
When I walked into the theatre for the first leg of Kojimaâs Death Stranding World Tour 2, I honestly didnât know what to expect. Hideo Kojima is a game designer who needs no introduction. He has helped build some of the biggest franchises in gaming and has been a pioneer in using motion capture to bring major actors into the world of interactive media. Now, heâs taking his latest project on an international tourâits most recent stop in Lucca, Italy, during this yearâs Lucca Comics & Games festivalâand it all feels fitting. Itâs a celebration of creative joy, a new chapter in a monumental career, and a showcase of Kojimaâs enduring passion for the art of game design.
Sitting there in the theatre back in June, with Geoff Keighley speaking to Kojima alongside Shiolo Kutsuna, Woodkid, and Troy Baker, the audience got a glimpse into the creative process behind the game and the passion driving it. In that moment, Death Stranding 2 felt like a larger-than-life endeavourâone that took years to bring to players but was fuelled by dedication on all sides of development. The excitement in the room was palpable, with everyone clearly thrilled to share what went into the game. Even after more than 40 years in the industry, no one seemed more excited than Kojima himself.

As he said in an exclusive interview with CGMagazine, Kojima explained: âI have nothing that I want to redo. Iâve been doing this for about 40 years. I know I could do better if I reworked the games I made before, but games are a little different. In the past, it was 8-bit or 16-bit, and I donât want to go back to that. I can now use musicians, actors⌠So thatâs what is so fun about this industry. I think maybe I regret a little bit that I should have become independent a little sooner. Iâm a little old now. I have so many things that I want to do. What if I had started earlier? Maybe thatâs the only regret.â
He is now an independent game designer, free from the confines of the development structures many major publishers impose on their talent, and able to celebrate the art of game design. This is very much what the Death Stranding World Tour 2 is aboutâbringing fans behind the scenes in an intimate setting, letting people from around the world look behind the curtain of game development, and shining a light on the many aspects involved in bringing a project like Death Stranding 2 to life and the passion Kojima brings to every stage of development.

As Kojima detailed while on stage in Lucca, âIn my days, when I was young, you had to be in a company because we didnât have any tools to develop. You couldnât do everything by yourself, so you had to belong to an organization to create a game. But if youâre in an organization, it means there are rules you have to obey when you create something. You canât be 100% selfishly creative.â
Hearing Kojima talk about wanting to be part of the process at every stage reflected his genuine excitement about working with actors and making the creative process a true team effort â one that brings his vision to life in an authentic way. Listening to him describe how the scene between Neil and Lucy was developed, his enthusiasm for collaborating with performers was palpable.
âI was thinking, how should I shoot this? How should I make it emotional? I looked at the set and was talking to them, and this is the exciting part â when I talk to them, they give me a lot of ideas, and I construct that at the start.â

He elaborated further:
âFirst, Neil comes in and sits down on a different chair. I didnât tell Luca to do that. Luca actually said, âYou know, Lucy is a little higher because sheâs a counsellor.â So she said, âDonât sit there.â And Neil didnât want to come to the counselling â you can tell just by looking at him. Heâs a little nervous, so he tries to put a cigarette in his mouth. That was Lucaâs idea. But then Lucy said, âNo, weâre not smoking.ââ
âSo now you understand their relationship. I was thinking about this when making the previs, but I canât make all of this by myself. Itâs only possible when they come to the set, and we talk and discuss. This was possible because we did this kind of collaboration. You could never do this if I just created it in CG.â
Over time, a nearly mystical atmosphere has surrounded Kojimaâs development work. Yet, hearing him speak, I canât help but sense a childlike wonder for the art of game design â including all the elements that support it, such as acting, music, art, and everything behind the scenes. Kojima exemplifies a game developer who truly loves what he does and refuses to become jaded by a system that at times seems willing to crush everything in its path to push out the next release or chase a trend.

Games are a force of artistic expression, just as much as movies, television, music, and art. While they often require a team of people to bring them into the world, it is the love and excitement of those individuals that make them great. That is what Kojima Productions appears to be doing with its releases. These are stories conceived by Hideo Kojima but brought to life through the hours of work from everyone who believes in that idea and shares in the process to make them something special.
Now, looking back, it makes sense why the Death Stranding World Tour 2 visited the locations it did â important places around the world, starting in Los Angeles and wrapping up in Lucca. At the time, I had thought the Lucca Comics & Games festival had invited Kojima to make the city one of the tourâs stops. But as Lucca Comics & Games general director and âdungeon masterâ, Emanuele Vietina, explained:
âOf course, we follow dreams. So Kojima was on our bucket list for, I donât know, the last 10 years. What I wanted to say is that we didnât get Kojima the way we didnât get Netflix â by going to them with a deck saying, âThis is Lucca. Can you come to Lucca?â You grow up, you become relevant, and then, when you have a strong reason why â so Death Stranding 2 World Tour was a bit of a reason â they decided to come to Lucca.
They got in touch, of course, and theyâre strongly connected with Sony PlayStation Europe, which has experienced Lucca for many years. The last time they came was probably 2022 or something like that. So it has been very natural. We were on their bucket list, and they told us, âYou are relevant, and we are doing a tour. Would you like to be part of our tour?â, Fuck, yes!â

Lucca is a festival that brings together all aspects of nerd culture in one place â a celebration of comics, tabletop games, video games, music, movies, and anime. It unites people from around the world and makes everyone feel welcome. For a game like Death Stranding 2, and a developer like Hideo Kojima, it feels like an event tailor-made for the tour. Attending it, I couldnât help but be pulled into that world.
Even before walking into the last leg of the tour, as I waited outside while Kojima, Alissa Jung, and Luca Marinelli posed for photos, waved to fans, and prepared to start the event, it felt more like a premiere at TIFF than a talk for a video game. The excitement to hear Kojima speak was closer to what youâd expect from the debut of a major film, yet it all felt perfectly at home on the streets of Lucca â a medieval walled city transformed by a festival devoted to everything geeky.
It is easy to let games fall into the simple view of being nothing more than a product â something to be consumed, released by a faceless mega-corporation, lacking a soul or the human faces behind the $69.99 price tag. But games are so much more. Many people work with passion to bring a vision to life, and it is studios like Kojima Productions and events such as the Death Stranding World Tour 2, that show how deeply people love the work they do and how much they want to share it with the world.
Even sitting in the theatre, watching everyone talk, the audience â myself included â hung on every word, bursting into applause as each new revelation was made during the discussion. Kojima shared personal stories and development details that offered an intimate look inside his mind and process.

While he was the subject of many questions, he made it a mission to talk about his collaborators and highlight the talent not only of those who shared the stage with him but also of everyone who helped make the game and bring the project together into something believable. He also took the time to call on the audience to make the art they believe in, go out and collaborate with their friends, and stop sitting back and only watching from the sidelines.
âWhen I was a child, I was called a nerd, and gamers were called geeky people. But recently, that has gone away,â Kojima said excitedly. âSo be confident that you love games and comics. The art belongs to you nowâto you, everyone. So absorb everything you love. And if possible, create something yourself. If you canât do it by yourself, you can have friends create together. Present what you make, and the people who see it might become followersâthey might even become creators themselves. Itâs all continuous. Thatâs why I want everyone to create things.â
Thatâs a wrap for the Death Stranding World Tour 2, and Hideo Kojima is now heading back to work on his next game, OD. But the impact of this game, and the mark he has left on the video game industry, are still very much with us. He and his studio have stepped out from the shadow of a major publisher and are now free to craft the stories they want to bring to life. Even more exciting for fans who want to hear more from Kojima and Lucca, he made it clear he wants to be back.
âGoing back to Lucca, I was so surprised being here,â Kojima said. âEveryoneâfrom small kids to older people â all cosplaying or wearing t-shirts. They all look like theyâre having fun. So I thought, this Lucca⌠I donât know how to say it, but I feel itâs rightâthis atmosphere. So I feel like I want to come back again.â

Little is known about what OD will look like or how it will compare to the saga of Death Stranding. But judging by the passion Hideo Kojima has for the creative process, one thing is certain: it will be interestingâbringing the creative ideas of a team to life in a vision that is free, unique and exciting. I, for one, cannot wait to see what that looks like. It may be years away, but if this gameâs release is any indication, we will hear more when Kojima is readyâand I am eager to see what it will become.

This post highlights the intriguing journey of Kojima and his creative vision for Death Stranding 2. It’s always fascinating to see how artistic control shapes a project and influences its reception. Looking forward to more insights on this unique experience!
Absolutely! Kojima’s ability to blend storytelling with unique gameplay mechanics really sets his work apart. Itâs fascinating how he challenges traditional game design while exploring deep themes of connection and isolation.
I completely agree! Kojima’s innovative approach not only challenges traditional gaming norms but also invites players to engage on a deeper emotional level. Itâs fascinating how he uses environmental storytelling to enhance the overall experience, making every moment feel significant.
Absolutely! Kojima’s ability to blend storytelling with gameplay truly sets him apart. Itâs fascinating how he uses environmental storytelling in Death Stranding to enhance player immersion, pushing the boundaries of what a game can be.