17 years before unleashing Quiet on the world in Metal Gear Solid 5, Hideo Kojima said he didn't want "dishonest" designs like "female characters with huge busts" in the series
"It's a serious, heavy story, and I wanted characters who could handle that world."
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Over the years, Metal Gear Solid's iconic character designs have become a hallmark of the series, and it all stems from director Hideo Kojima's rather rigorous requirements for the first instalment.
In a 1998 interview with The PlayStation magazine, now available on Shmuplations, Metal Gear Solid director Hideo Kojima and designer Yoji Shinkawa discussed the duo's approach to character design, and how Kojima's requirements ended up causing Shinkawa more than a bit of trouble.
When asked about what kinds of character design requests he had, Kojima frankly answers "Hardboiled. It's a serious, heavy story, and I wanted characters who could handle that world." Further to this, he adds a few caveats for what he wanted to avoid in a character design, laughing that "Designs that are 'dishonest', weird, or that are just meant to be visually stimulating - like female characters with huge busts - I don't like those."
The reason for these strict criteria was simple. "I wanted characters who, just from looking at their clothing you'd be able to tell what kind of person they were, and what their motivations were," he explains. Shinkawa chimes in to say "That's one reason why I struggled a bit with Snake's design," to which Kojima replies "I remember. You struggled a lot. (laughs) The first design looked like Captain Future, and he was orange-colored."
Of course, one could argue that Kojima broke this streak with MGS 5's Quiet, who has received criticism for being over-sexualised in her design, though it would be hard to dispute that her design hasn't since become iconic in its own right. With Kojima having now left Konami permanently, however, it remains to be seen whether or not his stringent design philosophy will be present in any future Metal Gear Solid titles.
If you're a Metal Gear Solid fan, check out our list of the best stealth games to play right now.
Weekly digests, tales from the communities you love, and more

Alex has written all sorts of things for websites including VideoGamer, PCGamer, PCGamesN and more. He'll play anything from Tekken to Team Fortress 2, but you'll typically find him failing to churn through his backlog because he's too busy playing whatever weird and wonderful indie games have just come out.


