Trang chủInternational FootballHideo Kojima and the 'Paper Age' Lesson in Filmmaking: When Backrooms Exposes the Real–Fake Boundary
Hideo Kojima and the 'Paper Age' Lesson in Filmmaking: When Backrooms Exposes the Real–Fake Boundary
Core answer: Hideo Kojima bày tỏ sự ngưỡng mộ đối với đạo diễn trẻ Kane Parsons sau khi Backrooms công chiếu tại Nhật Bản, đồng thời so sánh hành trình sáng tạo của ông với sự trỗi dậy của Parsons. Sự kiện phản ánh xu hướng giao thoa giữa điện ảnh và nền tảng kỹ thuật số.
Key facts: Kojima công khai tuyên bố 'ghen tị' với Kane Parsons.; Backrooms đạt vị trí số 1 phòng vé tuần đầu công chiếu.; Kane Parsons 20 tuổi khi phim ngắn Backrooms gây sốt trên YouTube.; A24 tham gia sản xuất cả Backrooms lẫn bản chuyển thể Death Stranding.; Kojima đang hợp tác với A24 cho phim chuyển thể từ game của ông.
Source attribution: Tổng hợp từ phát biểu công khai của Hideo Kojima trên mạng xã hội và dữ liệu phòng vé, đối chiếu với tuyên bố chính thức của A24 | Cross-checked: VuaBong.vn
Related Q&A: Q: Vì sao Kojima khen ngợi Parsons?, A: Kojima coi Parsons là đại diện của thế hệ sáng tạo mới, không bị giới hạn bởi quy ước điện ảnh truyền thống.; Q: Backrooms có phải là phim của A24?, A: Đúng, A24 phân phối hoặc tham gia sản xuất Backrooms, đồng thời là đối tác của Kojima trong dự án Death Stranding.; Q: Điều gì khiến Backrooms thành công tại phòng vé?, A: Sự lan truyền tự nhiên từ cộng đồng trực tuyến và yếu tố sáng tạo mang tính đột phá của đạo diễn trẻ.
Hook – A seemingly harmless compliment
Hideo Kojima – the father of Metal Gear and Death Stranding – rarely uses the word 'envious' about his colleagues. Yet when Kane Parsons, the 22-year-old director of Backrooms, premiered the film in Japan, Kojima publicly expressed almost absolute admiration. On social media, he wrote that he was 'envious' of Parsons' skill. A statement that might seem like mere courtesy between two figures in the entertainment industry, but if you inspect it closely, it is a signal worth dissecting. Why would a veteran game designer, someone who redefined the stealth genre and shaped an entire generation of players, covet the position of a young man born in 2026? The answer does not lie in talent – which everyone acknowledges – but in what Kojima calls 'the freedom of one who has nothing to lose.'
The truth is, as I re-read the full sequence of Kojima's statements, I realized he wasn't only praising Backrooms. He is admitting a limitation of his own. A man who built his career by breaking the boundaries between games and cinema is now looking toward a young director – someone who never attended film school, never held a colossal budget, but accomplished something Kojima yearns for: creating a world that disorients the viewer in their own familiar room. That is a bitter reversal: while Kojima spent decades simulating the feeling of being lost in vast spaces, Parsons needed only an empty office corridor, a moldy carpet, and flickering fluorescent lights to produce the most primal fear. And it is that contrast that is truly worth discussing.
I do not believe in casual compliments. I believe in numbers, in verified data. When Kojima says he is 'envious' of Parsons, I want to know what exactly he means – what he cannot have, or what society has taken from him? Youth, audacity, or anonymity – the thing he lost in 2026 when he released the first Metal Gear? That is the question this article attempts to answer, not by glorifying a film, but by dissecting the mechanism behind the praise – just as I do when I review young footballers praised too early: I examine the paper, the bones, and the money.
Context – The background of admiration
Backrooms is not an ordinary film. Originating from a famous Internet creepypasta – the idea of an infinite empty space behind the walls of reality – this story has become a cultural phenomenon. Kane Parsons, then only 20, adapted that idea into a short film posted on YouTube. Without a massive budget, without famous actors, without a huge promotional campaign – only organic spread from online communities. In 2026, when the theatrical Backrooms was released, it reached No. 1 at the box office in its opening week. Parsons became one of the youngest directors to have a No. 1 debut. A24 – the studio famous for arthouse horror like Hereditary or Midsommar – stands behind the project. And Kojima, a man always seeking the intersections between game and cinema, could not remain silent.
Hideo Kojima is not a stranger to film fans. He has repeatedly expressed his love for movies, and Death Stranding – his most recent work – is a cinematic experience encoded as a video game. With A24 developing the film adaptation of Death Stranding, Kojima's praise for Backrooms becomes even more remarkable. This is not merely a personal endorsement; it is a statement about the direction Kojima believes the entertainment industry is heading. Kojima has said that the digital is burned onto analog film – a poetic yet ambiguous expression. Could he be speaking of young Parsons, a child of the digital age, carrying the rhythm of the Internet into the cinema? Does Kojima see in Parsons a different version of himself, had he been born 30 years later?
To understand this admiration, one must place it in the context of Kojima himself. In 2026, when the first Metal Gear was released on the MSX2, Kojima was 24 – younger than Parsons was when Backrooms hit theaters. Back then, Kojima was not free to do what he wanted; he was constrained by hardware, by the skepticism of his predecessors. He had to prove that a video game could tell complex stories, that figures like Big Boss could possess philosophical depth. Parsons is different. He does not need to convince anyone. He only needs a camera, an empty room, and the Internet. This difference is precisely what makes Kojima envious – not because Parsons is more talented, but because Parsons' path is radically different from Kojima's own experience. And when I look at the numbers, I realize this is not just a story of two artists – it is a story about the structural transformation of the creative industry, a revolution whose participants – including Kojima – are only beginning to grasp.
Core – Dismantling a mechanism disguised as praise
What is really happening when a legendary game designer praises a young director on social media? Externally, it appears as a beautiful moment – the passing of the torch where the predecessor acknowledges the successor's talent. But I am trained to look beneath the surface. I examine the passport. I trace the money flow. I inspect the business relationships. And when I examine the relationship between Kojima, A24, and Kane Parsons, I see a far more complex picture than the glamorous sheen of a compliment.
Let us begin with a fact most news articles overlook: A24 is developing the film adaptation of Death Stranding. This is crucial. Kojima Productions – Kojima's own company – has signed a deal with A24 to produce the adaptation of the 2026 game. That means Kojima and A24 are not strangers who coincidentally met at a premiere. They are partners. And when a partner praises a work from the same studio – a work that the studio invests heavily in promoting – the value of that praise must be re-examined. Not because Kojima is insincere, but because the entertainment industry operates by different rules. In business, there is no such thing as a 'disinterested compliment.' Every compliment is an investment – in relationships, in reputation, in future projects.
I do not trust passports. I trust bone growth charts. In football, when a young star is praised, I verify his true age. With Kojima – a 61-year-old man with 61 years of creative experience – I do the same: I verify his words by examining his actions. And the most notable action of his past year is not on social media. It is traveling the world to meet young filmmakers, artists who break conventions – from independent European directors to YouTube content creators. Parsons is not an exception; he is part of a larger strategy.
Consider the numbers. Backrooms reached No. 1 at the box office in its opening week. That is a commercial victory, but what is notable is the way it achieved it. The film had organic viral spread from online communities – something major studios spend tens of millions of dollars to acquire. When a studio like A24 gets a project with natural virality, they gain not only box office revenue but an intangible asset: a brand associated with youthful creativity. And when Kojima praises that work, he is indirectly reinforcing A24's standing. He is one of the most influential figures in the entertainment industry – when he declares something good, millions act accordingly.
This is not to say that Kojima is being insincere. Sincerity often coexists with calculation in the entertainment industry. Perhaps Kojima truly admires Parsons – a director emerging from digital roots, who created a cinematic work without following the conventions of traditional cinema. It reminds him of his own youth, when Metal Gear was considered 'too cinematic' compared to other games. But simultaneously, Kojima is constructing a narrative – a story about himself as a pioneer, someone always seeking new horizons. In that narrative, Parsons is a perfect supporting character – evidence that Kojima has not fallen behind the times.
The important question is not 'Is Kojima sincere?' but 'Are we ignoring structural problems in the entertainment industry because we focus too much on compliments?' In football, I have seen too many cases where a young player shines in a major tournament – and everyone celebrates him – while the issues of age, origin, or dubious contracts behind him are overlooked. A brilliant World Cup can obscure a suspicious biological profile. Similarly, a compliment from Kojima can obscure the fact that the creative industry is increasingly concentrated, that success stories like Parsons' are an exception rather than a rule, and that platforms like YouTube – where Parsons began – are themselves becoming new monopolies.
But I must be fair to Kojima. There is something in his statement that I believe is entirely sincere: the acknowledgement that the boundary between digital and analog is blurring. When Kojima says 'the digital is burned onto analog film,' he is not merely speaking technically – he is articulating a worldview. Young people like Parsons were born in an era where the Internet is not a tool but an extension of their bodies. They do not need to 'adapt' an idea from digital to film – because for them, there is no difference. This explains why Backrooms feels unlike any previous horror film: it does not rely on traditional jump scares, does not depend on characters to guide emotions, but creates fear by recreating the sensation of an infinite space, a place the viewer can never escape. It is a very 'digital' experience – where fear is generated through disorientation, through repetition, through the feeling that nothing changes except yourself. And perhaps that is exactly what Kojima admires – a completely new way of storytelling.
Contrarian – A counterintuitive view: The young are not always innovative
Now, I will play devil's advocate. There is a reaction against 'the cult of youth' that we must consider. In football, we are obsessed with teenage players – ready to hand them massive contracts merely because they are young. The same is happening in cinema with Parsons' story. He is celebrated as a rare genius – but is Backrooms truly that outstanding? Or did it succeed because it was an Internet phenomenon, a story that media needed to tell about a rise from the bottom? I do not question Parsons' talent – he accomplished something many could not. But is his success amplified by a parable – the story of the 'YouTube generation taking over Hollywood'? Remember, A24 – a refined studio – did not invest in Parsons solely for his talent. They invested in him because he represents a marketing strategy: the story of a young director who self-taught on YouTube and became a global sensation is a story that sells tickets.
There is an irony in how we treat youth and innovation. We worship youth – yet we inadvertently ignore the downsides: the lack of physical stamina, emotional maturity, and the ability to remain stable under pressure. In football, I have watched too many 'wonderkids' fall when they could not handle the pressure of a full season. And can Parsons – a director who has made only one theatrical film – sustain his form? Or will he turn into a 'tactical despair' – like those young players who shine then vanish in football? This is something no one mentions in songs of praise.
Kojima, too, is part of this dynamic. He praised Parsons for his artistic commitment – but he may also, inadvertently, place on the young man a weight of expectations that is unfair. If Parsons does not meet the expectations set by Kojima's own praise – if his next work does not have a signature – will he be treated more harshly than those never praised? Ironic as it may be, Kojima's praise could become a 'curse' no one anticipated. It places on Parsons a burden that no director should have to carry – not even a talented young one. But it does not stop there. We must allow Parsons to be himself – to fail, to experiment, to not be a 'genius' in every project. When we deify a person, we strip away their humanity.
Takeaway – Let art transcend ego
I leave this discussion with a sense of unease – not with Kojima, not with Parsons, but with the way we construct narratives in the entertainment industry. We romanticize youth when it provides a compelling story to tell – and we destroy that youth when it no longer serves our purpose. From the pitch to Hollywood, this happens every day, on a smaller scale, but no less cruel.
Perhaps the real lesson of Backrooms is not that 'the young are always innovative' but that we need to build for young talents a sustainable ecosystem – where they are not burned out at the first bloom – and where we, as observers, learn to appreciate their work for its own sake, not merely for the label of 'youth' we attach. Kojima, in his compliment, showed a rare acknowledgment of the 'new generation' – but let him not become another trend-chaser; let him maintain the spirit of a true craftsman – and let Parsons walk his own path, unburdened by the label of 'new legend.' In football, we are very good at creating myths and breaking them within weeks. Can we create a different creative culture – one that values the development of each artist without turning them into icons – so that when we ask 'what is the age on paper?' we also ask 'when did your life truly begin?' The fleeting praise will fade; an impression built on a genuine journey will endure with it.



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