Arka Evren
Metal Gear Solid 3: Snake Eater

GAME · 2004

Metal Gear Solid 3: Snake Eater

Developer
Konami
Publisher
Konami
Platforms
PlayStation Vita, PlayStation 3, Microsoft Windows
Original title
メタルギアソリッド3 EXISTENCE

11 archived facts 3 topics 1 source Last reviewed Sep 2026

All facts (11)

  1. #001

    Metal Gear Solid 3: Snake Eater uses hyperreality as a narrative technique, blending fiction with history.

    DEEPER MEANING · SOURCED

  2. #002

    Metal Gear Solid 3: Snake Eater mixes historical events and figures, including the Cuban Missile Crisis, President Lyndon B. Johnson and Nikita Khrushchev, with its own fictional elements.

    DEEPER MEANING · SOURCED

  3. #003

    The overarching theme of Metal Gear Solid 3: Snake Eater is "Scene", which concerns how politics changes with time and location.

    DEEPER MEANING · SOURCED

  4. #004

    Metal Gear Solid 3: Snake Eater was initially planned for the then-upcoming PlayStation 3, but development was moved to the PlayStation 2 because of the long wait for the console.

    PRODUCTION STORY · SOURCED

  5. #005

    Director Hideo Kojima wanted to drastically change the setting from previous games from the outset, and said the jungle setting was what both his development team and Metal Gear fans wanted.

    PRODUCTION STORY · SOURCED

  6. #006

    Hideo Kojima acknowledged that jungle elements such as weather, landscape and wildlife would create problems during development of Metal Gear Solid 3: Snake Eater.

    PRODUCTION STORY · SOURCED

  7. #007

    Hideo Kojima wanted Snake Eater to be more realistic than earlier installments, with Snake beginning miles from civilization and working his way to the enemy encampment rather than starting near or inside the enemy base.

    PRODUCTION STORY · SOURCED

  8. #008

    Because the jungle terrain in Metal Gear Solid 3: Snake Eater includes rocks, dirt mounds and tree stumps rather than flat ground, the collision engine from earlier installments was discarded and a new one was written from scratch.

    PRODUCTION STORY · SOURCED

  9. #009

    During development of Metal Gear Solid 3: Snake Eater, configuring the motion capture technology so players could walk over mounds proved problematic.

    BEHIND THE SCENES · SOURCED

  10. #010

    Kojima stated that the sniper boss fight against The End was the clearest example of the game's free, open gameplay, since the player must search a large jungle area for an unseen enemy who fires from long range.

    DEEPER MEANING · MILD SPOILER · SOURCED

  11. #011

    Hideo Kojima stated in his blog that he first wanted David Bowie's "Space Oddity" and "Ashes to Ashes" as the game's ending themes, since the game dealt with a space development theme, but that theme became less important during development.

    PRODUCTION STORY · SOURCED

Sources & editorial notes

Sources for the entries on this page

  1. Wikipedia Metal Gear Solid 3: Snake Eater — WikipediaEncyclopedia · accessed 18 Sep 2026

Information from external sources is independently selected, consolidated and edited by Arka Evren. Sources are listed for verification and further reading. Encyclopedia text is used under its licence (CC BY-SA). How we work