Did Hideo Kojima Craft Another Strange and Marvelous World?

A As a teen in South Australia during the late 1980s, I developed a fascination with Australian New Wave Cinema, partly due to the Mad Max trilogy. One day in class, my high school English teacher rolled in a TV trolley and presented us with a screening of Nicholas Roeg’s classic. We were spellbound. Fast forward 40 years, and I’m now immersed in Death Stranding 2, Hideo Kojima’s expansive apocalyptic saga. Occasionally, it feels like I’m reliving that classroom experience. The game unfolds in a devastated Australia, where cities have vanished, and the landscapes are as stunning and prophetic as those in Roeg’s films.

After 45 hours of gameplay, I’ve made minimal progress in the storyline. Instead, I’ve explored the wilderness and delivered packages to remote outposts. Set in a world ravaged by catastrophic events, the game showcases a supernatural explosion that transforms the landscape. As you traverse the expansive ochre desert towards the coast, you witness sunsets behind shimmering mountain ranges, and tides reflecting the sky. Unlike typical open-world games, where environments remain static save for day/night cycles, Australia in Death Stranding 2 feels magical and ever-changing. Earthquakes might send boulders tumbling down mountains or trigger a massive dust storm, while snowy avalanches can engulf you. Along your journey, you can construct roads, power generators, and jump pads, all of which other players can discover and utilize. Each visit to a location feels novel.

Kojima cites George Miller as his inspiration, and the influence of the Mad Max films — with their chaotic, desolate energy — permeates the game. It examines the interplay between technology and isolation, portraying feudal tribes and scarce resources amidst an adrenaline-fueled atmosphere. Yes, he’s influenced by Roeg as well; while there are hints of mythic resonance from Walkabout, the game may lack the profound undertones of colonial guilt. On the remote fringes of the game map, a rocky outcrop evokes memories of Peter Weir’s Picnic at Hanging Rock.




The hallucinatory strangeness of the sun attacked… a picnic at Hanging Rock.

I’ve spent countless hours driving along the highways of this game, picking up parcels and delivering them to remote locations. Why? Sitting in front of the screen until 2am, I felt compelled to ensure that a shelter received its fluffy pajamas. The magic lies in creating a timeless Australian landscape that is subject to moments of extreme change — echoing the transcendental techniques employed by Weir. This world is both enchanting and menacing, which is utterly captivating.

A few years back, Weir expressed this about Picnic at Hanging Rock: “What I aimed to achieve was an oppressive atmosphere of unresolved tension. To evoke claustrophobia within both place and relationships. We labored intensely to construct a hallucinatory, mesmerizing rhythm that made you lose track of reality.”

In essence, that’s my experience with Death Stranding 2. It’s a game filled with hallucinations and engaging rhythms. You drive and drive, eventually returning to the same locale hours later—only now there’s a road or a marker left by another player who perished during the night. This creative interpretation of Australian landscape captures what Grand Theft Auto has aspired to achieve in American cities. It’s about interpreting and distilling a sense of place from an outsider’s lens. So, when I finally unlocked a new area for exploration, the sense of wonder mirrored my first viewing of Walkabout on a rainy afternoon in Manchester. I’m certain it will take me months to uncover it all.

What to Play




A philosophical comedy… a Quantum Witch. Photo: Nikki J.

A few months ago, I interviewed the creator of Quantum Witch, a unique pixel art adventure about a shepherdess who lost her flock and was caught in a metaphysical conflict between clashing gods. Nikki Jay, raised in a religious cult, escaped to forge her own path, and her experiences deeply inspire the game.

Developed with minimal assistance from Paul Rose, the inventor of the iconic Teletext Gaming Gin digitizer for Channel 4, it blends point-and-click mechanics with a postmodern deconstruction of the genre, punctuated with eccentric undertones. If you enjoy irreverent humor, you’ve come to the right place, or you’re simply looking for something delightful and quirky.

Available at: PC
Estimated playtime:
Five hours or more

What to Read




Bad news? …Mindseye. Photo: IO Interactive
  • In more troubling news for game industry employees—Mind-Annoyed Developers have begun to Make a Rocket Boy. Following a disastrous launch, the studio has seen significant layoffs. Games plagued by bugs and AI glitches have received negative reviews from both players and critics, with IGN reporting that up to 100 staff members have been let go. What a disaster.

  • Eurogamer features an amazing interview with voice actor Ashley Burch, discussing whether video games can positively impact mental health. Burch shares her own experiences with obsessive-compulsive disorder and how Harvest Moon 64 aided her coping mechanisms.

  • We love in-depth explorations of classic video games, and Gamespot has produced an amazing piece about how a designer crafted the best level in Deus Ex—the Aeon Storm, a legendary role-playing adventure from Dallas Studios, filled with intriguing details about the alternative rendition of Hong Kong.

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Question Block




A peculiar narrative, a short play… The Rest of Edith Finch. Photo: Annapurna Interactive

This comes from Adam:

“I’ve been enjoying Be Brave, Barb, from the developers behind the fun Daddish series. I appreciate its straightforward, bite-sized gameplay, reminiscent of my experiences with the Game Boy Kirby titles.” What’s your favorite snack-sized game?

After my initial experience with the eerie short horror title Thin, I’m now obsessed with curious mini horror games, adding titles like Mouse Washing, Murder Case, and PT to my list. I’m also fond of classic PlayStation minigames like BISHIBASI Special and Point Blank. From the rest of the team, Keza is into WarioWare, The Lonely Mountain, and Pokémon Trading Card Game (“yes, still,” she says). Tom Regan enjoys Edith Finch’s Remains, Florence, and Inside; Christian Dongran mentions short-burst games like Loop Hero, Tetris Effect, and Sifu, while also noting, “Guardian Quick Cryptic is my favorite ten minutes of the week.” Sarah Maria Griffin loves Short Hike, and of course, the delightful Untitled Goose Game is a perfect little gem.

If you have questions or feedback regarding the newsletter, don’t hesitate to reply or email us at butingbuttons@theguardian.com.

Source: www.theguardian.com

Exploring Unexpected Connections: Hideo Kojima on Death Stranding 2

HIDEO KOJIMA – The celebrated video game director who established his own studio before heading the stealth action Metal Gear series for decades and founded Death’s Random, a supernatural apocalyptic streaming game touted as “2019’s most intriguing blockbuster,” remains a captivating figure, often evoking awe. “George [Miller] is my mentor, my deity,” he joyfully proclaims.

Kojima is in Australia for a sold-out discussion with Miller, the mastermind behind the Mad Max film franchise, at the Sydney Film Festival. The duo forged an unexpected yet profound friendship nearly a decade ago. As a youth, Kojima shares that the first two Mad Max films inspired his direction in film, ultimately steering him toward video game development. During later panels, Miller reciprocates the sentiment, affectionately calling Kojima “almost like a brother.” The Australian even lends his likeness to a significant character in Kojima’s latest title, Death Stranding 2.

Much of the new game world is influenced by Miller, representing a whimsical interpretation of Australia. Death Stranding focuses on delivering narratives between isolated bunkers, set against expansive, perilous yet opulent landscapes that resonate with Australia’s rich biodiversity. Though the game’s geography is fictionalized, its allure and trepidation are palpable.

A devoted friendship… George Miller and Hideo Kojima at the Sydney Film Festival in June 2025. Photo: Tim Levy/Sydney Film Festival

In addition to the atmospheric outback scenery, DS2 also features some of the most intricately detailed (and likely costly) portrayals of Australian wildlife seen in gaming. It was a poignantly moving moment for Australians in this distinctly urban environment to witness the unique bounding of kangaroos on the sunlit horizon.

“I adore animals, and they’re unique here,” says Kojima. “Many on the team share a love for animals… They might decline to design new mechs but passionately advocate for creating more animal representations.”

The film enthusiast Kojima also drops nods to Australian cinema – he admires the 1971 classic *Walkabout* and acknowledges the DS2 subtitle’s inspiration from beach scenes. He had visited before but aimed to delve deeper “into the heart of the land, reaching the desert.”

Unfortunately, the pandemic necessitated that Kojima’s team rely on remote scouts for data collection. “It’s unfortunate I couldn’t be there in person,” he reflects. “Viewing photos doesn’t compare to the reality of experiencing a place.”

The transition to remote work during the pandemic posed considerable challenges for the game. “The most daunting aspect was performance capture,” he recalls. “Directing actors like Norman Reedus and Léa Seydoux from Japan was incredibly daunting. Communicating direction through a Zoom call was nearly impossible.” With restrictions in place early in the development, the team prioritized scenes not involving main actors, which wasn’t always feasible.

“That was extremely challenging, particularly for new cast members,” he states.

A uniquely poignant view… Scene from Death Stranding 2: At the Beach. Photo: Kojima Productions/Sony

By 2022, the situation had improved, allowing him to fly to LA for direct interactions. “People involved in remarkable films had undergone performance captures against a green screen,” he explains. (In many game adaptations, real-life performances are translated into digital formats through motion capture, which can be challenging for actors on set.) “There’s actually a tool; looking at the monitor, you can witness [in-game] a world manifested in real-time.”

Kojima emphasizes the importance of keeping actors closely connected whenever possible, especially given the separations caused by Covid. Some issues unique to gaming arose too. For instance, repetitive in-game actions, like characters grunting in pain or eating apples, required specific recordings. “Sometimes we receive queries from Norman, where he says, ‘Eat an apple, it’s good,’ or ‘What’s the apple like?'” He notes, “We aim for those variations!”

Kojima at the Sydney Film Festival Photo: Jessica Fromomas/Guardian

The central theme of Death Stranding revolves around “connection.” Although players can’t see each other in-game, they can share resources and construct structures that benefit all, forming intricate service networks that complicate long deliveries. Thus, the sequel’s tagline poses a haunting question: “Should we have connected?”

“During the pandemic, I felt unwell and entirely isolated,” Kojima shares. To exacerbate matters, recent optical muscle damage from surgery hindered his ability to enjoy films or television. The world evolved around him, with everyone retreating, working online, and connecting through video calls while deliveries continued to dominate. His game, his vision, began to materialize.

“Indeed, we all appeared connected, but it wasn’t the connection I envisioned,” he reflects. His company, Kojima Productions, had been staffed. He would meet new hires on the first day but would not see them again for three years due to pandemic protocols.

Recently, he discussed legacy (evidenced by a USB drive containing game concepts left for his team), hinting at his readiness to leave a part of himself behind. Kojima believes in the necessity of direct collaboration to nurture new talent. “New hires are often drawn to work with us because they want to learn from their mentors or improve by teaming with others,” he states, emphasizing that growth stems from communication and exposure to diverse ideas.

He likens remote work to “fast food,” focused narrowly on singular tasks rather than holistic project development. “When people are silent, interactions are stifled,” he explains. Mistakes are later identified, but opportunities for serendipitous creativity and fresh perspectives may be lost.

Moreover, he notes that it limits his ability to connect with team members and understand their feelings or interest in personal hobbies. “Only 1% of my true self is displayed during online meetings,” he asserts. “This isn’t team-building akin to sports. When you recruit someone, they join your team, but if you can’t physically collaborate, they don’t evolve in their play style. They remain unchanged,” he adds.

Nevertheless, he acknowledges, “You cannot compel people back to the office; you can only encourage them.” “As a result, not all have returned. Yet, core members did, facilitating collaboration.”

“I aimed to visit Australia”… Scene from Death Stranding 2: At the Beach.

Despite this somewhat melancholic tone, the message remains fundamentally optimistic. Death Stranding is a profoundly solitary experience, which Kojima animatedly conveys during a subsequent group presentation. “Yet… you discover other players worldwide. You connect indirectly… and when you venture out, [the game] invites you outside… Much like the Sydney Bridge, you can observe the construct of life. Someone created it! They might have passed away years ago, but you remain linked to them. Even without meeting others, you are not alone in this world.”

There’s always room for new ambitions. Kojima harbors a longstanding dream of venturing into outer space. It’s not merely a fleeting billionaire space hop; it’s more profound. “It’s not just about space,” he asserts. “I want to train effectively, dock and learn how to reach the International Space Station and remain there for several months. I’m no scientist, but I believe I could create games in space. I desire to be the first. I have an astronaut aged over 60. There’s no gravity to aggravate their back issues!” He chuckles at the thought.

As our conversation concludes, he pauses thoughtfully before sharing one last ambition. “It’s ‘Tom Cruise’ syndrome,” Kojima elaborates. “Tom Cruise finds his purpose when he takes risks with his life.”

Source: www.theguardian.com