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Snatcher and the Birth of Hideo Kojima

by pauljeremiah

Before Metal Gear Solid, Death Stranding, OD and PHYSINT, there was Snatcher. I look back at Kojima’s 1988 cyberpunk classic and how its obsession with cinema, identity, technology, and pushing the limits of video games laid the foundation for nearly four decades of his work.

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When looking back at the early work of a famous artist, there's a temptation to search for clues. We treat the past as a crime scene, where every unusual decision becomes evidence and every recurring idea a premonition of something greater to come. Knowing what Hideo Kojima would eventually make, it’s almost impossible to play Snatcher without doing this. We recognise a robot called Metal Gear and smile. We notice the cinematic compositions, the lengthy conversations, the references to Hollywood films, the conspiracies, and the questions about identity and memory. We hear characters discussing technology and politics for longer than most games of the period would dare, and think: there he is. Yet Snatcher is more than a collection of early Kojima trademarks because it doesn’t feel like the work of an artist still discovering what interests him. It feels like the work of one who already knows.

Released by Konami in Japan in 1988 and later reaching Western players via the Sega CD version in 1994, Snatcher appeared at a time when the technological vocabulary of video games was still remarkably limited compared with the stories Kojima wanted to tell. The hardware would change enormously over the following decades. Budgets would grow vast, voice acting and performance capture would become commonplace, and three-dimensional worlds would give Kojima increasingly elaborate ways to express himself. Yet many of the questions that would occupy him for the next four decades were already present. Can memory be trusted? Does identity reside in the body or the mind? What happens when technology becomes indistinguishable from humanity? How does information shape our understanding of ourselves? And perhaps most importantly for Kojima, what happens when someone who loves movies is given an interactive medium and begins wondering what it can do that movies cannot?

Snatcher begins, appropriately, with uncertainty. Gillian Seed awakens without a past. He knows his name, knows he has a wife named Jamie, and knows they were discovered suffering from amnesia, but beyond that his identity is largely an empty space. He joins JUNKER, an organisation tasked with hunting artificial beings known as Snatchers, biomechanical creatures that murder humans and replace them. They look human, speak like humans, and move through society unnoticed. Gillian therefore enters a profession focused on determining whether other people are who they claim to be, while being unable to answer the same question about himself. Long before Solid Snake wondered whether his genes determined his destiny, Raiden discovered his life had been manipulated, Sam Porter Bridges tried to reconnect a civilisation that had forgotten how to exist together, and Gillian Seed tried to reconstruct himself from incomplete information. The detective story gives Snatcher its structure, but identity gives it its anxiety.

The Snatchers make that anxiety literal. Their horror does not stem primarily from their mechanical bodies but from their ability to pass as human. A monster standing before us is relatively easy to understand; a monster wearing the face of someone we trust is something else entirely. Every conversation therefore carries a faint possibility of deception. Human appearance no longer guarantees human identity, and the comforting assumption that we can recognise another person simply by looking at them becomes unreliable. Gillian’s predicament sharpens the irony. He is professionally required to expose false identities while privately attempting to recover his own. The hunter and the hunted occupy opposite sides of the same philosophical problem.

Kojima did not invent this idea, and Snatcher makes little effort to hide its influences. Its debt to Ridley Scott’s Blade Runner is enormous. Rick Deckard becomes Gillian Seed, Los Angeles becomes Neo Kobe, replicants become Snatchers, and neon advertisements illuminate another nocturnal metropolis where detectives hunt artificial humans. The Terminator shows up in its exposed mechanical bodies, and Invasion of the Body Snatchers in the fundamental terror of replacement. Kojima’s love of Western cinema isn’t hidden beneath the surface; it is practically painted on the walls. This has occasionally made Snatcher easy to dismiss as derivative, but its derivativeness is part of what makes it so revealing. Kojima has never been particularly interested in pretending his influences do not exist. His work often behaves less like isolated creation than like a cultural collage, where movies, novels, political history, popular music, military hardware and other games collide until the references begin producing something of their own.

That tendency would become increasingly explicit in Metal Gear Solid. Genes transmit biological information. Memes transmit cultural information. Digital networks transmit truth, lies and everything in between. Stories outlast their creators and mutate as they pass between generations. Snatcher approaches the same idea through memory. Gillian has lost the information he needs to understand himself, so his investigation is not simply about solving murders but about recovering a narrative. Human beings construct identity through stories: where we came from, who loved us, what frightened us, what embarrassed us, what we regret. We arrange those memories into a private mythology and call the result “me.” Remove those memories and the body remains, but something fundamental becomes unstable. Gillian Seed is alive, intelligent and capable, yet the most important information about Gillian Seed lies beyond his reach.

The Snatchers embody the inverse problem. They possess bodies that convincingly mimic humanity but lack the histories attached to those bodies. They can reproduce appearance without reproducing experience. Gillian possesses a human history without access to it; the Snatchers possess human appearances without authentic continuity behind them. Detective and monster become distorted reflections of one another, and this is where Snatcher begins to resemble Kojima’s later work not merely aesthetically but philosophically. Solid Snake discovers uncomfortable truths about his origins. Raiden gradually learns that the apparent reality surrounding him has been constructed. Venom Snake’s identity becomes one of the series’ cruellest manipulations. Kojima’s protagonists repeatedly begin with a relatively stable understanding of themselves, only to discover that someone else has been writing parts of their biography. Snatcher was exploring that territory remarkably early.

Yet the game is equally important for how it tells its story. Today, describing a game as “cinematic” can mean almost anything. It might refer to realistic graphics, expensive performance capture, widescreen framing, or simply an abundance of cutscenes. In 1988, the term meant something much stranger. Snatcher could not imitate cinema through photorealism, so it had to do so through suggestion. Characters are represented largely through illustrated portraits, locations are constructed from static backgrounds, movement is limited, and the player’s verbs are frequently variations of LOOK, INVESTIGATE, TALK and MOVE. On paper, this sounds restrictive. In practice, Kojima uses those restrictions to control attention, showing that cinematic language does not require a virtual camera floating freely through three-dimensional space. Editing, framing, sound, music and timing can accomplish an extraordinary amount.

A close-up matters because the game chooses when to show it. A sudden change in music matters because so much of the experience is otherwise conversational. An interruption becomes dramatic because the player has settled into the rhythm of asking questions and examining objects. This may be one of the most important lessons Kojima carried forward. His later games are famous for lengthy cutscenes, but reducing his cinematic instincts to “lots of movies” misses what makes them distinctive. Kojima has always been fascinated by the boundary between observation and participation. He wants the player to watch, then act, then watch again, sometimes becoming uncertain where one state ends, and the other begins. Snatcher is technologically primitive compared with his later work, but the impulse is already unmistakable.

The player’s relationship with Gillian creates another compelling tension. Gillian is not an empty avatar. He has a personality, a history, a marriage, and occasionally a tendency to act in ways the player might not choose. Yet we control his investigation, deciding which questions he asks, what he examines, and where he focuses. Because Gillian lacks his memories, the player and the protagonist occupy similar positions: both are trying to understand a world whose history predates their arrival. Amnesia therefore becomes more than a convenient storytelling device. It aligns the character's and the player's knowledge. When Gillian learns something, we generally learn it with him, and when fragments of his past emerge, they reshape both his understanding and ours. Kojima returns to this technique repeatedly. Raiden’s confusion in Metal Gear Solid 2 works because the player shares it. At the same time, Venom Snake’s incomplete understanding of himself in The Phantom Pain depends on our willingness to accept assumptions the game has quietly encouraged us to make. Kojima repeatedly finds ways to make ignorance interactive.

Another recognisable figure accompanies Gillian throughout: Metal Gear Mk. II. The name links Snatcher to Kojima’s earlier Metal Gear, but the little robot is more than an Easter egg. Metal Gear Mk. II serves as Gillian’s investigative partner, providing analysis, information and companionship. In a story built around machines masquerading as humans, one of its most trustworthy characters is openly mechanical. That irony would become characteristic of Kojima, whose work rarely settles for the simple proposition that technology is evil. In his games, technology is dangerous because people use it to amplify existing desires: control, violence, surveillance, preservation and connection. Machines can imprison people, but they can also connect them. Nuclear technology can threaten civilisation, while communication networks overcome distance. The internet can democratise knowledge and, at the same time, drown it in misinformation.

Snatcher shares this ambivalence. Its world is threatened by technology, yet it is also enchanted by it. Neo Kobe is frightening and exciting at once. Computers, videophones, databases, artificial intelligence and robotics are not presented merely as warnings; there is genuine fascination in imagining how people might live alongside them. The problem is not merely that machines have become human. The deeper problem is that humanity may no longer have a reliable way to distinguish authenticity from imitation. More than three decades later, that anxiety has taken on an uncomfortable relevance in a culture where voices can be synthesised, photographs generated, identities impersonated and convincing video fabricated. Snatcher obviously could not have predicted the precise technologies of our present, but good science fiction rarely succeeds by guessing gadgets correctly. It succeeds by recognising anxieties before society has developed the vocabulary to describe them.

That concern leads naturally to Metal Gear Solid 2, perhaps the later Kojima work with which Snatcher has the strongest philosophical kinship. Sons of Liberty is concerned with information rather than bodies, yet the underlying fear is remarkably similar. In Snatcher, the question is whether the human standing in front of you is authentic. In Metal Gear Solid 2, the question becomes whether the information appearing before you is authentic. The object of imitation changes, but the paranoia remains. Kojima did not need to predict the internet or artificial intelligence in precise technical terms because his real subject was always human vulnerability. We depend on information to understand reality. Memories are information. Identities are information. History is information. Culture is information. Whoever can alter those things possesses enormous power over the people who depend on them.

This is also why Snatcher’s limitations have aged in curious ways. Mechanically, it unmistakably belongs to another era. Navigation can be cumbersome, some solutions depend on repeatedly exhausting dialogue options, and the shooting sequences feel more like novelty than thoughtful action design. Players accustomed to modern adventure games may occasionally wonder whether they are investigating a mystery or merely persuading a menu to yield the next piece of dialogue. Yet those same limitations produce an intimacy that many modern narrative games struggle to recreate. Because players cannot explore environments freely, they study them. Because conversations must be deliberately pursued, dialogue becomes the primary way to understand the world. Because Neo Kobe is constructed largely from still images, sound and text, imagination fills the spaces technology cannot.

There is something wonderfully appropriate about that. Snatcher is a game about incomplete information, requiring the player to construct a world from it. Neo Kobe becomes larger in memory than in code. Its streets seem to continue beyond the handful of locations we actually visit, while its society feels more complicated than the hardware could ever fully depict. Like Gillian, we assemble fragments into something whole. This, more than the movie references or the Metal Gear name, may be where Kojima truly emerges as the designer he would become, because he understands that players are collaborators in illusion. A filmmaker controls what appears on the screen, but a game designer can control something stranger: what the player believes they are doing.

Kojima’s career would increasingly revolve around manipulating that belief. Metal Gear Solid turns controller ports and memory cards into elements of its fiction. Metal Gear Solid 2 weaponises the player’s expectations of a sequel. The Phantom Pain makes identity itself dependent on the player’s participation. Death Stranding transforms asynchronous traces left by strangers into an argument about human connection. The technology becomes more sophisticated, but the fundamental curiosity is already present in Snatcher: what happens when the person experiencing the story is allowed to participate in its deception?

That is why Snatcher deserves to be seen as more than an interesting precursor to Metal Gear Solid. Calling it “early Kojima” risks making it sound unfinished, as though its primary historical function were to provide sketches for later masterpieces. It is better understood as the moment when many of his lifelong obsessions first converged. Cinema is there. Technology is there. Artificial intelligence is there. Conspiracy is there. Identity is there. Memory is there. The uneasy relationship between player and protagonist is there. Even the mixture of sincerity and absurdity that would become inseparable from his work is already present. Most importantly, there is dissatisfaction with what video games are currently capable of, followed by an almost compulsive desire to push beyond that boundary.

That dissatisfaction has followed Kojima far beyond the technological limitations of 1988. His departure from Konami eventually led to an independent studio, but independence in modern video game development is a complicated term. Games such as Death Stranding, OD and PHYSINT require enormous teams, cutting-edge technology, years of development and publishing partners prepared to finance them. The young Kojima, making Snatcher, was constrained by what the hardware could accomplish. Today's Kojima works in an industry where technology can realise almost anything he can imagine, but another limitation has become more visible: somebody still has to pay for it. The recent upheaval surrounding PHYSINT gives that old tension an unexpectedly fitting contemporary form. Sony’s decision to withdraw from the project and Kojima Productions’ subsequent move to continue it with Xbox should not be reduced to a melodrama about Sony versus Kojima. The available reporting points instead towards something more mundane and therefore more interesting: the collision between artistic ambition and the economics required to sustain it. Publishers have to ask about budgets, schedules, ownership and potential returns. Kojima keeps asking whether video games can become something they have not quite been before.

From that perspective, PHYSINT feels less like an unrelated footnote to Snatcher than the latest variation on a tension that has accompanied Kojima throughout his career. In 1988, he tried to approximate the language of cinema using static illustrations, text boxes, synthesised music, and machines spectacularly ill-equipped to reproduce the films apparently running through his imagination. Nearly forty years later, PHYSINT has been described in terms that once again blur the distinction between game and cinema, except now the obstacle is not whether the machine can realise the idea but whether an institution is willing to underwrite its scale. Sony decided it would no longer do so; Kojima Productions chose not to let the project disappear and found another partner. Neither fact tells us whether PHYSINT will ultimately justify its ambitions, and creative ambition alone does not exempt any project from commercial reality. What it does reveal is the strange contradiction at the centre of the videogame auteur. A novelist can write with a laptop, and a filmmaker can sometimes make a smaller film, but an auteur attempting to work at the technological frontier of modern videogames needs hundreds of people and an extraordinary amount of money. The greater Kojima’s ability to realise what he imagines, the more dependent that imagination has become on organisations capable of financing it.

Perhaps this is why returning to Snatcher now feels less like excavating an early experiment and more like finding the first pages of a notebook Kojima never stopped writing in. The graphics changed, the machines became more powerful, the worlds grew larger, and the budgets became considerably harder to imagine. Konami eventually disappeared from his working life; Sony became instrumental in his independence; Xbox became another creative partner; and the economic machinery surrounding his work grew almost as complicated as the technology powering it. Yet the fundamental impulse remained remarkably consistent. The young designer staring at the limitations of an MSX2 and wondering how to make a videogame feel like the movies he loved is recognisably the same artist who, almost four decades later, is still trying to erase the boundary between those mediums and is still discovering that every generation places a different obstacle in his way.

That may ultimately be the most revealing thing about Snatcher. We can look back and find the beginnings of Metal Gear Solid, Death Stranding and even PHYSINT in its ideas, but what endures most clearly is not a particular mechanic or theme. It is Kojima’s refusal to accept the existing definition of what a video game is supposed to be. Snatcher was made by someone attempting to reach beyond the capabilities of the machine in front of him. PHYSINT is being made by someone who discovers that once the machines become powerful enough, the limits move elsewhere. Somewhere beneath the neon lights of Neo Kobe, surrounded by the borrowed shadows of Blade Runner, The Terminator and the films that taught him how images could tell stories, Kojima had already begun a career-long argument with the boundaries of his medium. Nearly forty years later, that argument still goes on.