{"id":135057,"date":"2019-04-17T21:48:00","date_gmt":"2019-04-17T21:48:00","guid":{"rendered":"http:\/\/sftarticles.wpenginepowered.com\/en\/?p=135057"},"modified":"2025-07-01T22:05:14","modified_gmt":"2025-07-02T05:05:14","slug":"hideo-kojima-metal-gear-characters","status":"publish","type":"post","link":"https:\/\/cms-articles.softonic.io\/en\/hideo-kojima-metal-gear-characters\/","title":{"rendered":"How Hideo Kojima created the characters of Metal Gear"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-135727\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/metal_gear.jpg\" alt=\"Metal Gear\" width=\"700\" height=\"394\" \/><\/p>\n<p>The <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Metal_Gear_series\" target=\"_blank\" rel=\"noopener noreferrer\">Metal Gear<\/a> franchise stands out from other video games because of its cinematic storytelling, expansive narrative, and allegorical metaphors for the real world. It&#8217;s a zany, complex miasma of espionage, intrigue, triple-agents, secrets, plot twists, and <a href=\"https:\/\/www.youtube.com\/watch?v=H6cDTVKHsek\" target=\"_blank\" rel=\"noopener noreferrer\">over-the-top drama and action sequences<\/a>\u00a0 (many of which were inspired by Hollywood movies), wherein gameplay gets steadily stronger as the series progresses to more recent titles. While the tactical espionage game is itself clever and fun, the other side of the coin is the plot and characters.<\/p>\n<p>The mind behind the series is <a href=\"https:\/\/twitter.com\/HIDEO_KOJIMA_EN?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor\" target=\"_blank\" rel=\"noopener noreferrer\">Hideo Kojima<\/a>, a now-55-year-old man who studied economics at a university and got into gaming around the same time. His peers were surprised when he announced his intent to get into the gaming industry; <a href=\"https:\/\/web.archive.org\/web\/20080119130659\/http:\/\/archive.gamespy.com\/e32003\/interview\/gba\/1002714\/\" target=\"_blank\" rel=\"noopener noreferrer\">Kojima had previously expressed an interest in directing film<\/a>. He brought his love of film to gaming, and the result was one of the most detailed and cinematic series to ever land. With the exception of the 2004 <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Snakes-game-cube\/dp\/B0000A09EN\" target=\"_blank\" rel=\"noopener noreferrer\">Metal Gear Solid: The Twin Snakes<\/a>, Kojima wrote, directed, and designed every game in the Metal Gear series, from the <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Collection-Xbox-360\/dp\/B0050SYOOA\/ref=sr_1_3?crid=2CL589GUC1D02&amp;keywords=metal+gear+solid+legacy+collection&amp;qid=1555025454&amp;s=videogames&amp;sprefix=metal+gear%2Cvideogames%2C128&amp;sr=1-3\" target=\"_blank\" rel=\"noopener noreferrer\">1987 Metal Gear<\/a> all the way to 2015&#8217;s <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Phantom-Pain-PlayStation\/dp\/B00JKM06HG\/ref=sr_1_1?crid=JVSGLV3KF3RJ&amp;keywords=the+phantom+pain&amp;qid=1555025482&amp;s=videogames&amp;sprefix=the+phantom+pain%2Cvideogames%2C125&amp;sr=1-1\" target=\"_blank\" rel=\"noopener noreferrer\">The Phantom Pain.<\/a><\/p>\n<div class=\"sc-card-program\">\r\n  <div class=\"sc-card-program__body\">\r\n    <div class=\"sc-card-program__row clearfix\">\r\n      <div class=\"sc-card-program__col-logo\">\r\n        <img decoding=\"async\" class=\"sc-card-program__img\" alt=\"Metal Gear Solid V: The Phantom Pain\" src=\"https:\/\/images.sftcdn.net\/images\/t_app-logo-l,f_auto,dpr_auto\/p\/cf58aeca-9b35-11e6-b3ff-00163ec9f5fa\/3889993421\/metal-gear-solid-v-the-phantom-pain-logo.png\" width=\"100px\" height=\"100px\">\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-title\">\r\n        <span class=\"sc-card-program__title\">Metal Gear Solid V: The Phantom Pain<\/span>\r\n        <a class=\"sc-card-program__button sc-card-program-internal\" href=\"https:\/\/metal-gear-solid-v-the-phantom-pain.en.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\">Download<\/a>\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-rating\">\r\n        <svg class=\"rating-score__content\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" version=\"1.1\" x=\"0\" y=\"0\" viewbox=\"0 0 50 50\" enable-background=\"new 0 0 50 50\" xml:space=\"preserve\"><path class=\"rating-score__background rating-score--good\" fill=\"none\" stroke-width=\"6\" stroke-miterlimit=\"10\" d=\"M40 40c8.3-8.3 8.3-21.7 0-30s-21.7-8.3-30 0 -8.3 21.7 0 30\"><\/path><path class=\"rating-score__value rating-score__value--70\" fill=\"none\" stroke-width=\"6\" stroke-dashoffset=\"70\" stroke-miterlimit=\"10\" d=\"M40 40c8.3-8.3 8.3-21.7 0-30s-21.7-8.3-30 0 -8.3 21.7 0 30\"><\/path><text class=\"rating-score__number\" content=\"7\" text-anchor=\"middle\" transform=\"matrix(1 0 0 1 25 31.0837)\" data-auto=\"app-user-score\">7<\/text><\/svg>\r\n      <\/div>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <span class=\"sc-card-program__description\">See Kojima's storytelling firsthand!<\/span>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <img decoding=\"async\" class=\"sc-card-program__bigpic\" src=\"\" onerror=\"this.style.display='none'\">\r\n    <\/div>\r\n    <a class=\"sc-card-program__link track-link sc-card-program-internal\" href=\"https:\/\/metal-gear-solid-v-the-phantom-pain.en.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\"><\/a>\r\n  <\/div>\r\n<\/div>\n<h3>Inspirations<\/h3>\n<figure id=\"attachment_135061\" aria-describedby=\"caption-attachment-135061\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135061\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/KojimaPowerbook.jpg\" alt=\"Kojima PowerBook\" width=\"700\" height=\"763\" \/><figcaption id=\"caption-attachment-135061\" class=\"wp-caption-text\">A young Hideo Kojima with a PowerBook<\/figcaption><\/figure>\n<p>Kojima&#8217;s <a href=\"https:\/\/medium.com\/@Brett_Fujioka\/the-literary-source-material-for-metal-gear-solid-5ae96314cf73\" target=\"_blank\" rel=\"noopener noreferrer\">early literary influences<\/a> range from Kobo Abe, Ryu Murakami, and Yukio Mishima, to Americans such as Richard Levinson, William Link, and Paul Auster. He was especially entranced by American films such as <a href=\"https:\/\/www.imdb.com\/name\/nm0001532\/\" target=\"_blank\" rel=\"noopener noreferrer\">John McTiernan&#8217;s<\/a> 1987 <a href=\"https:\/\/en.softonic.com\/watch\/movie\/predator\" target=\"_blank\" rel=\"noopener noreferrer\">&#8220;Predator&#8221;<\/a> (just look at <a href=\"https:\/\/youtu.be\/UTJ4DJ9dzV4?t=379\" target=\"_blank\" rel=\"noopener noreferrer\">the environment for Metal Gear Solid 3<\/a>), <a href=\"https:\/\/www.imdb.com\/name\/nm0950109\/\" target=\"_blank\" rel=\"noopener noreferrer\">Terence Young&#8217;s<\/a> 1962 &#8220;<a href=\"https:\/\/www.amazon.com\/Dr-No-Blu-ray-Sean-Connery\/dp\/B011MHB7QA\/ref=sr_1_2?keywords=Dr.+No&amp;qid=1555025886&amp;s=movies-tv&amp;sr=1-2\" target=\"_blank\" rel=\"noopener noreferrer\">Dr. No<\/a>,&#8221; (check out <a href=\"https:\/\/www.youtube.com\/watch?v=9aHQnDTd1y4\" target=\"_blank\" rel=\"noopener noreferrer\">the soundtrack for the same game<\/a>), and <em>especially<\/em> <a href=\"https:\/\/www.imdb.com\/name\/nm0000118\/\" target=\"_blank\" rel=\"noopener noreferrer\">John Carpenter&#8217;s<\/a> 1981 &#8220;<a href=\"https:\/\/www.amazon.com\/Escape-Two-Disc-Blu-ray-Combo-Packaging\/dp\/B003O7I6L6\" target=\"_blank\" rel=\"noopener noreferrer\">Escape from New York<\/a>.&#8221; &#8220;Escape from New York&#8221; starred <a href=\"https:\/\/www.imdb.com\/name\/nm0000621\/\" target=\"_blank\" rel=\"noopener noreferrer\">Kurt Russell<\/a> as <strong>a grizzled eyepatch-wearing action hero whose name was even &#8216;Snake.&#8217;<\/strong><\/p>\n<p>Kojima and Carpenter were friendly acquaintances, and when <a href=\"https:\/\/web.archive.org\/web\/20051103013555\/http:\/\/www.gamerstoday.com\/world_tours\/tour9a.html\" target=\"_blank\" rel=\"noopener noreferrer\">Kojima expressed an interest<\/a> in making a video game protagonist based off Carpenter&#8217;s own, Carpenter had no problem with it, <a href=\"https:\/\/youtu.be\/0Mh2zu6XNrw?t=133\" target=\"_blank\" rel=\"noopener noreferrer\">even quelling talk of copyright infringement.<\/a> &#8220;I told them not to do that,&#8221; Carpenter told the irate lawyers, &#8220;I know the director of these games, and he&#8217;s a nice guy, or at least he&#8217;s nice to me.&#8221;<\/p>\n<figure id=\"attachment_135062\" aria-describedby=\"caption-attachment-135062\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135062\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/KurtRussellSnake.jpg\" alt=\"Snake Plissken Kurt Russell\" width=\"700\" height=\"445\" \/><figcaption id=\"caption-attachment-135062\" class=\"wp-caption-text\">Kurt Russell&#8217;s &#8220;Snake Plissken&#8221; in &#8220;Escape from New York&#8221;<\/figcaption><\/figure>\n<p>While Kojima was a huge fan of American film, he wasn&#8217;t as big of a fan of western gaming. &#8220;Western video game designers, they&#8217;re the ones with the interesting technologies,&#8221; <a href=\"https:\/\/web.archive.org\/web\/20090108234153\/http:\/\/archive.gamespy.com\/e32003\/interview\/gba\/1002714\/index2.shtml\" target=\"_blank\" rel=\"noopener noreferrer\">said Kojima in an interview<\/a>. &#8220;They know how to use the hardware and they are very imaginative. And they are artistic. But sometimes, because they are so artistic, <strong>they forget what games should feel like<\/strong>, that games need to feel right and they need to play well.&#8221;<\/p>\n<p>For Kojima, a big consideration for his characters was that while they can live, breathe, and behave like people, they&#8217;re also living in a video game meant to be played by a wide demographic. &#8220;It&#8217;s like serving food in a restaurant,&#8221; he said; &#8220;you need to be sensitive to the customer. You need to be nice and providing service. Maybe that was lacking in the western games, and that was what <a href=\"https:\/\/www.imdb.com\/name\/nm0594427\/\" target=\"_blank\" rel=\"noopener noreferrer\">[Shigeru] Miyamoto<\/a> was so great at doing.&#8221;<\/p>\n<h3>Collaboration with Yoji Shinkawa<\/h3>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-135063\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/YojiShinkawa.jpg\" alt=\"Yoji Shinkawa\" width=\"700\" height=\"525\" \/><\/p>\n<p>Kojima began working with Japanese artist <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Yoji_Shinkawa\" target=\"_blank\" rel=\"noopener noreferrer\">Yoji Shinkawa<\/a> as early as 1994 on <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Policenauts\" target=\"_blank\" rel=\"noopener noreferrer\">&#8220;Policenauts.&#8221;<\/a> Over the years, the two spearheaded the design of Metal Gear&#8217;s characters, working in close collaboration to achieve an image they both felt proud of. &#8220;I come up with the setting and convey the character&#8217;s name, age, habits, background, and language to Yoji,&#8221; <a href=\"https:\/\/youtu.be\/6yOuGmZ0THk?t=180\" target=\"_blank\" rel=\"noopener noreferrer\">Kojima said of the process.<\/a> &#8220;Then he creates the designs based on that info, and I check them and give him feedback. His booth is right next to mine, so we&#8217;re constantly communicating with each other.&#8221;<\/p>\n<figure id=\"attachment_135066\" aria-describedby=\"caption-attachment-135066\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135066\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/ShinkawaConceptArt.jpg\" alt=\"Shinkawa Snake concept art\" width=\"700\" height=\"394\" \/><figcaption id=\"caption-attachment-135066\" class=\"wp-caption-text\">Shinkawa concept art for Snake<\/figcaption><\/figure>\n<p>Kojima would draw inspiration and put ideas together (<a href=\"https:\/\/youtu.be\/q5Dzn8T0icQ?t=22\" target=\"_blank\" rel=\"noopener noreferrer\">sometimes even from other members of the dev team<\/a>) for both gameplay and character design, then he would hand the wheel over to Shinkawa to turn the ideas into a tangible visual design. &#8220;Once the basic design takes shape, I then leave things in his hands and check back when the model is done. Generally, we&#8217;re constantly moving in tandem &#8211; checking, verifying, and discussing designs at each and every phase.&#8221;<\/p>\n<h3>Snake<\/h3>\n<figure id=\"attachment_135067\" aria-describedby=\"caption-attachment-135067\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135067\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/MGS3-Naked-Snake-Virtuous-Mission.jpg\" alt=\"MGS 3 Snake Virtuous Mission\" width=\"700\" height=\"394\" \/><figcaption id=\"caption-attachment-135067\" class=\"wp-caption-text\">Snake long before his transition to Big Boss<\/figcaption><\/figure>\n<p>&#8220;In all games, you have Snake. He&#8217;s not only my favorite character, he&#8217;s the one that&#8217;s closest to me,&#8221; <a href=\"https:\/\/youtu.be\/cOZjJ1swKJU?t=23\" target=\"_blank\" rel=\"noopener noreferrer\">said Kojima<\/a>. &#8220;By always having Snake in every game, his background slowly develops over time. I kind of relate that to myself growing up.&#8221; Of all the characters in the saga, <strong>Snake is the one thread that ties it all together.<\/strong><\/p>\n<p>Astute fans will point out that while every protagonist (except for <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Raiden\" target=\"_blank\" rel=\"noopener noreferrer\">Raiden<\/a>) is named &#8216;Snake,&#8217; <b>there are actually two protagonists with the same\u00a0title:<\/b> Snake (<a href=\"https:\/\/metalgear.fandom.com\/wiki\/Big_Boss\" target=\"_blank\" rel=\"noopener noreferrer\">Big Boss<\/a>), and <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Solid_Snake\" target=\"_blank\" rel=\"noopener noreferrer\">Solid Snake.<\/a> This point actually illustrates Kojima&#8217;s point even <em>better;<\/em> there are many elements to a person&#8217;s actual personality, and as Kojima (and the players) grew older, the degree to which they can relate to a character becomes strained. As a result, <strong>the original Big Boss was both the hero and the villain of the series.<\/strong><\/p>\n<figure id=\"attachment_135068\" aria-describedby=\"caption-attachment-135068\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135068\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/SnakeANdSnake.jpg\" alt=\"Solid Snake and Big Boss MGS 4\" width=\"700\" height=\"394\" \/><figcaption id=\"caption-attachment-135068\" class=\"wp-caption-text\">Solid Snake (left) and Big Boss (right)<\/figcaption><\/figure>\n<h3>The first Snake<\/h3>\n<p>Kojima and Shinkawa actually disagreed on how Snake should look and feel in the original <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Collection-playstation-3\/dp\/B00CTKHXFO\" target=\"_blank\" rel=\"noopener noreferrer\">Metal Gear Solid.<\/a> &#8220;I asked Shinkawa to create an older, hard-boiled, dandy character, but he said it&#8217;s better to have a younger character,&#8221; <a href=\"https:\/\/metagearsolid.org\/2012\/06\/part-iii-mgs2-a-complete-breakdown\/5\/\" target=\"_blank\" rel=\"noopener noreferrer\">Kojima recalls<\/a>. &#8220;So Solid Snake became about 20 to 40. I asked him to make the character nimble and muscular, with the body like a Van Damme. The result came out to be the one you will see in the game. He has to perform espionage, so I wanted the character to be like a cat but still have a strong presence.&#8221;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-135069\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/SnakeChart.jpg\" alt=\"MGS Snake timeline\" width=\"700\" height=\"306\" \/><\/p>\n<p>As for his personality, Kojima originally intended for Snake to be a blank slate. &#8220;While he started with no background, <strong>over 20 years, that personality has been slowly fulfilled.<\/strong> While this is a character that I created, recently I feel like he has developed his own personality, and established his own background,&#8221; <a href=\"https:\/\/youtu.be\/cOZjJ1swKJU?t=52v\" target=\"_blank\" rel=\"noopener noreferrer\">he said in an interview<\/a>.<\/p>\n<p>What makes this sentiment so true is that not only have the events of the series molded and changed Snake throughout the games, but <strong>they&#8217;ve also brought the player through the same growth.<\/strong> By having a blank slate slowly grow richer with experiences and relationships, the player evolves alongside him, gradually learning who he is and relating to him more and more. This way his character is slowly filled as the player intertwines his own experience with Snake&#8217;s.<\/p>\n<figure id=\"attachment_135070\" aria-describedby=\"caption-attachment-135070\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135070\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/SnakePeaceWalker.jpg\" alt=\"Snake Peace Walker\" width=\"700\" height=\"365\" \/><figcaption id=\"caption-attachment-135070\" class=\"wp-caption-text\">Snake in <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Collection-Xbox-360\/dp\/B0050SYOOA\/ref=pd_lpo_sbs_63_img_2?_encoding=UTF8&amp;psc=1&amp;refRID=D9PNR30EHJ4ZMQGKP8HH\" target=\"_blank\" rel=\"noopener noreferrer\">Peace Walker<\/a><\/figcaption><\/figure>\n<p>By Metal Gear Solid 2, Kojima realized a dilemma: He wanted to give more personality to Snake, but given the lack of control he had over the player&#8217;s decisions, felt it would be very difficult. &#8220;I wanted to give depth to the Snake character, which is very hard to do when the player is playing Snake himself,&#8221; <a href=\"https:\/\/books.google.com\/books?id=_F-BAgAAQBAJ&amp;pg=PA143&amp;lpg=PA143&amp;dq=give+depth+to+the+Snake+character,+which+is+very+hard+to+do+when+the+player+is+playing+Snake+himself&amp;source=bl&amp;ots=InHL2Bb2OR&amp;sig=ACfU3U2ylAn1x62NroZkgvq-iAIEGjc71Q&amp;hl=en&amp;sa=X&amp;ved=2ahUKEwiG64LdkMnhAhUoqlkKHTlvDcwQ6AEwAHoECAwQAQ#v=onepage&amp;q=give%20depth%20to%20the%20Snake%20character%2C%20which%20is%20very%20hard%20to%20do%20when%20the%20player%20is%20playing%20Snake%20himself&amp;f=false\" target=\"_blank\" rel=\"noopener noreferrer\">said Kojima<\/a>. &#8220;I got the idea of <strong>distancing the viewer from Snake<\/strong> to provide a more objective view of him. Thanks to this system, Snake grows in stature. When you play Raiden [in MGS 2], who is only a beginner, and then encounter Snake he suddenly seems more impressive.&#8221;<\/p>\n<h3>Raiden<\/h3>\n<figure id=\"attachment_135071\" aria-describedby=\"caption-attachment-135071\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135071\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/Raiden.jpg\" alt=\"Raiden Metal Gear Solid 2\" width=\"700\" height=\"464\" \/><figcaption id=\"caption-attachment-135071\" class=\"wp-caption-text\">Raiden in <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Collection-Xbox-360\/dp\/B0050SYOOA\/ref=pd_lpo_sbs_63_img_2?_encoding=UTF8&amp;refRID=D9PNR30EHJ4ZMQGKP8HH&amp;th=1\" target=\"_blank\" rel=\"noopener noreferrer\">Metal Gear Solid 2<\/a><\/figcaption><\/figure>\n<p>While the fan response to Snake (both Big Boss and Solid Snake) was generally positive, <a href=\"http:\/\/gamemoir.com\/why-metal-gear-solid-2s-raiden-is-the-best-worst-character-in-video-games\/\" target=\"_blank\" rel=\"noopener noreferrer\">critics were less excited<\/a> about the surprise MGS 2 protagonist, Raiden. Kojima knew the character was a risk, but strongly felt it was a necessary one. &#8220;I put my career on the line with Raiden!&#8221; <a href=\"http:\/\/forums.junkerhq.net\/viewtopic.php?t=407\" target=\"_blank\" rel=\"noopener noreferrer\">he said.<\/a> &#8220;I did it to entertain people, by totally destroying what I had built up, earned and achieved with MGS 1. I really wanted people to be amused by that, but they started bashing him and I guess I wasn&#8217;t happy.&#8221;<\/p>\n<p>What made Raiden more interesting, however, was not so much the character, but his relationship with Solid Snake. As you might expect, <strong>that relationship was also inspired by movies.<\/strong><\/p>\n<figure id=\"attachment_135072\" aria-describedby=\"caption-attachment-135072\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135072\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/SnakeRaiden.jpg\" alt=\"Solid Snake Raiden Metal Gear Solid 2\" width=\"700\" height=\"466\" \/><figcaption id=\"caption-attachment-135072\" class=\"wp-caption-text\">Solid Snake and Raiden team up<\/figcaption><\/figure>\n<p>One of the biggest inspirations for Snake and Raiden actually came from <a href=\"http:\/\/www.metagearsolid.org\/reports_legacyofmgs2_2.html\" target=\"_blank\" rel=\"noopener noreferrer\">Godzilla and King Kong<\/a>. Solid Snake was supposed to be a metaphor for Godzilla &#8211; the resulting product of man and science. Raiden, on the other hand, was closer to King Kong &#8211; lured by a woman, captured by a greedy villain (<a href=\"https:\/\/metalgear.fandom.com\/wiki\/Solidus_Snake\" target=\"_blank\" rel=\"noopener noreferrer\">Solidus<\/a> in MGS 2), and taken to the city. Kojima explained that the parallel continues at the game&#8217;s end, when Solid Snake frees Raiden, and he&#8217;s allowed to return from whence he came. Snake, on the other hand (still going by the Godzilla metaphor) <strong>cannot be at peace<\/strong> as long as Cipher and Metal Gear exist.<\/p>\n<h3>Otacon<\/h3>\n<figure id=\"attachment_135073\" aria-describedby=\"caption-attachment-135073\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135073\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/Otacon.jpg\" alt=\"Metal Gear Solid Otacon\" width=\"700\" height=\"394\" \/><figcaption id=\"caption-attachment-135073\" class=\"wp-caption-text\">Pull yourself together, Otacon!<\/figcaption><\/figure>\n<p>&#8220;<a href=\"https:\/\/metalgear.fandom.com\/wiki\/Hal_Emmerich\" target=\"_blank\" rel=\"noopener noreferrer\">Otacon&#8217;s<\/a> presence is very big for me too,&#8221; <a href=\"https:\/\/youtu.be\/cOZjJ1swKJU?t=71\" target=\"_blank\" rel=\"noopener noreferrer\">said Kojima<\/a> of the wimpier engineer\/mechanic from earlier Metal Gear games. &#8220;Otacon is not a heroic character; he doesn&#8217;t fight, he has no courage, he constantly gets rejected by women. But I think he has a very important role in the Metal Gear Solid series because of all that.&#8221;<\/p>\n<p>Otacon was meant to <strong>serve as a foil to the glamorous and gritty spy turned war hero, Snake.<\/strong> &#8220;I am guessing that most people playing Metal Gear Solid are a lot closer to Otacon,&#8221; Kojima said wryly, &#8220;but through their actions, they feel they assume the role of Snake. By placing Otacon between the player and Snake, I think this adds a lot of depth to the game. That&#8217;s why I try to consistently push Otacon into being an important part of the story.&#8221;<\/p>\n<h3>Women in MGS<\/h3>\n<figure id=\"attachment_135074\" aria-describedby=\"caption-attachment-135074\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135074\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/MetalGearEva.jpg\" alt=\"Metal Gear Solid 3 EVA\" width=\"700\" height=\"490\" \/><figcaption id=\"caption-attachment-135074\" class=\"wp-caption-text\">EVA is awesome &#8230; but does her jumpsuit need to be unzipped?<\/figcaption><\/figure>\n<p>One of the biggest points of contention in Metal Gear is its portrayal of female characters, who are nearly always <a href=\"https:\/\/youtu.be\/JgdrOMdUcqI?t=432\" target=\"_blank\" rel=\"noopener noreferrer\">overtly sexualized<\/a> and sometimes even <a href=\"https:\/\/youtu.be\/0KdDfGHpl5M?t=29\" target=\"_blank\" rel=\"noopener noreferrer\">physically harassed on-screen<\/a>. Perhaps most controversial is <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Quiet\" target=\"_blank\" rel=\"noopener noreferrer\">Quiet<\/a>, the scantily-clad sniper in <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Phantom-Pain-PlayStation\/dp\/B00JKM06HG\/ref=sr_1_2?crid=1DNS3J48T9VB8&amp;keywords=the+phantom+pain+ps4&amp;qid=1555028195&amp;s=videogames&amp;sprefix=the+phantom%2Cvideogames%2C121&amp;sr=1-2\" target=\"_blank\" rel=\"noopener noreferrer\">The Phantom Pain.<\/a> Kojima made an attempt to argue <a href=\"https:\/\/www.mandatory.com\/culture\/897309-metal-gear-solid-v-worst-explanation-quiets-revealing-outfit\" target=\"_blank\" rel=\"noopener noreferrer\">the reason for her design<\/a>, but it doesn&#8217;t hold much water, even with other game development teams.<\/p>\n<blockquote class=\"twitter-tweet\" data-lang=\"en\">\n<p dir=\"ltr\" lang=\"en\">Industry full of man babies. Ugh.<\/p>\n<p>\u2014 David Ellis (@DavidEllis) <a href=\"https:\/\/twitter.com\/DavidEllis\/status\/375884334042865665?ref_src=twsrc%5Etfw\">September 6, 2013<\/a><\/p><\/blockquote>\n<p>There may not be much defense for a character like Quiet, but that&#8217;s not to say that all women in the Metal Gear are there just for the visual enjoyment of the male nerd demographic. Indeed, <strong>some of Metal Gear&#8217;s most powerful characters are women<\/strong>, namely <a href=\"https:\/\/metalgear.fandom.com\/wiki\/The_Boss\" target=\"_blank\" rel=\"noopener noreferrer\">The Boss<\/a>, the antagonist and mentor of Snake in MGS 3 <a href=\"https:\/\/www.youtube.com\/watch?v=dNAjtjoY8vk\" target=\"_blank\" rel=\"noopener noreferrer\">who schools him in virtually every way.<\/a> Other characters like the deadly <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Sniper_Wolf\" target=\"_blank\" rel=\"noopener noreferrer\">Sniper Wolf<\/a>, <a href=\"https:\/\/www.youtube.com\/watch?v=0dCkbIT-Vk8\" target=\"_blank\" rel=\"noopener noreferrer\">the capable spy Eva<\/a>, or the motherly <a href=\"https:\/\/metalgear.fandom.com\/wiki\/Para-Medic\" target=\"_blank\" rel=\"noopener noreferrer\">Para-Medic<\/a>\u00a0are further examples. Is there blatant sexualizing of the female characters in MGS? <strong>Yes.<\/strong> Is this the case with every character? <strong>No.<\/strong><\/p>\n<h3>Snake in Phantom Pain<\/h3>\n<figure id=\"attachment_135075\" aria-describedby=\"caption-attachment-135075\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135075\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/mgsgroundzeroes_snake.jpg\" alt=\"Snake Big Boss Ground Zeroes\" width=\"700\" height=\"394\" \/><figcaption id=\"caption-attachment-135075\" class=\"wp-caption-text\">Big Boss in <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Ground-PlayStation-Standard\/dp\/B00HD4R5YU\/ref=sr_1_1?crid=3AAGDHBQT9RAR&amp;keywords=ground+zeroes&amp;qid=1555028584&amp;s=videogames&amp;sprefix=Ground+Z%2Cvideogames%2C131&amp;sr=1-1\" target=\"_blank\" rel=\"noopener noreferrer\">Ground Zeroes<\/a><\/figcaption><\/figure>\n<p>As times change, so too must Kojima&#8217;s character design. The first Metal Gear game came out 31 years ago, and since then Snake has evolved and gone through several different incarnations. When Kojima was asked what, to him, was the ideal representation of Snake, <a href=\"https:\/\/youtu.be\/6yOuGmZ0THk?t=327\" target=\"_blank\" rel=\"noopener noreferrer\">his response<\/a> was immediate: &#8220;Snake is and has always been nothing more than an extension of the player.&#8221; If you&#8217;ve played The Phantom Pain you may have noticed some pretty big character departures when comparing him to Snake during <a href=\"https:\/\/www.amazon.com\/Metal-Gear-Solid-Collection-Xbox-360\/dp\/B0050SYOOA\/ref=pd_lpo_sbs_63_img_2?_encoding=UTF8&amp;refRID=D9PNR30EHJ4ZMQGKP8HH&amp;th=1\" target=\"_blank\" rel=\"noopener noreferrer\">Peace Walker or Snake Eater.<\/a><\/p>\n<figure id=\"attachment_135076\" aria-describedby=\"caption-attachment-135076\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-135076\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2021\/05\/SnakePHantomPain.jpg\" alt=\"Snake Phantom Pain\" width=\"700\" height=\"394\" \/><figcaption id=\"caption-attachment-135076\" class=\"wp-caption-text\">Big Boss returns to being a man of few words.<\/figcaption><\/figure>\n<p>The decision was a conscious choice, an attempt to return Snake to that blank slate that he started as, as the character slowly grows into the villain of the mid-series. A mostly silent protagonist (a la Mad Max in <a href=\"https:\/\/geni.us\/R9Ak\" target=\"_blank\" rel=\"noopener noreferrer\">&#8220;Mad Max 2,&#8221;<\/a>\u00a0Master Chief in <a href=\"https:\/\/www.halowaypoint.com\/en-us\" target=\"_blank\" rel=\"noopener noreferrer\">Halo<\/a>, or Karl Fairburne in <a href=\"https:\/\/sniper-elite-3.en.softonic.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Sniper Elite<\/a>) was agreed upon to thin the line between player and character in an effort of creating a more immersive narration. It&#8217;s weaning the series narrative <em>away<\/em> from Snake and pushing it more towards the world and supporting cast who will soon step into the spotlight. After the events of The Phantom Pain &#8220;it&#8217;s the characters around [Snake] who will expand the story,&#8221; says Kojima.<\/p>\n<div class=\"sc-card-starred-link\">\r\n  <div class=\"sc-card-starred-link__body\">\r\n    <div class=\"sc-card-starred-link__row clearfix\">\r\n      <div class=\"sc-card-starred-link__col-logo\">\r\n        <img decoding=\"async\" class=\"sc-card-starred-link__img\" src=\"https:\/\/articles-img.sftcdn.net\/sft\/articles\/auto-mapping-folder\/sites\/3\/2018\/12\/stan-lee-192.jpg\" width=\"100px\" height=\"100px\">\r\n      <\/div>\r\n      <div class=\"sc-card-starred-link__col-title\">\r\n        <p class=\"sc-card-starred-link__title\">How Stan Lee created Marvel\u2019s complex characters<\/p>\r\n        <a class=\"sc-card-starred-link__button\" href=\"https:\/\/en.softonic.com\/articles\/how-stan-lee-created-marvels-complex-characters\" target=\"_blank\" rel=\"noopener noreferrer sponsored\">Want more pro writing tips?<\/a>\r\n      <\/div>\r\n    <\/div>\r\n    <a class=\"sc-card-starred-link__link\" href=\"https:\/\/en.softonic.com\/articles\/how-stan-lee-created-marvels-complex-characters\" target=\"_blank\" rel=\"noopener noreferrer sponsored\"><\/a>\r\n  <\/div>\r\n<\/div>\n<p><em>Who&#8217;s your favorite Metal Gear character? Let us know in the comments below, and stay tuned with Softonic for more character analysis, and the latest in gaming news.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Discover how the legend created these iconic characters.<\/p>\n","protected":false},"author":9155,"featured_media":135059,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","wpcf-pageviews":0},"categories":[2441,3150],"tags":[1617,1835,1519],"usertag":[784,786,787],"vertical":[],"content-category":[],"class_list":["post-135057","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-how-to","category-uncategorized","tag-gaming","tag-metal-gear","tag-metal-gear-solid","usertag-gamer","usertag-gamer-console","usertag-gamer-desktop"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts\/135057","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/users\/9155"}],"replies":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/comments?post=135057"}],"version-history":[{"count":1,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts\/135057\/revisions"}],"predecessor-version":[{"id":326227,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts\/135057\/revisions\/326227"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/media\/135059"}],"wp:attachment":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/media?parent=135057"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/categories?post=135057"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/tags?post=135057"},{"taxonomy":"usertag","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/usertag?post=135057"},{"taxonomy":"vertical","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/vertical?post=135057"},{"taxonomy":"content-category","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/content-category?post=135057"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}