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Hideo Kojima Predicted the AI Crisis in 2001 and We Weren't Paying Attention
Zamira Dzhatdoyev · 2026-06-27 · via DEV Community

⚠️ Spoiler warning: this post spoils significant plot points from Metal Gear Solid 1, 2, 3, and 5. If you haven't played them and plan to, bookmark this and come back. You'll thank me.

I want to tell you about a video game that was released in 2001 and accidentally wrote the most accurate prediction of the 2020s that I have ever encountered in any medium.

Not a think piece. Not an academic paper. Not a technology forecast from a Silicon Valley futurist with a Substack. A video game. About a man in a box sneaking past guards.

The game is Metal Gear Solid 2: Sons of Liberty. The developer is Hideo Kojima. And if you haven't played it, or if you played it when it came out and forgot what it was actually about underneath all the cardboard boxes and codec calls, I need you to sit with me for a few minutes.

Because I finished it recently and had to put the controller down and just stare at the wall for a while.

First, some context on Kojima

Hideo Kojima is one of the most singular creative figures in the history of video games.1 He makes games that are also movies that are also philosophy lectures that are also deeply weird personal obsessions dressed up as action thrillers. His games are famously long, famously strange, and famously full of moments that reach through the screen and grab you by the collar.

He's been doing this since the late 1980s. The Metal gear series spans decades, multiple consoles, and an increasingly elaborate mythology about genetics, warfare, identity, information, and what it means to be human in a world built by systems that don't care about you.

What strikes me, coming to these games now, is how much of what he was writing about as science fiction has quietly become science fact. Not in a "wow he predicted smartphones" trivia way. In a "this is genuinely unsettling" way.

The machine that reads you

Let's start with Metal Gear Solid 1, because it contains what might be the most quietly prophetic moment in gaming history and it's disguised as a boss fight.

You're fighting Psycho Mantis. He's a psychic. And to demonstrate his power, he does something no video game had ever done before: he reads your PlayStation memory card.2

Not metaphorically. Literally. The game accesses your save data and Mantis comments on what he finds — which other Konami games you've been playing, how much you've saved, what your habits reveal about you as a player. He knows you. Not your character. You.

Then, because he can read your mind through your controller, he makes your controller vibrate on the floor like a trick. And the only way to beat him is to physically unplug your controller from port one and plug it into port two — breaking the psychic link by changing the input channel.

In 1998, this was a wild gimmick. A cool party trick that made everyone who experienced it put the controller down and say "wait, WHAT."

In 2026, it's a description of how every algorithm you interact with actually works.

Your data is being read. Your habits, your history, your patterns across platforms — all of it is being analyzed to predict your behavior and influence your actions. The only difference between Psycho Mantis and a recommendation algorithm is that Mantis was honest about what he was doing. He told you he was reading you. He let you fight back.

The algorithm doesn't tell you. And there's no second controller port to plug into.

The simulation you didn't know you were in

Metal Gear Solid 2 is where Kojima stopped hinting and started screaming.

The game opens as a direct sequel to MGS1: you're playing as Solid Snake, the iconic protagonist, on a mission to infiltrate a tanker. It feels familiar. It feels like more of the same. And then, about two hours in, the rug gets pulled.

You're not Snake anymore. You're Raiden — a new character, a rookie, someone you've never met. And as the game progresses and the layers peel back, a horrifying truth emerges: Raiden's entire mission has been a simulation. A carefully constructed scenario designed to create a soldier, to test whether the perfect operative could be produced through controled experience rather than lived reality.

Raiden wasn't playing the game. The game was playing Raiden.

The entity behind this is the Patriots — a shadowy AI collective that has been controlling the flow of information in human society for decades.3 Not with guns or bombs. With data. With narrative. With the careful curation of what people know, what they believe, and what they think they chose freely.

The Patriots don't control people by force. They control the environment those people live in. They decide what rises and what disappears. They shape consensus. They manufacture reality.

I played this in 2025. I had just spent an afternoon scrolling through a social media feed that seemed specifically designed to make me feel a particular way about particular things. I had just read three different accounts of the same news event that somehow described completely different realities. I had just watched an Ai generate a convincing video of something that never happened.

Kojima wrote this in 2001. About a fictional AI. About the future.

The future was not fictional.

The moment where the game broke itself

Here's where it gets personal.

Near the end of MGS2, the game starts to come apart. Not because of a bug, but on purpose. The interface begins to malfunction in ways that feel wrong — your codec calls become fragmented and strange, characters say things that don't make sense, the AI colonel who has been guiding you through the whole game begins to glitch and deliver fractured, disturbing messages that bleed between reality and static.

And then the game lies to you. It tells you that you died. It puts up a 'Game Over' screen. But instead of restarting, it keeps going, your gameplay miniaturized into a corner of the screen, a spectator view of your own death, the game continuing without your permission.4

The boundary between the player and the game, between what's real and what's constructed, dissolves completely. You're not watching Raiden question his reality. You are questioning yours. The disorientation isn't described. It's inflicted.

I remember not being able to fully process what was happening to the screen. I remember genuinely not knowing whether I was supposed to keep playing or whether something had gone wrong. That confusion was the point. Kojima made you feel, in your own body, what it feels like when the systems you trusted to tell you what's real start giving you contradictory information.

That feeling has a name now. We just call it being online.

The speech

At the end of MGS2, the Patriots AI delivers a monologue.

I'm not going to reproduce it here — look it up, it's worth reading in full5 — but I want to tell you what it's about, because what it's about is everything.

It's about information. Specifically, what happens to human thought and culture when the amount of information available exceeds any individual's ability to process it. It describes a world where the sheer volume of data — the endless proliferation of voices, opinions, content, noise — makes genuine knowledge impossible. Where people can no longer distinguish signal from static. Where the solution, from the perspective of those who want control, is not to suppress information but to flood the zone with so much of it that people give up trying to find truth and simply accept whatever narrative is the loudest.

It describes, with eerie precision, the information ecosystem of the mid-2020s.

This speech was written before social media existed. Before smartphones. Before the algorithm. Before "fake news" was a phrase anyone used. Before AI could generate convincing text and images and video at scale.

Kojima saw it coming not because he had access to secret information but because he followed the logic. He asked: if information becomes the primary currency of power, what does power do with it? And he answered that question twenty years before the rest of us had to live inside the answer.

What MGS3 and 5 add to the picture

Metal Gear Solid 3 is a prequel set in the Cold War, and its technological anxieties are different — less about AI, more about the human cost of loyalty to systems that don't deserve it.6 The Philosophers, the predecessor to the Patriots, are a shadow organization controlling geopolitics from behind the scenes. The game asks: what does it do to a person to serve a system that uses them as a tool and discards them when they're no longer useful?

That question hasn't aged a day.

Metal Gear Solid 5 takes a different angle entirely — its central villain weaponizes language itself.7 The premise is that a pathogen targets speakers of specific languages, effectively using linguistic identity as a vector for biological warfare. The game is about how deeply identity is encoded in the systems we use to communicate, and what it means to have that stripped away.

In 2026, we are actively watching AI reshape language — generating text, translating, summarizing, optimizing for engagement — and having real conversations about what that does to meaning, to culture, to the way ideas travel between people. Kojima was already there.

Why this matters beyond the games

I'm a CS student. I build software. I think about systems, how they work, what they optimize for, what they do to the people who interact with them.

Playing these games as someone who understands how algorithms work, how data is collected and used, how recommendation systems shape behavior, how AI generates content... it hits differently than it would have hit a casual player in 2001.

Because Kojima wasn't just telling a story. He was building a model: A model of what happens when systems become sophisticated enough to shape human reality rather than just respond to it. A model of what power looks like when it operates through information rather than force.

That model turned out to be correct.

The scary thing isn't that he predicted the future. Lots of science fiction makes lucky guesses. The scary thing is that he understood the underlying logic well enough that the prediction was almost inevitable. That anyone following the thread of "what happens when information becomes the primary instrument of control" far enough would end up in the same place he did.

We're living in that place now. We just got here after him.

Footnotes

1Hideo Kojima founded Kojima Productions and is best known for the Metal Gear series, which he created in 1987. He is widely regarded as one of the most auteur-driven figures in video game development. Wikipedia: Hideo Kojima

2The Psycho Mantis boss fight in Metal Gear Solid (1998) is widely cited as one of the most innovative fourth-wall breaks in gaming history. Mantis reads the player's memory card and commments on save data from other Konami games. Wikipedia: Psycho Mantis

3The Patriots (also known as the La-li-lu-le-lo) are a secret AI collective introduced in Metal Gear Solid 2 as the primary antagonists controlling global information flow. Metal Gear Wiki: The Patriots

4The Colonel AI's breakdown sequences in MGS2 are a deliberate narrative device in which the game's own interface becomes unreliable, forcing the player to experience Raiden's psychological destabilization firsthand. MGS2's fake "Fission Mailed" screen | Metal Gear Wiki: Roy Campbell (AI)

5 The Patriots' ending monologue from MGS2 can be watched in full on YouTube. An annotated breakdown is also available at junkerhq.net. YouTube: Colonel AI speech · junkerhq.net: Ending analysis

6Metal Gear Solid 3: Snake Eater (2004) is set in 1964 during the Cold War and centers on themes of loyalty, sacrifice, and the human cost of serving institutional power. Wikipedia: Metal Gear Solid 3

7Metal Gear Solid V: The Phantom Pain (2015) features a primary antagonist whose plan involves a pathogen targeting specific language speakers, exploring themes of linguistic identity and cultural erasure. Wikipedia: Metal Gear Solid V