Death Stranding Is Just The Start For Hideo Kojima

After years of teasing out Death Stranding trailers and doing his best to explain Death Stranding, Hideo Kojima took the stage at Tokyo Game Show 2019 twice last week to dish out over an hour of new gameplay. We now know a lot more about exploration, customization, and the imposing Catchers–the otherworldly beasts you’ll fight in the world’s pitch-soaked battlefields. But in an effort to better understand where Kojima’s touted Social Strand system is coming from, we spoke with him at Kojima Productions’ Tokyo Office between his TGS demo days, where he also graciously posed for my new favorite photo.

Death Stranding’s Nov. 8 release will be here before we know it, and at that point all of his allusions, terminology, and even his post-Metal Gear reputation, will be put to the test. Perhaps unsurprisingly, Kojima doesn’t care if we understand what he’s going for with Death Stranding when we finally get to play it for ourselves. That, he says, could take years to make sense to some of us.

It’s also no surprise that he’s already thinking of what comes next while the rest of us grapple with whatever Death Stranding turns out to be. Specific plans remain a closely guarded secret, but Kojima was able to shed some light on what we can expect from him, and from the industry, in the coming years–including a potential collaboration with Keanu Reeves. What follows is a closer look into Death Stranding, and the intent of its creator, in his own words.

Kojima Productions’ Aki Saito was the interpreter for the interview, and the transcript has been lightly edited for clarity and flow.

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GameSpot: The last time we spoke was at DICE 2016, and at that time I asked what the biggest misconception people have of you is, and you said that people think it takes you too long to make games, and you said that’s not true. Looking at the scope of Death Stranding, I’m impressed that it’s already ready to be released, and I’m curious if you did anything notably different this time around?

Hideo Kojima: Don’t get me wrong, I’m always quick. It’s like, three years? I can’t really say anything about Sony right now…maybe it will take 8 years, or maybe 10 years for first-party titles, like Nintendo as well. Cyberpunk has probably been worked on for more than 8 years. I’ve created in three years. When I was creating Metal Gear Solid 5, I needed more time because I had to produce the engine, as well as produce other titles.

So, if you looked back at the interviews three or four years ago, I’m as consistent as I said about game design… I’m kind of very efficient in the way I make games in a short time. Every day, every hour, I decide right or left. I won’t say, “I’ll think about it” or “let’s think about it,” I make a decision on the spot. So, that’s one reason I don’t outsource so much because you have to answer emails and wait for answers, that’s why I do it in house as much as possible.

One of the reasons it’s fast is because I do all the planning, design, and produce, and that kind of forces me to make quick decisions. There’s no time lag. Like other developers might have different people doing boss battles, and different people doing the cutscenes–it’s a bit chaotic when they have to pull everything together. But our team is only about 80 people, usually other big teams are 300 or 600. So that’s what–with the short amount of time and [fewer] amount of people, and the direct feedback I give–allows me to make this game in this time.

During that same interview, you said you were never going to change anything just so a game could sell more copies. Now that you’re running an independent studio, and the stakes have obviously risen, do you still feel that way?

There’s an easier way to make money, like buying stocks… What I’m doing right now is really hard to do. I’m doing it the really hard way. Like with a new game there’s a lot of risk, but I want to do that. And I think that’s [the] destiny of my life, of the short lifespan that I have.

In creating this new Strand genre, what are the challenges that came with that, and with implementing it into a game?

So yeah, it was the same with the stealth genre before, but since I do most of, or part of, everything–like the game design, or the theme, or story, or the cutscenes–the theme was always there about connection, and that’s why it’s consistent. I think that’s the key to making this new genre, as you say. If i was doing just the story, it wouldn’t be what you see it today.

Don’t get me wrong, I’m not just trying to create new genres, I want to create new fun for the users. The genre can be named by them afterwards, so that’s my goal. So what happened was that, when I showed the trailers to everyone, people said, “What’s this game about? I have no idea.” So I thought I should name it something, so I just named it Strand Game.

Do you think other developers are going to pick up what you’re doing and run with it in their own way?

Probably not the carrying aspect, but of course the online aspect…maybe a lot of developers might use that element. When doing the Metal Gear games, when stealth was introduced, I deliberately made the player not use a weapon. But when competitors brought out stealth games, they used the stealth element but with a weapon, so probably a similar thing will happen.

Since you’re trying so many new things, are you anticipating that some players might not understand it, even when they play it?

It doesn’t really matter, they can play in their own style. I think, at the very least, they will understand through the story of connection, or even the meaning of not being connected. I have to kind of accept the fact that when you introduce something new, people will take time to digest the concept because it never existed. People will say, “Oh, I don’t want to just carry things” because it never existed, so it might take time for that. So again, it doesn’t really matter if people get it right away, maybe in five or 10 years it will make me happy if players realize what the game is about after time has lapsed, when each player has, at their own pace, digested.

Recently, all the games are like: you play it, you know it, you feel good, they’re fun, and that’s it. I want to create a game where there’s a hit to it, you can’t swallow it and it’s there for a long time. Maybe in a year, or in five years, suddenly there may be an experience in their life and they realize what Death Stranding is talking about. Maybe they will play it again and have a different perspective. That’s why I said that I don’t really care about people not understanding it on the first try.

How do you feel about the feedback loop that exists on the internet, between game developers and players?

I don’t think it’s real communication. For example, in Japan there’s a word called “omoiyari” which means caring for others. Like if you go to a restaurant in Japan, you’ll find this, where people care for you beyond just serving food. But in America you tip the people, so they try to service you more. In Japan, you don’t have this tip system.

So for instance, there’s a letter–we’re online now so it’s really quick, you can FaceTime, it’s right away–but 100 years ago, 200 years ago, there were only letters. There’s a soldier in the war field back then who writes a letter to his wife. So he gives it to the military, it’s sent by ship, it takes like four months, and then his wife opens the letter. This is what was written four months ago and maybe he’s dead on the other side of the world [by then]. It’s not real time, there’s such a big lapse. The wife has to think about what the husband was thinking about four months ago, in this situation, and this is the omoiyari feeling–caring about others. In this era, it’s a little different because it’s instant, a lot of people are anonymous, and you can say bad things on there.

In the game you see footprints but there’s a time lag in the game as well, just like the letter theory, so you have to think about why they went that way. Or, there’s a bottle of water in the locker, not in a private box but in a shared box. And you’ll wonder if the player put it there because they had to lessen their load, or, were they serving other players? You kind of think about that. That’s not happening in the real world on the internet. So the player gets thirsty, and they find this box, and they are really happy. And you’ll remember that feeling; you’ll be so thankful for people you’ve never met before. And if you continue like that, you will probably do that as well. That’s the thought here.

I don’t think this is the correct answer, but currently, in games like first-person shooters you aim for a headshot, you try to defeat others. The, “I’m stronger” kind of thing. Of course those games are great as well, but for my game, I want it to use the letter theory and give that experience to players.

For instance, if you climb mount Fuji [in real life], it’s really rough. There’s a cabin in between when you’re climbing. Of course it’s very easy if there’s a path, but sometimes there’s no path. And I always feel very thankful for the path and the cabin. I’m always grateful to the first person who makes it, and if I can drink coffee in that log cabin I am so happy about it. So I think if someone feels that way, they can then give that to other people as well. That’s my hope for the game. It’s not the main theme, but that’s the hope.

But what if people do the opposite in the game, and as you’ve mentioned before, leave a ladder to disaster. To what extent can the opposite be true?

It might not be intentional. We do a lot of playtests in the office. So sometimes there’s a bridge that crosses a deep river, and people feel grateful, but it only goes to the middle of the river. Of course you don’t give that bridge a thumbs up, but it probably wasn’t intentional. I pretty much feel that there won’t be much intentional evil. I want people to think about that as well if they fall [off that bridge]…”I won’t do that to someone.” And you might make the same mistake.

Say there’s a cliff and you go down a rope, but you need to go down further, but you can only reach a certain point. So maybe then I see your rope and your footprints and I felt really thankful for it. But if I go down, I might see that it doesn’t go all the way and think about the reasons you did that. The best thing would be to put a second rope so other people don’t fall in the trap. When I check people playing the game, a lot of people only play for themselves, and they just use it. And others, these people change the way they think when they place the ladder, and think of a different perspective: what if I put the ladder here, will it be useful? It’s interesting to see this, and especially [in] the footprints. You might get lost and your footprints will scatter around, but when you find the footprints of others you might feel very happy at first. But you don’t know if that’s correct and you just follow it and it goes off a cliff, you know this person was probably lost too. So when you think about that you want your footprints to be accurate or correct.

In the game, when you follow someone’s footprints, and then a person comes for a third time [to follow the footprints], the wilderness that was there will turn into a small path. People have a natural intention to follow the path, so it really depends on who you are playing with indirectly. The path might already be there if people are already follow it over and over again.

How far can players shape the world and how long will that persist?

One of the hooks is that it’s not just making the path, but because of Timefall, because of the time lapse, that path might go away if people don’t use it–then new ones would be made. But the most appropriate ones would probably persist.

Is this connection mentality something you want to continue to explore after Death Stranding?

Yes, the Social Strand system, I would like to continue, maybe. Like streaming games, if I want to do something new in that aspect, I might keep this thinking as well, but not the storyline or the gimmick.

So Death Stranding won’t be made into a series, necessarily?

I’m not really sure. But the most difficult part is: when you create something new, you have to create a sequel and then a third version, or it would not remain as a genre. So that’s one difficult part. When this game comes out there will be a lot of pros and cons, and [these elements could become the essence of the core part], but I think it’s better that I keep it going in a sequel. Why I can’t say it’s definite is because I only have one body, and there’s many projects that I have to be involved with. And it’s really tough for me physically to do many things at once. Yeah, probably at least 1.5, and then 2, maybe, at least so that it remains and people are aware of the genre. There are a lot of other projects that come up like TV dramas and things like that. A lot of pitches come my way.

Do you want to continue making games driven by technology, or do you ever want to pull back and do something that’s a bit more primitive, in a sense?

Well it’s difficult to explain, but yes and no. Yes, meaning I want to use new technology like streaming and AI, but created in a more analog way, so to speak. So yes and no. Like, not really gamey-gamey like you see, but something with an analog feel to it. However, even if it might look primitive, the technology I use will be really advanced and state-of-the-art technology.

When you think about game streaming, which company is taking the right path?

I can’t really say, I have a lot of connections with people, right? [Laughs] I can’t say who will be the winner, but I can say that the streaming era will come for sure. VR is actually stagnant right now, but will probably progress in the future with AR as well. So the next five years will be the era of streaming where people can use their personal devices and everything will be streamlined, but the years after that will be when AI jumps in more.

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I’m being told this is my last question, so I have to ask: will Keanu Reeves be in Death Stranding?

Keanu is a great guy. I have a close friend, Nicolas Refn, he introduced me to Mads and I made an offer to Mads to be in the game. I went to Denmark and talked to Nicolas again before I gave the offer to Mads, and I said I met Mads a couple of times but I really wanted to reconfirm with Nicolas that I really should work with Mads. Nicolas said, “I made Mads grow. He’s great, but the best guy is Keanu,” and he was doing Neon Demon at that time. So he was trying to persuade me to use Keanu, and I thought maybe I will change from Mads to Keanu.

We were having this dinner, and there was this chef, and I called the chef and told him that I’m thinking of using Mads, and asked what he thought. Even the chef said maybe Keanu is better, even though he liked Mads a lot. But I did write the character for Mads, imagining him, so I am very happy that I offered it to Mads in the end.

So as I said, Keanu is a great guy, and in the future it would be great if we could work together. It could be a game, or maybe a movie or TV I might work on, so maybe next time. But I want to say Mads is really great. When I met Keanu, I was shocked that he was so polite; a real good guy. Were are only one year apart in age, so the appreciation towards a lot of things are similar, I think. So in the future, I would like to offer something to Keanu.

20 Halloween Horror Nights 2019 Mazes, Ranked: Ghostbusters, Us, Killer Klowns, And More

There’s a lot to love about Halloween. here are always new horror movies to watch, Halloween costumes to work on, and plans to celebrate the time of year when scary reigns supreme. It also happens to be when Halloween Horror Nights takes over Universal Studios parks in Orlando and Hollywood.

This year, Horror Nights on both coasts is loaded with mazes based on some of your favorite scary movies and TV shows, plus a few that are based on original ideas. And if you’re wondering which ones you should plan a pilgrimage to get your thrills, you’re in luck. GameSpot visited Halloween Horror Nights at both parks, taking in all of the sights, sounds, and scares they have to offer.

Halloween Horror Nights is a very different experience, depending on which park you’re in. With Orlando being the bigger of the two locations, the annual celebration of haunts can feel like a more significant event, with scarezones that stretch far and wide throughout the park, and haunted mazes spread all around the property. However, Hollywood offers a more claustrophobic experience, with almost nowhere to go to escape performers wielding chainsaws or entrances to the mazes you want to get your frights in.

So, how do this year’s mazes stack up? Take a look at our definitive ranking of every maze experience at both coasts below and get ready to scream your lungs out, regardless of which park you visit.

20. The Walking Dead Attraction

Park: Hollywood

To anyone who’s a regular visitor to Universal Studios Hollywood, this should come as no surprise. The Walking Dead Attraction is a permanent installation at the park and, honestly, it’s a disappointment. The actual zombies are few and far between, and the maze is built in such a way that there’s not many jump scares. It’s time to update this one, especially for Horror Nights.

19. Holidayz in Hell

Park: Hollywood

This originated as a scare zone in Hollywood and, honestly, was probably better off that way. Holidayz in Hell is a fun idea, but the maze is mostly a collection of disconnected scenes that turn holiday icons into monsters. The best mazes string you along through a story with scares that build. This just isn’t that.

18. Graveyard Games

Park: Orlando

Graveyard Games is a fun idea. A bunch of youths have vandalized a cemetery, and now the spirits that live there are looking to get even. Unfortunately, the maze didn’t really work. It could just be bad timing on my part in terms of scares, but overall the performers in the maze didn’t do the trick and what could have been a layup–a haunted cemetery in Louisiana–felt more like filler than anything else.

17. Universal Monsters

Park: Orlando

As with Holidayz in Hell, this maze didn’t have a singular plot to follow. Some of the scenes were good–particularly the Frankenstein section that shows Frankenstein’s monster ashamed of his very existence. Still, given the tremendous Universal Monsters mazes Hollywood had the past two years, it highlights how much better this could have been.

16. Creepshow

Park: Hollywood

This is a weird maze. Creepshow is being rebooted on Shudder, which is exciting. This maze, though, mostly focuses on the old franchise–which most guests likely don’t remember. What’s more, the maze is filled with dummies that don’t look remotely real and projected images are used for a lot of movement. A scene riddled with cockroaches could have been a creepy thing to walk through. Instead, it looks kind of silly.

15. House of 1000 Corpses

Park: Orlando

Both parks tackled the Rob Zombie movie House of 1000 Corpses this year. Orlando’s isn’t bad; it just doesn’t measure up to Hollywood’s. It gets bonus points for introducing you to Captain Spaulding from the start, but the scents used in this maze were so disgusting that it made the experience hard to stomach. Additionally, after seeing how this maze came together at Hollywood, Orlando would have been good to copy its structure.

14. Stranger Things

Park: Hollywood

There are things the Hollywood Stranger Things maze does better than its Orlando counterpart. The caves it sends guests through are confining in all the right ways and the projected images used to show the Upside Down are impressive. However, this maze falls short. Both parks spend too much time on Season 2, but by the time Hollywood’s maze gets to Season 3, it focuses on one specific scene–the most boring possible one they could adapt, which doesn’t include any of the neon colors of mall moments that made the latest episodes so exciting.

13. House of 1000 Corpses

Park: Hollywood

What makes Hollywood’s take on this maze fun is that it gives you a tour of Captain Spaulding’s Museum of Monsters & Madmen before plunging you into just how horrific this movie can be. As with the Orlando version, you end up in Dr. Satan’s operating room for some disturbing moments. The smells in this one are just as putrid as those in Orlando, but the story of the maze flows much better, making this a more entertaining experience.

12. Depths of Fear

Park: Orlando

Depths of Fear is a fun idea that seems a lot like the upcoming movie Underwater. You’re stuck in an underwater lab at the bottom of the ocean and there’s something that lives down there trying to kill you. The maze is filled with creepy fish creatures and their victims, all of which are trying to infect you with some underwater virus. The scares are plentiful; it just so happens that this maze felt a bit short.

11. Stranger Things

Park: Orlando

As with the Hollywood version, this maze leaned heavily on Season 2 of Stranger Things. However, it did so with better effects. Unlike the projected haze in Hollywood, Orlando’s Upside Down was actually filled with floating ash that made it feel like you were stuck in the hellscape. And while its Season 3 section was short, it dropped you into a battle against the Mindflayer at the Starcourt Mall. When it comes to that entire season, this is the exact right scene to recreate.

10. Killer Klowns from Outer Space

Park: Orlando

Honestly, this maze is just fun. It’s fun in all of the right ways–loaded with clowns, bright colors, lots of laughs, and some really gross moments. The audience for this movie may not be massive but this, but Killer Klowns is a good time. There’s only one thing it’s lacking that Hollywood’s version did so well, which we’ll get to.

9. Universal Monsters: Frankenstein Meets the Wolf Man

Park: Hollywood

While this maze doesn’t quite live up to Hollywood’s Universal Monsters haunt from 2018, it’s still a very good attraction. The key to Hollywood’s Universal Monsters is the emotion injected into the plots. There aren’t just monsters popping out of walls (yes, there’s plenty of that), but there’s also a story to get involved in. Frankenstein Meets the Wolf Man feels like a sequel to last year’s maze, which saw the creation of the Bride of Frankenstein. It will be exciting to see if they follow it with another in 2020.

8. Killer Klowns from Outer Space

Park: Hollywood

As with Orlando, this is a fun maze with a number of creepy clown thrills. This maze also makes ample use of smells–like cotton candy–and bright colors to keep you looped in. What elevates this above Orlando’s, though, is the facade. Like many of Hollywood’s mazes, these are built in such a way that you enter through a themed facade. In this case, it’s a series of circus tents that set the mood perfectly.

7. Nightingales: Blood Pit

Park: Orlando

The best part of Nightingales: Blood Pit it its story. Set in ancient Rome, a drought is devastating the region. The emperor has demanded gladiatorial fights to the death play out until the rain returns. Instead, the blood soaking into the ground has drawn the attention of the Nightingales (ancient vampires), who come to feed on locals and the fighters. It’s a creepy setting and a thrilling maze full of jump scares.

6. Us

Park: Orlando

Turning Jordan Peele’s Us into a haunted maze is an exciting idea. That both parks managed to pull it off is impressive. Orlando’s takes you through significant moments in the film and even manages to work in some of Lupita Nyong’o’s signature dance movements. Ultimately, though, it fell just short of Hollywood’s adaptation.

5. Us

Park: Hollywood

What makes this a better take on the film than Orlando’s is how it recreated sets from the movie, including the creepy funhouse that the young Adelaide wanders into. This piece of the house uses mirrors extensively, leading to a lot of the early scares coming from seeing your reflection. Additionally, Nyong’o’s face was recreated as a mask for some of the maze’s performers, making it extra haunting when you come face-to-face with her.

4. The Curse of Pandora’s Box

Park: Hollywood

It’s not often that Hollywood does mazes that aren’t based on movies and TV shows. If Pandora’s Box is any indication, though, they should absolutely experiment with this sort of thing more often. This maze, which takes you to Hades as you face off against gruesome monsters, is as colorful as it is scary, with lots of neon paint and more than enough jump scares to keep you on your toes. Honestly, I wasn’t expecting much from this and it really blew me away.

3. Yeti: Terror of the Yukon

Park: Orlando

This original maze is one of the best experiences of Horror Nights 2019. Throughout this attraction, you’re venturing through a snowy tundra as a Yeti is hunting you and anything else living, looking for something to eat. The Yeti itself is an awesomely designed creature that appears throughout the maze, jumping out of bushes and from the shadows to attack. This maze is also freezing, thanks to fans blowing around cold air. On a humid Florida evening, this is an incredible feeling.

2. Ghostbusters

Park: Hollywood

This is the main event. It’s the battle of the Ghostbusters mazes, and they’re both fantastic. Both mazes take most of their inspiration from the first movie and recreate the scenes you want to experience, to varying degrees of success. Hollywood’s includes the iconic firehouse facade, along with a trip inside the containment unit that houses the captured ghosts. There’s also a showdown with a massive Stay Puft Marshmallow Man, whose face is a projected image that changes as he gets destroyed. It’s such a delight to walk through the world of the Ghostbusters and this is a maze that doesn’t skimp on the laughs or the scares.

1. Ghostbusters

Park: Orlando

Ultimately, Orlando’s Ghostbusters edges out a win over Hollywood’s take. While it doesn’t have the firehouse facade and its Stay Puft Marshmallow Man is smaller, practically everything else is executed just a little bit better in this maze. The capture of Slimer takes up an entire room, there are more ghosts popping up throughout the maze, and watching the finale of the movie come together is so exciting. You will see the scene of Zuul lounging on the roof of Dana’s apartment building, and ultimately see the Ghostbusters fight the demigod before you exit the maze to the tune of the movie’s theme song–which you will be singing the rest of the night. This is Ghostbusters at its finest.

Play Mario Kart 8 On Switch Well Enough And You Can Win $25 In Nintendo Eshop Credit

If you fancy yourself an expert at Mario Kart, you’ll have a chance to put your skills to the test and earn some free Eshop credit later this week. Nintendo has announced it is hosting an online tournament in Mario Kart 8 Deluxe this Sunday, September 22, and the winners will take home $25 in My Nintendo Gold points.

The Mario Kart North American Open runs from 10 AM PT / 1 PM ET to 8 PM PT / 11 PM ET. To participate in the competition, you’ll first need to select Tournaments from the Online Play option in the game’s main menu, then search for the following tournament code: 2093-5045-4827.

Each race will be 150cc, with normal items and Smart Steering disabled. Nintendo will crown a total of eight winners based on players’ in-game scores during the competition. The winners will be notified via email on or around September 27 and will take home 2,500 My Nintendo Gold points, which can be put toward digital purchases on the Switch Eshop. You can read the full contest rules on Nintendo’s website.

Be aware that to participate in this online tournament, you’ll need to have a subscription to the Nintendo Switch Online service. Memberships are available for US $4 / £3.49 / AU $6 for one month, US $8 / £7 / AU $12 for three months, and US $20 / £18 / AU $30 for 12 months. Nintendo also offers an annual Family Membership that runs for US $35 / £31.49 / AU $55 and covers up to eight Nintendo Accounts. You can read more about the service in our guide to Nintendo Switch Online.

The NSO service offers a few other perks besides online play, such as access to a library of classic SNES and NES games. Nintendo is also selling a replica SNES controller for Switch exclusively for NSO subscribers. The controller is available to order now and costs $30 USD. NSO subscribers can also grab freebies for Super Kirby Clash and Super Smash Bros. Ultimate right now from the Eshop.

Death Stranding Inspired By War Letters And Cabins On Mt. Fuji, Says Kojima

Every time Hideo Kojima takes a moment to describe Death Stranding, the theme of connection comes into play. After watching a pair of gameplay demos at Tokyo Game Show last week, the mechanics involved seems fairly straightforward: you can leave items behind for other weary players to pick up, and build structures to make their journey a little less arduous. These concepts seem easy enough to understand, but it’s not the sort of stuff that feels as impactful as Kojima makes Death Stranding out to be. Is there more to it?

Chatting to Kojima last week, we got the sense that, more than the specific mechanics at play, the sentiment behind them is what he believes will resonate with players and inspire them to pay favors forward. Kojima’s insight came after we asked for his opinion of the current state of interactions online. “I don’t think it’s real communication,” he told us. Platforms like Twitter allow people to be simultaneously cruel and anonymous, and he wants to combat that by injecting Death Stranding with the spirit of “omoiyari,” a Japanese word that loosely aligns with the concept of empathy.

Looking back a century, Kojima pointed to letters sent from soldiers during wartime to help illustrate the concept. “There’s a soldier in the war field back then who writes a letter to his wife. So he gives it to the military, it’s sent by ship, it takes like four months, and then his wife opens the letter. This is what was written four months ago and maybe he’s dead on the other side of the world [by then]. It’s not real time, there’s such a big lapse. The wife has to think about what the husband was thinking about four months ago, in this situation, and this is the omoiyari feeling–caring about others.”

Employing acts of generosity is one thing, but to truly understand what Kojima is aiming for, you’ll also have to consider what it’s like to receive acts of kindness as well. In a more direct nod to what you’ll experience in Death Stranding, he points to Mt. Fuji–more specifically, a location that is purpose-built to provide assistance to weary travelers. “If you climb mount Fuji,” he says “it’s really rough. There’s a cabin in between when you’re climbing. Of course it’s very easy if there’s a path, but sometimes there’s no path. And I always feel very thankful for the path and the cabin. I’m always grateful to the first person who makes it, and if I can drink coffee in that log cabin I am so happy about it. So I think if someone feels that way, they can then give that to other people as well. That’s my hope for the game. It’s not the main theme, but that’s the hope.”

The cabin pictured above isn’t the one Kojima is specifically referring to, but it certainly gives off the same energy he’s describing.

Knowing that not everyone has the best intentions online, we asked Kojima if we suspects some players will try to hinder, rather than help, other players. In his experience, this is unlikely: “I pretty much feel that there won’t be much intentional evil.”

“We do a lot of playtests in the office. So sometimes there’s a bridge that crosses a deep river, and people feel grateful, but it only goes to the middle of the river. Of course you don’t give that bridge a thumbs up, but it probably wasn’t intentional. I pretty much feel that there won’t be much intentional evil. I want people to think about that as well if they fall [off that bridge]…’I won’t do that to someone.'”

If Death Stranding can bring a renewed sense of community to the gaming space, we’re all for it. Kojima’s optimism is definitely infectious in person, but the history of multiplayer griefing–both in game and in the real world–is too consistent to ignore. Time will tell; everyone will get to put his new Social Strand System to the test when Death Stranding releases in just a few weeks, on Nov. 8.

You Can’t Trust Anything In Control–That’s Why It’s Great

Warning! This post is full of spoilers about the story of Control. Read on at your own risk!

About midway through Control, I encountered a moment that completely upended my thinking about the game. It was after completing a sidequest in which I encountered the Former, a giant, black, worm-like creature with one massive eye and a murderous disposition.

You battle the Former at the end of the quest. Afterward, you receive a message from the Board, the mysterious Astral Plane force that supports the Federal Bureau of Control and sanctions the Director. The message, a call on the supernatural telephone known as the Hotline, features the Board trying to dissuade you from listening to anything the Former may have tried to tell you. As with all communications from the Board, the message is full of statements where two words are included in the same place, allowing either to be used to interpret the sentence.

“You have heard Wrong/Fake News. The Board is A-OK/Intact. The Rebel Faction/Dissent is Former/Fired. The Crisis/Purge is over. This is not a Matter/Worry for you. You can hang up now, please.”

This isn’t the first message from the Board that’s strange or vaguely menacing, but it is fundamentally different from most or all of the others. In this one, Remedy uses some very particular language that’s become familiar in the real world. The invocation of the phrase “fake news” has some specific cultural connotations. Regardless of where you fall on the political spectrum, it’s not uncommon to hear “fake news” used by someone to discredit a fact they don’t like. Unlike your other messages from the Board, this one feels like the entity or group is straight-up lying to you. And as in all its messages, the usage of replaceable words give a look into the Board’s intentions you wouldn’t otherwise get. And if the Board is unreliable, it throws a lot of other underlying premises in Control into question.

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The Board is far from the only thing about Control that’s slippery and untrustworthy. There’s Zachariah Trench, the former director of the Federal Bureau of Control, who speaks to Jesse from beyond the grave with the help of the Hotline. For most of the game, Trench comes off as a guide, imparting useful wisdom to Jesse as she takes on the role he just vacated. Once you hit the end of the game, however, you realize what really happened to Trench. During an expedition into another dimension with the use of the Slide Projector Object of Power, Trench was attacked and invaded by Control’s otherworldly antagonist force, the Hiss. He wasn’t just possessed outright, as the enemies throughout Control were; the Hiss worked on Trench’s paranoia as a voice in his head for years.

The Hiss finally convinced Trench to use the Slide Projector to open a portal to its dimension, allowing it to invade the Bureau and leading to the crisis that precipitates the events of the game. Once you know that, everything Trench says in his messages becomes suspect. Rewatching those messages, you realize that Trench’s asides and offhand comments are the results of a malicious influence on his mind that ultimately drove him to madness. You have a pile of messages from Trench telling Jesse how to be a good Director and warning of a conspiracy brewing within the Bureau. Trench even suggests his head of research, Dr. Darling, is behind that conspiracy. But it’s only after the fact that you realize that some or all of it might be tainted.

But it’s not just characters who aren’t exactly what they seem. Everything in Control builds on its shifting double-speak and altered perception. For one, there’s the fact the Board may not have your best interests at heart. (In one message the Board refers to you as the weapon it wields against the Hiss; in another, it threatens to annihilate you if you trust the Former’s lies, even though the Former hasn’t communicated with you in any way.) Another is the suggestion that the Hiss might not be the true villain in Control. Yes, the Hiss attacks you at every turn, but at the same time, you’re the Director, an instrument of the Hiss’s enemies. The Former also attacks you on sight, possibly for the same reason.

From Trench’s point of view, the real enemies are not the Hiss, but the entity called Hedron that the Bureau brought back from Slidescape 36. And in the same way that the Hiss seems to influence Trench, Hedron seems to influence Dr. Darling, driving him to build the Hedron Resonance Amplifiers to protect against the Hiss. To Trench, those wearing HRAs are the ones who are no longer human and who are possessed by a malicious force.

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Jesse’s brother Dylan, who has accepted the Hiss but retains at least some of his identity, also draws attention to the things Jesse doesn’t know about the masters she serves and their agendas. For Dylan, Trench and Darling are the enemies, and the Hiss is a liberator. Dylan also tells Jesse that she’s a puppet of both the Bureau and the Board–and even eam in which two of them are trapped in a game, one that Jesse can’t stop playing. Are Dylan and the Hiss just messing with you or trying to tell you the truth?

Jesse spends the entire game driven forward by yet another unknowable force: Polaris. Another entity from an alternate dimension, Control suggests Polaris is the reason Jesse has come to the Bureau in the first place–and not just to look for her brother. One recording explains that Polaris is pushing Jesse to arrive at the Bureau at a very specific moment. When Polaris sends Jesse to find Hedron, Control seems to suggest the two entities are actually one and the same (or at the very least, Polaris and Hedron are related or Polaris is a part of Hedron). And then Polaris tells Jesse to remove the HRA that protects the entity, allowing the Hiss to attack it. Hedron, seemingly, is destroyed in the next exchange–but Polaris’s power becomes a permanent part of Jesse.

Through it all, it’s not clear what Hedron’s or Polaris’s agendas are, or why they would instruct you to open Hedron up to the Hiss’s attack. All we know is, while Polaris knew that Jesse was searching for her brother, it was only when the Hiss threat reared up that Polaris finally revealed the Bureau’s location to her.

But even off-hand comments and lines of dialogue have hidden depths of interpretation. During a mission to protect the Bureau’s power plant, Trench tells Jesse that the Director’s most basic job is to keep the lights on, which sounds like an innocuous truism. But climb to the top of the NSC, the Bureau’s power reactor, and you’ll discover its true name is “Northmoore Sarcophagus Container.” Northmoore was the Director before Trench, who Trench describes as being overwhelmed by his quest for power. It seems that notion was as literal as it was metaphorical, as Northmoore was apparently transformed into a human energy source. When Trench says the Director’s job is to keep the lights on, he’s speaking both literally and figuratively.

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The Bureau’s very nature is to seek out and understand things of a double nature. The place is filled with Objects of Power and Altered Items–everyday things that look normal enough, but are imbued with life and powers of their own. And the Oldest House itself seems to be a living character with an agenda of its own. Documents describe how the building often shifts without warning, with doors, corridors, or whole rooms disappearing or being sealed off for indefinite lengths of time. You see this as you play; sometimes pathways you took to get to a place no longer exist when you return. The Oldest House isn’t exactly working against you, but it is working at something.

That idea is most wholly embodied by Ahti, the Bureau’s janitor. Ahti is a supernatural figure of some kind, although the details of his nature are hazy throughout the game. He knows about the intricacies of the building and more than once allows you to access areas you couldn’t otherwise reach without his help. Later in the game, there’s a whole chapter devoted to Ahti’s strange capabilities within the Oldest House. And unlike other characters, Ahti can hear Jesse’s internal monologue. In her first meeting with the character, Ahti responds to a comment Jesse only thinks but doesn’t say aloud. In the Executive sector, you can find a painting of Ahti with the inscription “Our Bureau at Work,” and some players have interpreted this to mean that Ahti is a personification of the Oldest House itself.

Sure, all of these elements help bolster Control’s “New Weird” genre storytelling, but together they go further than that, to turn the game itself into a mystery. It’d be possible for Control’s lack of concrete answers to become frustrating, since deciding what’s happening in the game so often seems left up to your point of view. But instead, that subjectivity allows Control to transcend what we’re used to in video game storytelling as it draws from its inspirations in the New Weird genre and the works of David Lynch. It doesn’t just tell a story about a strange building set in a weird universe of interdimensional madness; Control embodies those ideas at every level.

Remedy uses all these intricacies to turn its entire game into an Oldest House unto itself–something that shifts and changes depending on how you look at it, and when, and what you’ve learned along the way. The most fascinating and captivating thing about Control is how well Remedy has integrated its themes and ideas through every inch and element of the game. With DLC expansions on the way, it’s clear we haven’t seen everything that Remedy means to show us about the world of Control. Jesse riffs on Plato’s Cave at the start of the game, explaining that most people’s conception of reality is akin to sitting in a prison cell, staring at a poster on the wall and never realizing there’s a whole world just beyond. Control makes it clear there’s more behind the poster than what Remedy has already shown. Absolutely nothing is as it seems in Control–and that’s what makes the game itself so remarkable.

E3 2020 Reportedly May Become a ‘Fan, Media, and Influencer Festival’

The Entertainment Software Association (ESA) is hoping to turn E3 2020 into a “fan, media, and influencer festival” that would feature “Queuetainment” and a Disney FastPass-style system.

As reported by GameDaily.biz, the ESA’s plans were revealed in a pitch deck intended for the lobbying group’s members that was inspired and in response to “feedback from publishers.”

The ESA proposes that influencers and paid celebrity deals become more of a focus, with examples including “members of the Los Angeles Lakers playing a basketball video game in front of fans or actors competing in a tournament.”

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Children of Morta Review

Children of Morta is a game about family. Mechanically, it’s a satisfying dungeon crawler where you grind through bad guys, level up your characters, and unlock better abilities so that you can face off against a series of increasingly difficult bosses. But really, at its heart, it’s a compelling game about what it means to be a part of a family, and how being surrounded by loved ones can make you a better, stronger person.

The Bergson family, six of whom you’re able to play as, is made up of warriors, mages, and inventors all tasked with holding back the Corruption–which has, at the game’s opening, started to spread across their homeland. Their house sits atop a shrine, and to battle against the evil forces of the demonic Ou they need to travel through portals and conquer dungeons, in order to awaken three spirits that can guard against the Corruption.

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It’s a cliched fantasy setup, but Children of Morta makes the most of its tropes by making sure that you’re invested in the Bergsons and their plight. Between runs of the dungeons, you’re treated to cutscenes and vignettes of the family interacting with one another, and you get to know the beats of their lives and what they get up to when they’re not enduring dungeons. You start with two playable characters, family patriarch John and his eldest daughter Linda, but the other four are introduced within the game’s opening half. Seeing them train and grow in cutscenes, and getting a sense of their place within the family, means that you’re already attached to the characters before you get your hands on them.

Gameplay in Children of Morta involves battling your way through hordes of enemies to reach each dungeon’s boss, exploring thoroughly and nabbing as many temporary boosts as you can along the way. Each character has three main abilities they’ll unlock as they level up: a standard attack that can be used continuously, a special attack with a cooldown, and a more defensive ability (although some of these can still do damage). The combat isn’t necessarily super deep, but it’s a lot of fun thanks to some extremely satisfying animation and the strategic possibilities that become available as you level up. Dungeons consist of multiple levels and are generated anew each time you enter, so finding the entrance to the next level will always require some exploration. Occasionally I’d find myself frustrated when the path to the exit ended up being very elaborate, but this also kept the game feeling fresh when some dungeons took a long time to clear.

There’s an imbalance between the number of melee and ranged characters–four melee to two ranged–which is a shame, because playing the ranged characters changes the rhythm of the game significantly by encouraging a slower, more thoughtful playstyle, and only having two of them feels like a missed opportunity. I found that Linda (who uses a bow and arrow) was the character I most often managed to beat bosses with, since so many bosses are primed to punish you for getting too close, and I would have loved to have another option beyond her and Lucy, the family’s youngest daughter.

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Each character plays differently, and you’ll no doubt have your favorites. Lucy can shoot a continuous wave of fireballs while standing still, and can be upgraded to withstand three hits without damage; Kevin, the youngest son, can dramatically increase his speed and strength by building up “rage” with continuous knife attacks, but he needs to get very up-close to do so before using his power of invisibility to get out of danger. Some characters are less interesting; for the life of me I can’t figure out how to make Joey, who swings a huge hammer, effective. But it’s still fun trying out a character you haven’t played for a few runs and getting into the groove with each of their distinct rhythms.

You need to switch characters regularly, too, as any member of the family who is used too many times in a row begins to suffer from corruption fatigue, which lowers their overall health until they’re given time to recover. Each member of the family can also unlock new abilities that benefit every other family member as they level up (like higher rates of critical attack or even assists in certain situations), and later abilities in their skill trees can be very useful–I initially dismissed John for being too slow but found his shield and wide swing arc extremely useful later in the game, and was ultimately glad that the game encouraged me to use every character and discover their strengths (in five cases out of six, at least).

The plot’s focus on the family, paired with the tremendous art and beautiful animation, makes it easy to love the Bergsons. Lucy is so full of energy that she’ll jump in the middle of her run animation (which doesn’t interrupt your pathfinding at all but adds personality to her sprite), while eldest son Mark’s Naruto-style run is a perfect complement to his martial arts fighting style. Charming touches like this are everywhere, and they give the characters more personality. You feel those unique traits come through in combat, too; there are few things more satisfying than seeing Kevin shimmer with rage and rip through a huge mob of enemies.

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And as with any family gathering, Children of Morta will encourage and then test your patience. It’s a grind-heavy game; it was very rare for me to beat a dungeon on my first shot, as most required that I level up and learn the boss’ attack patterns, which requires storming through the dungeon to get to them a few times. You can get away with running right past most enemy mobs, but to stand a chance against the boss at the end, you want to be armed with powerful buffs, and growing stronger requires farming experience and gold to unlock new abilities and improve your stats.

However, it takes a long time for the grind to start wearing you down. The combat is meaty and intense, and the allure of growing stronger is so compelling that dealing with huge crowds and collecting all the gold they spill can hold your attention for hours. There’s a sharp increase in difficulty right at the end, but I could always identify what had gone right–which fights I’d avoided, which charms I’d made use of, how I’d thought about my character’s relative strengths and weaknesses to the boss–and adjust my strategies accordingly to continue to do well. The grind helped make me a better player, instead of simply acting as a level gate.

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There are special buffs that are only active for that session, and you have a much better chance of beating the boss if you go in after thoroughly exploring the dungeon and powering up. There are many different kinds of buff you can unlock, some temporary, some permanent; I found that I did far better against bosses when I went in with a lot of them active. You can find the various items and objects that make you more powerful throughout each dungeon, or buy them from shopkeepers that pop up, and I found myself getting excited whenever I found a good combination. Going up against a boss that has beaten you several times, now armed with a combination that you think will give you an advantage, is a great feeling.

Your dungeon runs are also broken up by numerous subquests that can appear throughout each dungeon, which expand on the game’s lore, introduce new NPCs, and result in significant upgrades or rewards. A few even have major narrative impact–there are a series of quests early on that end with the Bergsons adopting and raising an adorable puppy, for instance. But if one dungeon is really giving you grief, eventually it can feel like the game’s ready for you to move on before you’re ready yourself–you’ll stop getting cutscenes and character vignettes after missions, and you’ll find that you’ve run out of subquests to complete. But then, the feeling of eventually taking down a boss that was troubling you is extremely satisfying, especially knowing that you’re going to get more lovely character moments as you try to beat the next one.

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You also have the option of playing the whole game in co-op, and the game balance differs depending on whether you’re alone or not. However, I found myself preferring to stick to solo play–it’s annoying for a friend to talk over cutscenes and the difficulty scaling makes co-op more complicated.

Children of Morta’s fantastic art style and enjoyable storytelling take what would have been an otherwise fun roguelike dungeon-crawler and elevate it a great deal. Taking down enemies and eventually triumphing over bosses is enjoyable, but what kept bringing me back was the connection I felt to the Bergsons, and my sincere desire to help them push back against the Corruption. After all, it’s a lot easier dealing with dungeons full of monsters when you have a family to come home to.

How Much Netflix Paid For Seinfeld Is A Jaw-Dropping Sum

Streaming giant Netflix recently announced it will be the exclusive streaming home for Seinfeld starting in 2021. Given that Seinfeld is one of the most popular shows in the history of television, the company had to pay a pretty penny for the rights. But how much scratch are we talking?

According to sources speaking to The Los Angeles Times and The Wall Street Journal, Netflix paid Sony Pictures Television more than $500 million for the five-year streaming rights. It’s a big get for Netflix, as the streaming network recently lost The Office and Friends to rival streaming services.

According to reports, NBCUniversal paid $500 million to take The Office off Netflix and put it on its own streaming service beginning in 2021, while WarnerMedia is estimated to have paid $425 million to pick up Friends and take it away from Netflix as well. These deals, which are said to span five years, are for US streaming rights only, whereas the Seinfeld deal reportedly is global.

Hulu is the current exclusive streaming site for Seinfeld in the United States. According to the reports, the company paid $130 million for a six-year deal that expires in 2021.

Netflix is said to have outbid Hulu, Amazon, WarnerMedia, and NBCUniversal for the streaming rights to Seinfeld. Viacom, which recently merged with GameSpot’s parent company, CBS, also reportedly put in a bid for Seinfeld to run on CBS All Access before Netflix ultimately won out.

“Seinfeld is the television comedy that all television comedy is measured against,” Netflix chief content officer Ted Sarandos told The LA Times. “It is as fresh and funny as ever and will be available to the world in 4K for the first time.”

Seinfeld’s rights and ownership is mixed between numerous different companies, including WarnerMedia and CBS (which is GameSpot’s parent company), along with the show’s creators, Jerry Seinfeld and Larry David. Each company and individual will receive a cut of the $500 million-plus, with Sony taking a “significant percentage” as the program’s overall distributor. Seinfeld was originally produced at the now-defunct Castle Rock, which is now owned by WarnerMedia.

While Netflix is getting the exclusive streaming rights to Seinfeld, re-runs of the show will still be shown on TV and WarnerMedia’s own network TBS. According to WSJ, Sony Pictures Television has already negotiated $3 billion worth of rerun deals over the years for Seinfeld.