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Why SNATCHER Still Haunts Me — And Inspires My Game Development Today

Updated: Apr 2

As we dig into early development at Beyond The Pixels, I’ve been thinking a lot about the kind of games I love — not just to play, but to make.


There’s a pattern I’ve noticed, a through-line that shows up in every game that leaves a mark on me. It’s not always the flashiest visuals or the tightest mechanics. For me, it always comes back to story — how a game makes me care, how it pulls me into its world, and how it lingers in my mind long after the credits roll.


Lately, one game keeps resurfacing in my head, like a ghost in the machine: SNATCHER.

The PC Engine CD ROM of the Hideo Kojima game SNATCHER.

The Game That Got Under My Skin


Snatcher isn’t just a game — it’s an atmosphere, a feeling, a mood. Originally released in 1988 by Hideo Kojima, it’s a cyberpunk visual novel adventure with a noir soul. Think Blade Runner meets Metal Gear by way of Neuromancer. But what sets it apart — even today — is its confidence in tone, its worldbuilding, and how ahead of its time it was in exploring identity, memory, and the fragility of humanity in a tech-drenched future.


I still have the original PC-Engine CD-ROM safely stashed — partly out of nostalgia, partly reverence — but these days I play it on my PC Engine Mini, a tiny treasure I picked up in Japan last year. Even on that little machine, it feels larger than life.



What Makes Snatcher a Cyberpunk Classic?


Here’s what I think makes Snatcher truly special — and why it keeps inspiring me as a creator:


1. Worldbuilding That Feels Lived In


The game doesn’t just throw neon signs and androids at you and call it cyberpunk. It builds a layered, believable world — dystopian, yes, but intimate. The details matter. The retro-futuristic tech. The news broadcasts. The little jokes on vending machines. It all adds up to a world that feels eerily possible, even now.


2. Storytelling That Balances Drama and Humanity


Kojima’s writing has always been theatrical, but in Snatcher, there’s a rawness to it — a desire to explore loss, memory, and the things that make us human. The protagonist, Gillian Seed, isn’t just solving a mystery; he’s trying to piece together who he is. And in doing so, he makes us question our own digital reflections.


3. Pacing That Builds Tension, Not Just Action


This isn’t a game that’s in a rush. It lets moments breathe. Conversations meander. Clues unravel slowly. That slower pacing lets the suspense build, and it creates room for emotional moments to land harder. It’s a reminder that sometimes, slowing down increases the impact.


4. Cinematic Presentation Without Sacrificing Player Agency


Even within the visual novel/adventure format, the game keeps you engaged. It plays with perspective, sound, and framing in ways that feel cinematic — and yet, you’re still at the wheel. That balance between storytelling and interactivity is something I constantly think about as a developer.



Why It Still Matters


Snatcher reminds me that bold storytelling doesn’t have to be loud — it just has to be honest. It invites players into a specific world and makes them feel like they belong there. That’s something I want to carry forward into the games we’re building now.


So here’s my question to the rest of you in game dev, or just fellow fans of great stories:


What was the game that first made you feel something deeper — that showed you what games could be?


And of course, anyone else remember Snatcher? I’d love to hear your thoughts — or what’s still on your retro backlog.

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