The Matrix Game That Almost Was: Konami, Kojima & The Missed Pitch | Film & TV | LIVING LIFE FEARLESS
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The Matrix Game That Almost Was: Konami, Kojima & The Missed Pitch

TL;DR

  • New reports reveal that the creators of The Matrix, Lana Wachowski and Lilly Wachowski, once approached Kojima and Konami about making a Matrix-universe videogame with Kojima at the helm.
  • The idea was allegedly presented to Konami in 1999 when Kojima was busy developing Metal Gear Solid 2: Sons of Liberty, and Konami’s then-executive head, Kazumi Kitaue, reportedly responded simply: “No.”
  • Kojima himself later stated that he hadn’t been informed of the offer at the time and lamented that “if someone had told me, maybe there could’ve been a way to make it work.”

What Exactly Happened?

According to an interview with former Konami licensing-VP Christopher Bergstresser, the sequence of events goes like this:

  1. The Wachowskis, big fans of Kojima’s work at the time, approached Konami in Tokyo around the Japanese premiere of The Matrix in 1999. They brought a concept artist and asked: “We really want you to do The Matrix game. Can you do that?”
  2. Aki Saito (a Konami translator) relayed the request to Kazumi Kitaue, who reportedly looked at the group and said: “No.” The meeting ended with no further discussion.
  3. The license for a Matrix video game later went to Shiny Entertainment, which released Enter the Matrix in 2003 and The Path of Neo in 2005.
  4. Kojima, for his part, said he was unaware the meeting had taken place: he hadn’t been informed at the time and only learned of it decades later via social media. He admitted he was busy with Metal Gear Solid 2 development and might not have taken it immediately—but said “maybe there could’ve been a way.”

Why It Matters

Missed Cross-Media Synergy: The Matrix effect, with its bullet-time, neo-cyberpunk visuals and philosophical themes, seemed tailor-made for Kojima’s cinematic design sensibilities. A Kojima-directed Matrix game might have changed the trajectory of both film tie-in games and Kojima’s legacy.

Historical “What If” Moment: For gamers and industry watchers, this is a prime example of how licensing decisions can ripple outwards—what remains of one executive’s “no” can become a major what-could-have-been.

Insight into Corporate Priorities: Konami’s decision seems rooted in protecting their own blockbuster in-house franchise (Metal Gear), illustrating how business strategy sometimes overrides creative opportunity.

Legacy & Influence: Though the game never happened, the story informs how we look at film-to-game adaptations, rights negotiations, and the creative ambitions of major developers.

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