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Hideo Kojima Talks Death Stranding 2, OD, and New Espionage Game PhysInt

Hideo Kojima Talks Death Stranding 2, OD, and New Espionage Game PhysInt

Kojima’s Busy Year and the World of Death Stranding 2

Hideo Kojima and Kojima Productions have had a packed year. Death Stranding 2 launched earlier on consoles, with a PC version expected but not yet dated. On top of that, the Death Stranding universe is expanding well beyond games, with both a live action movie and an animated film in development, plus an anime series on the way at Disney Plus.

For PC and gaming fans, Death Stranding 2 is particularly interesting because Kojima is once again trying to balance his trademark weirdness with broader appeal. In a recent interview with Japanese outlet Ananweb, he talked about how tricky that balance can be.

Kojima explains that his games have to be unique but also sell well enough to survive. The first Death Stranding pushed that uniqueness very far, with its slow paced delivery gameplay and unusual online systems. For the sequel, Kojima says the team worked hard to broaden the audience without losing what makes the series special.

He gives a specific design example. In Death Stranding 2 there is a huge snowy mountain, roughly twice as tall as anything in the first game. When they tested it with players, almost everyone slipped and fell from the top all the way to the bottom. Once they started rolling, they just kept going, which understandably made people angry.

Kojima himself loved it. To him, the idea that you had to take three steps, pause for several seconds, and slowly claw your way to the summit felt like the best kind of harsh survival experience. But it was clear most players did not agree. He jokes that they probably should have made this brutal climb a separate game mode for those who wanted the punishment. In the end though, the team adjusted things and he is happy that many players are enjoying the final result.

He also notes that he never really considers a project finished. He says he wanted to keep working on Death Stranding 2 until around September, even after the point where the game had to ship. For Kojima, there is always more he would like to tweak, refine, or expand.

OD: A Very Different Kind of Horror Project

Beyond Death Stranding 2, Kojima Productions has several games in the works, and Kojima is clearly enjoying the role of tease in chief. One of the most mysterious titles is OD, a horror project developed in collaboration with Microsoft.

From the outside, OD might sound like a standard horror game. Kojima insists it is not. He says it is something completely different and adds that even he is not sure if it will work. That uncertainty is part of what excites him.

Kojima points out that while his previous games such as stealth focused infiltrations or the delivery systems in Death Stranding were unique, they still relied on familiar gameplay structures under the hood. OD aims to break more radically from existing formulas.

He hints that the reveal trailer is packed with clues. For dedicated fans and tech minded players, that means there is likely more going on than just cinematic shots. Kojima encourages viewers to rewatch the footage closely and think deeply about what they see. If you spend enough time with it, he suggests, you might be able to guess what the real idea behind OD is.

Given that OD is being made with Microsoft, it is reasonable to expect a strong focus on cloud technology, online connectivity, or experimental systems that would benefit from powerful PC and console hardware along with network features. While he has not detailed the technical side yet, Kojima’s history suggests that OD could push boundaries in how horror is delivered, perhaps blending film like presentation with interactive systems in ways that demand modern GPUs and CPUs.

PhysInt and Blurring the Line Between Film and Games

Another upcoming project is PhysInt, an espionage focused game. Here Kojima sounds almost relaxed compared to the wild ambition of OD. He jokes that he could make an espionage game in his sleep. Sneaking through enemy bases, avoiding detection, and silently taking down enemies is territory he knows better than almost anyone.

He describes a classic setup. There is a soldier who infiltrates, tries not to be discovered, and if spotted is attacked and must respond. Stealth, tension, and careful strategy form the core. Kojima says that no matter how it plays out, this kind of structure is simply fun and relatively easy to develop.

However, he does not plan to deliver a straightforward stealth game. PhysInt will include what he calls new gimmicks, and once again he wants to cross the line between film and game, one of his long running obsessions. This likely means intense cinematic sequences tied closely to gameplay, detailed performance capture, and high end visuals that push modern PCs and consoles.

More interestingly, Kojima says the team is thinking about working with filmmakers not only for the cast but also for the production staff. That suggests movie directors, cinematographers, screenwriters, or editors might directly influence the structure and style of the game. As display technology, GPUs, and real time engines continue to evolve, this kind of crossover could create experiences that feel more like interactive films without sacrificing player control.

Kojima also notes that the world is changing so quickly that some of the social structures and themes he wants to portray in PhysInt may soon become reality. That comment hints at a near future setting with political or technological ideas that mirror our current world.

Kojima’s Drive to Keep Creating

Outside of game details, Kojima reflects on his own role in the industry. He jokes about a fantasy where he makes one giant best selling product, earns a fortune, and then disappears for a while, only to return later and casually ask everyone how they are doing. He quickly explains that this is not really his path.

Kojima does not see his job as simply creating the biggest seller and then retiring. In fact, he admits he would not know what to do with himself if he was at home with nothing to work on. He wants to keep working with his hands forever, constantly building new experiences and testing new ideas.

From Death Stranding exoskeletons you can buy in the real world to experimental horror with Microsoft and film infused espionage, Kojima Productions is clearly not slowing down. For PC gamers and hardware enthusiasts, that means more demanding and visually ambitious titles on the horizon, with unique gameplay ideas that will likely take advantage of modern components and performance.

Original article and image: https://www.pcgamer.com/games/hideo-kojima-says-death-stranding-was-too-unique-ods-going-to-be-completely-different-but-physints-an-espionage-game-so-you-can-make-it-in-your-sleep/

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