Kojima Games: Cutscene Overload? iGV Analyzes.

How Much Of Kojima’s Games Are Actually Cutscenes? We Did the Maths

Hideo Kojima is renowned for his intricate narratives and cinematic presentation, leading to the question: how much of his games are actually cutscenes? To address this, we’ve analyzed the main Metal Gear Solid titles and the Death Stranding series, calculating the percentage of playtime dedicated to cutscenes.

How much of each Kojima game is cutscenes?

To determine the cutscene percentage, we used average main story completion times from How Long to Beat. We then compared the total cutscene runtime for each game against its average playthrough time.

  • Metal Gear Solid: 20.29% (11hr 30m average, 2hr 20m cutscenes)
  • Metal Gear Solid 2: 23.21% (13hr average, 3hr 1m cutscenes)
  • Metal Gear Solid 3: 26.35% (16hr average, 4hr 13m cutscenes)
  • Metal Gear Solid 4: 40.63% (18hr 30m average, 7hr 31m cutscenes)
  • Metal Gear Solid 5: 8.13% (45hr 30m average, 3hr 42m cutscenes)
  • Death Stranding: 15.75% (40hr 30m average, 6hr 22m cutscenes)
  • Death Stranding 2: 15.97% (37hr 40m average, 6hr 1m cutscenes)

Note that these percentages only consider cinematic cutscenes and exclude interactive codec conversations.

What do those percentages reveal about Kojima’s career?

The early Metal Gear Solid games show a consistent trend, with cutscenes comprising around 20-25% of playtime. Metal Gear Solid 4 stands out with a significant jump to over 40%, becoming a prime example of Kojima’s cinematic indulgence. In contrast, Metal Gear Solid 5 has a much lower percentage due to its open-world structure and a shift in narrative delivery.

Death Stranding strikes a balance, with cutscene percentages similar to the first Metal Gear Solid, resulting in more narratively complete experiences compared to The Phantom Pain. This suggests a deliberate effort to integrate story and gameplay without overwhelming the player.

Are there too many cutscenes in Kojima’s games?

Whether Kojima’s games feature too many cutscenes depends on the specific title and the era in which it was created. In the PS1 and PS2 generations, extensive cinematics and codec calls were essential for conveying complex narratives. The initial Metal Gear Solid trilogy successfully blended gameplay and story through well-placed cutscenes, enhancing the overall experience.

Metal Gear Solid 4, however, arguably leaned too heavily on cutscenes, interrupting the gameplay with lengthy cinematics. The Phantom Pain, on the other hand, went in the opposite direction with a narrative that felt thin. Death Stranding found a middle ground, integrating its themes and plot more organically.

Kojima’s effect on single-player stories

Kojima’s influence on single-player storytelling in gaming is undeniable. Games like The Last of Us Part 2 and Grand Theft Auto 5 also incorporate significant cutscene elements. The Last of Us Part 2 has around 15.55% of its playtime in cutscenes, whereas Grand Theft Auto 5 has around 12.5% of the playtime in cutscenes. However, they often feature more narrative elements during gameplay through character interactions and environmental storytelling.

Kojima’s games, especially Metal Gear Solid and Death Stranding, emphasize solitude and reflection. This approach distinguishes them from titles that constantly inject story elements, creating a unique atmosphere and pacing that suits the protagonists’ journeys.

Which Kojima game has the best ratio of gameplay to cutscenes?

Choose your favorite:








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