30 Years Ago Hideo Kojima’s Early Classic Snatcher Received Its Only Official American Release

In a vacuum Snatcher doesn’t have that odd of a history. It was critically well received in Japan upon its initial release, and it kept receiving ports and remakes on more powerful hardware for a decade afterward thanks to a strong cult following. Snatcher didn’t make a splash whatsoever with its international release, however, and was promptly… well… saying it was “forgotten” isn’t really accurate, because you have to have been known to have been forgotten. This story is one shared by many, many games, and is unremarkable sans context.
Snatcher isn’t a game in a vacuum or without context, though. It’s an early game from Hideo Kojima, first released for the PC-98 and MSX2 computers in Japan in 1988. It developed a cult following because it’s a great game—now considered an all-timer in the adventure genre as well as a cyberpunk classic—and then Konami kept giving it new opportunities to show as much to new audiences because of that. (You have to remember that the Konami you think of today isn’t the same as the one that used to push a game like Snatcher—there’s a reason their shift bothers so many people who remember how they Used To Be, and their trying again and again with Snatcher simply because they knew it was great is a reminder of that.)
You play as Gillian Seed, who, along with his wife, has lost his memory. His job in this near-future dystopia is as a detective looking for, rather than replicants, Snatchers. While the replicants of Blade Runner were humanoids trying to pass as humans and attempting to evade the law, Snatchers are replacing existing humans for a plot you’ll spend your time trying to reveal as Gillian gets deeper and deeper into his cases and the why of them all. You’ll navigate his job, his personal life, his attempts at trying to remember who he used to be, and a cyberpunk world in decline, all while he has to suspect even those he sees every day of his life of no longer being themselves. It’s a game that very easily could have been derivative, given its clear influences and homages, but the team behind it was talented enough to create something original and worthy of those influences. What we got was an adventure game full of memorable characters, some beautiful art, a killer soundtrack, and a cyberpunk tale worth experiencing, all of which has remained true for over three decades now.
The PC-98 and MSX2 were just the start for Snatcher. The game was notorious for its length and scope—for the time and the genre, anyway—to the point that, when it was time to bring it to consoles, only platforms with CD-ROM technology were even considered. In 1992, the PC-Engine Super CD-ROM² received the first console port, with a number of enhancements, and later, Japanese Sega Saturn and Playstation owners got a shot at Snatcher, as well, in 1996. Konami still thinks fondly enough of the game to this day, as they included it on the PC Engine Mini console—it’s available on the Turbografx-16 Mini, as well, since they (mostly) share a library, but you need to be able to read Japanese to play it, since it appears in its original form there.
Which brings us to December of 1994 and the lone English-language release of Snatcher. The Sega CD (known as the Mega CD in Europe, owing to the Genesis being called the Mega Drive there like in Japan) was the home of that solitary Snatcher release to come out of Japan, and Konami went all-in on it. It built on and further refined the PC Engine CD-ROM port of the game, cleaned up some potential legal issues by doing things like removing Kamen Rider from the game’s bar and replacing those kinds of characters with Konami ones, mercifully changing the age of one character from 14 to 18, adding in some lightgun segments for those who had the necessary peripheral for the Genesis, and included full voice acting to go along with the new English script. Impressive voice acting for 1994, as well: sometimes it can sound a little goofy or over the top, sure, but it all works in the universe the game is sharing with you, so you’re never taken out of the experience by it. It’s much more the LucasArts style of hammy than Resident Evil, let’s put it that way.