Hideo Kojima admits his experimental horror game OD might not work

The legendary creator is openly gambling on cloud technology and untested mechanics for his next project.

Person looking shocked in a dark room
(Image via Kojima Productions)
TL;DR
  • Kojima openly admits OD is so experimental that his team doesn't know if the concept will work with players.
  • The horror game is built around Microsoft Azure cloud technology and features trademarked systems like Social Scream System and Social Stealth.
  • The project continues Kojima's history of unusual experimentation from P.T.'s looping horror to Death Stranding's asynchronous multiplayer.
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Hideo Kojima described OD as “something completely different from a standard horror game” and openly stated that he and his team “still don’t know if it will work out.”

OD is being developed through a partnership with Microsoft specifically to leverage cloud technology in ways that wouldn’t work on local hardware alone. The game uses Microsoft Azure as a core component of its design, not just for streaming.

Kojima Productions has trademarked systems called “Social Scream System” and “Social Stealth” for the project. While exact details remain vague, these names suggest horror mechanics that involve shared player data, reactions, or online interactions between users. The game appears designed to explore fear through networked social experiences rather than traditional jump scares or gore.

This experimental approach fits Kojima’s career pattern. He created P.T. in 2014, a cryptic horror demo that became one of the most influential horror experiences despite never expanding into a full game. Death Stranding featured unusual asynchronous multiplayer where players helped strangers by building shared infrastructure.

Why this matters for horror games

Modern horror games typically follow established templates. First-person indie horror, cinematic survival horror, or narrative walking simulators dominate the genre. Kojima’s comments suggest OD is deliberately trying to break that mold by combining film-quality production, cloud infrastructure, and social mechanics into something new.

At 61 years old, Kojima has acknowledged he may only have a few major projects left before potentially transitioning to film directing. That context explains why he’s willing to risk an experiment this uncertain. If OD works, it could demonstrate what cloud-native game design actually means beyond simple streaming. If it doesn’t, at least Kojima tried something no one else has.

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