Hideo Kojima Wikipedia. Download Sparkchess 6 Full Version Free there. Hideo Kojima ,Kojima Hideo, born August 2. Japanese video game designer, screenwriter, director, and producer. Regarded as an auteur of video games,4 he is the director of Kojima Productions, which he founded in 2. Konami Digital Entertainment. Kojima is the creator, director, and writer of a number of video games, most notably in the Metal Gear series of stealth games, as well as the adventure games. Snatcher and Policenauts. He has also directed or produced games in other series, including Zone of the Enders, Boktai, and Castlevania Lords of Shadow. BiographyeditEarly lifeeditKojima was born in Tokyo, Japan7 and moved to western Japan at the age of three. Last year around this time no one would have understood what you were talking about if you muttered the word PUBG. This weekend it was the most played game on Steam. Dragon Quest XI comes out today in Japan, and to celebrate, creator Yuji Horii announced plans to bring it to English as Dragon Quest XI Echoes Of An Elusive Age. Hideo Kojima, Kojima Hideo, born August 24, 1963 is a Japanese video game designer, screenwriter, director, and producer. Regarded as an auteur of. Policenauts, Porisuntsu is a graphic adventure game with a hard science fiction storyline, written and directed by Hideo Kojima, and published. DO. 1995. Policenauts Pilot Disk Policenauts Amiga. Castlevania Super Contra 1991. Predator 2 1992. Plan 9 from Outer Space 1993. Frontier Elite 2. He said that early on in his life he already had to deal with death,8 with his father passing away when he was 1. When he was young, the Kojima family moved to a small city called Shirasaki. His family soonwhen moved to Kawanishi, Hygo1. Kansai region. 8 Kojima has noted that growing up he was a latchkey kid, often having to look after himself when he came home from school. Staying at home by himself in isolation still affects him to this day stating, whenever I travel and stay at a hotel I put the TV on as soon as I enter the room, just to deal with the feeling of loneliness. He wanted to be an artist or illustrator, but he was often discouraged by societal norms of Japan which favored finding safe, well paying jobs. He was discouraged because his uncle was an artist who suffered from financial difficulties. Another reason was his fathers death which left his family more financially tight. He eventually started writing short stories and began to send them to Japanese magazines but was not able to get anything published. He cites that his stories were often 4. Eventually, he shifted his focus to making films with his friend who had an 8mm camera. In an interview on G4s TV series Icons,1. Kojima describes much of his earlier career and influences for game design. Kojima grew up early in life watching movies with his parents. While studying economics in university, Kojima found himself playing video games during his free time, mainly games on the Famicom. In his fourth year in university, Kojima surprised his peers by announcing his intentions to join the video game industry, despite initially having ambitions of becoming a film director. He felt a career in video games would be more satisfying. The majority of his friends and peers strongly discouraged Kojima from pursuing video games due to it being a new medium that was not as respected or financially secure. His mother, however, remained supportive which gave Kojima the confidence to go ahead with his dream. He would later reflect positively upon his choice, stating, The industry was full of dropouts, people who felt like games offered them another chance. I met many people in that same situation we bonded together through that in some sense. Kojima has cited Shigeru Miyamotos Super Mario Bros. Yuji Horiis The Portopia Serial Murder Case 1. He cited Hydlides open world game design as an influence. His literary influences include Kobo Abe, Ryu Murakami, Yukio Mishima, Kazuaki Takano, Project Itoh, Yasutaka Tsutsui, Seicho Matsumoto, Richard Levinson, William Link, and Paul Auster. Kojima attempted joining the game business but was unable to do so at first. His game design ideas were rejected but he did not give up and eventually he was accepted. He joined video game publisher. Konamis MSX home computer division in 1. Initially, he was disappointed with his assignment, and desired to work on Nintendo Entertainment System and arcade games insteadKojima felt the color palette of the system was too restrictive. Kojimas gameplay ideas were often overlooked initially, and due to his lack of familiarity with programming was repeatedly snubbed for his failures in his initial years at Konami. At one point Kojima considered leaving the company, but he hung on. The first game he worked on was Penguin Adventure, the sequel to Antarctic Adventure,8 as an assistant director. It significantly expanded upon the gameplay of Antarctic Adventure, adding more action game elements, a greater variety of levels, role playing elements such as upgrading equipment,1. The first game he developed was Lost Warld, an MSX platform game in 1. However, the game was ultimately rejected by Kojimas superiors at Konami. Kojima was asked to take over a project, Metal Gear, from a senior associate. Hardware limitations hindered development of the games combat. Inspired by The Great Escape, Kojima altered the gameplay to focus on a prisoner escaping. It was released in 1. MSX2 home computer in Japan and parts of Europe. The game revolves around a special forces operative codenamed Solid Snake, who is sent to the fortified state of Outer Heaven to stop a nuclear equipped walking tank known as Metal Gear. Metal Gear is one of the earliest examples of the stealth action game genre, where avoiding encounters from the enemies is emphasized over direct combat. A port of Metal Gear was released for the Nintendo Entertainment System. Kojima was not directly involved in the production of this version and he has openly criticized some of the changes made in this version. Some of these flaws include bad translation, no ending boss fight with Metal Gear which was included in the MSX2 version, and plenty more. Most of these flaws were fixed in the MSX2 English port included in Metal Gear Solid 3 Subsistence for the Play. Station 2, and Metal Gear Solid HD Collection for the Play. Station 3 and Xbox 3. His next project was the graphic adventure game. Snatcher, released for the NEC PC 8. MSX2 computer platforms in Japan in 1. The game, influenced by science fiction works such as Blade Runner, The Terminator, and Bubblegum Crisis, is set in a post apocalyptic world and centers around an amnesiac detective who faces a race of cyborgs the titular Snatchers that kill their victims, copy their likeness and assume their place in society. While Kojima and his team wrote the entire story of the game, they were forced to leave out the final act of the game due to time constraints. The game was highly regarded at the time for pushing the boundaries of video game storytelling, cinematic cut scenes, and mature content,2. The Sega CD version of Snatcher was for a long time the only major visual novel game to be released in America. However, partly due to a Teen rating limiting its accessibility,2. Jeremy Blaustein, a member of Snatchers localization team. In 1. 99. 0, Kojima was involved in the productions of two MSX2 games a spinoff of Snatcher titled SD Snatcher and a sequel to Metal Gear titled Metal Gear 2 Solid Snake, which further evolved the stealth game genre. The player had more abilities, such as crouching, crawling into hiding spots and air ducts, distracting guards by knocking on surfaces, and using a radar to plan ahead. The enemies had improved artificial intelligence AI, including a 4. The game also had improved graphics and a complex storyline dealing with themes such as the nature of warfare and nuclear disarmament. SD Snatcher is a role playing video game which adapts the storyline of the original Snatcher, while featuring its version of the planned ending. The characters are depicted in a super deformed art style, in contrast to the original games realistic style. Like the original computer versions of Snatcher, it was only released in Japan. It abandoned random encounters and introduced an innovative first person turn based battle system where the player can aim at specific parts of the enemys body using firearms with limited ammo. Such a battle system has rarely been used since,2. Squares Vagrant Story 2. Bethesda Softworkss Fallout 3 2. Nippon Ichis Last Rebellion 2.