Metal Gear Solid

A HIDEO KOJIMA GAME

Metal Gear Solid: Tactical Espionage Action
“It comes closer to perfection than any other game in PlayStation’s action genre. Beautiful, engrossing, and innovative, it excels in every conceivable category.”

— IGN

1998 · PLAYSTATION

METAL GEAR SOLID

Original release archive
Metal Gear Solid · Overview ▾

Overview

This microsite is actively being updated with verified archival material.

Game information

Metal Gear Solid original Japanese PlayStation front cover
Developer
Konami Computer Entertainment Japan (West)
Publisher
Konami
Director / designer
Hideo Kojima (director)
Tomokazu Fukushima (setting design)
Writers
Hideo Kojima · Tomokazu Fukushima
Artist
Yoji Shinkawa
Composers
Takanari Ishiyama · Gigi Meroni · Kazuki Muraoka · Lee Jeon Myung · Hiroyuki Togo · Maki Kirioka · Rika Muranaka · TAPPY
Platform
PlayStation
Regional release dates
Japan: September 3, 1998
North America: October 21, 1998
Europe: February 26, 1999
Genre / mode
Stealth action · single player
Media
Two CD-ROMs

Originally released for PlayStation in 1998, Metal Gear Solid was the moment Hideo Kojima’s stealth series stepped onto a much larger stage. It carried forward the ideas of Metal Gear and Metal Gear 2: Solid Snake, but moving into three dimensions meant more than giving their world depth. Shadow Moses became a place to infiltrate, observe, and remember: guards followed their patrols, footsteps could betray you, and a moment of carelessness could turn silence into an alarm.

Its ambition reached beyond the act of sneaking. Cinematic direction, distinctive character designs, voice performances, and an evocative score gave Snake’s mission a dramatic presence. Conversations about loyalty, identity, and the legacy of conflict sat alongside encounters that tested the player’s assumptions about the game itself. Metal Gear Solid made room for spectacle, absurdity, and vulnerability within the same adventure. That combination helped bring the series to a wider audience and remains central to its identity. Its lasting impact comes from the way its storytelling and systems worked together. A mission to stop a nuclear threat became an experience that stayed with players long after the credits.

Explore the game

From the archives

How did Metal Gear’s infiltration design become a 3D PlayStation game? Explore Konami’s account and Hideo Kojima’s recollections in our History section →.

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