's studio in Los Angeles. Actors came to the set in LA, but our staff were forbidden from traveling abroad. I had to direct the process from Tokyo," Kojima recalled. "To test remote work, we tried shooting two scenes that didn't require main characters. The results were quite poor. I couldn't understand the spatial organization of the set – the placement of virtual cameras, the actors' movements, the nuances of their performances. Everything seemed hopeless." The Mado system, described as a "giant smartphone the size of a door" that provided synchronized two-way video and audio, became a lifeline. Despite the advanced technology, Kojima noted that remote direction remains more challenging than in-person interaction, making it harder to convey precise movements and positions.
Kojima also revealed that he extensively rewrote the latter half of the story during the pandemic, particularly the final character dialogues, which reflect his reflections during that period.
Technology and Acting Performance
Technological advancements also significantly improved facial animation quality. Using Léa Seydoux as an example, Kojima explained how scenes evolved during shooting: new emotions and expressions allowed for the removal of dialogue and the addition of subtle nuances. To achieve this, the team delved into the fundamentals of lighting, inviting professionals and spending years on training.
The Difference Between Games and Films
Discussing the line between cinema and games, Kojima emphasized that while film directors control every second, game players choose how and when to view events, sometimes even skipping crucial scenes. This creates uncertainty and unique challenges for creators. "In cinema, the creator controls the timing. They can precisely choose which shots to show, which acting performances to present, and which sounds the viewer hears. Everything is presented exactly as the author wants," Kojima explained. "But in games, this is only possible in cutscenes. The creator doesn't control the course of events – everything is decided by the player. Sometimes gamers can even skip important scenes, and the author can do nothing about it. This is how games differ from films." He added that unlike theater, where viewers can look anywhere but timing remains controlled, games allow players to view a scene from any angle and even leave mid-scene. This unpredictability makes it impossible for creators to plan everything, as it depends entirely on player actions. He also highlighted the challenge of shooting schedules, where films might have three to six months of intensive filming, but games involve sporadic sessions over a much longer period, making it difficult for actors to maintain emotional continuity.
Kojima's Philosophy
Regarding alternative story versions, Kojima prefers not to disclose details, comparing his artistic approach to how viewers perceive a painting in a museum. He believes true art resides in each individual's perception, not in the author's explanations. "I have my own conclusion, my own thoughts, but if I confess, then it probably stops being art," he mused. "For example, I drew an apple, hung it in a museum, and said, 'This is an apple,' but to everyone who sees it, it doesn't matter whether they think it's an apple or a banana. And if I start saying: 'No, no, no, what are you talking about? I drew an apple,' that's not how it should be."
Approach to Casting
Kojima approaches casting for games much like he would for a film, selecting actors based on their appearance, emotional range, and expressiveness. Among his dream actors was Steve McQueen, and he had also hoped to cast David Lynch in a game, but he recently passed away. "I'm just looking for good actors – those who are good in terms of appearance, emotions, facial expressions, acting," Kojima stated. "When I think about a character in my game, I ask myself: 'Who should I cast?' – and people pop into my head." He added that the process of translating actors into CG requires them to be truly unique. He then speaks with them directly, and if there's a match, contacts their agents, comparing it to film casting. He notes that discussions with collaborators like Guillermo del Toro and Nicolas Winding Refn often revolve around similar casting considerations.
On Thomas Pynchon
Finally, Kojima confirmed his familiarity with the work of writer Thomas Pynchon, who mentioned him in one of his works. However, the Japanese creator does not believe Pynchon has influenced his work, despite his respect for the author.
Death Stranding 2: On the Beach, currently available on PlayStation 5 with full Russian voice acting, continues to receive praise, and players can anticipate more refinements as Kojima and his team continue their dedicated work.
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