Is there something essential that you learned from him over the course of development? There's a key moment where we had a discussion, probably halfway [through] when we were doing the game, where he came to me and he said, "We have a problem." Then he said, "I'm going to be very honest, we have been testing the game with players and the results are too good. They like it too much. That means something is wrong; we have to change something." And he changed stuff in the script and the way some crucial stuff [happens] in the game because he thought his work was not polarizing and not triggering enough emotions. And he said, "If everyone likes it, it means it's mainstream. It means it's conventional. It means it's already pre-digested for people to like it. And I don't want that. I want people to end up liking things they didn't like when they first encountered it, because that's where you really end up loving something. And that was really a lesson for me; not doing stuff to please people, but to make them shift a little bit and move them. https://www.rollingstone.com/culture/rs-gaming/woodkid-hideo-kojima-death-stranding-soundtrack-1235357959/