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Hideo Kojima’s reported concern is not that every use of AI replaces artists. It is that a system can alter a creator’s work without understanding why the creator made particular choices. The discussion resurfaced after DLSS 5 examples involving Death Stranding 2: On the Beach, but the game’s official PC feature list names DLSS—not DLSS 5.
What Kojima reportedly said about AI
GamesRadar reports that Kojima discussed AI on episode 36 of the Koji10 podcast. He described his feelings as mixed: he could see uses such as restoring old photographs or adding color, but objected to AI making changes without understanding the intentions behind the original work. GamesRadar links to the episode, but the English wording below should be understood as the outlet’s rendering of Kojima’s remarks, not independently verified transcript text.
“There was a reason I chose a particular lighting setup. It would be different if AI understood those intentions.”
That example captures the distinction he was making. A lighting choice may be deliberate, not a flaw for an automated system to correct. GamesRadar also reports that Kojima said he might feel differently if he were controlling AI in his own work, while adding that he was uncertain. His remarks therefore point to authorship and control—not a blanket rejection of AI or a documented claim that AI always replaces artists. GamesRadar’s report links to Koji10 episode 36.
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What DLSS 5 is—and what it is not
NVIDIA describes DLSS 5 as a real-time neural-rendering model that adds photoreal lighting and materials to pixels. The company’s announcement presents it as combining generative AI with hand-crafted rendering while keeping artists in control. That is NVIDIA’s description and positioning; it does not settle the separate question Kojima raises about whether a system understands an artist’s intentions.
DLSS 5 should not be used as a catch-all name for every DLSS feature. NVIDIA’s game-specific announcement for Death Stranding 2 describes DLSS 4 Multi Frame Generation on GeForce RTX 50 Series GPUs and DLSS Super Resolution on GeForce RTX GPUs. These are separately named implementations, not evidence that the game uses DLSS 5.
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Does Death Stranding 2 use DLSS 5?
The official sources cited here do not establish that Death Stranding 2: On the Beach launched with DLSS 5. Kojima Productions’ PC announcement lists NVIDIA DLSS alongside AMD FSR and Intel XeSS among its upscaling and frame-generation technologies. NVIDIA’s separate game announcement identifies DLSS 4 features for the title. Neither source says DLSS 5 is integrated into the game.
The distinction matters: DLSS is a family name, while DLSS 5 is a particular neural-rendering model NVIDIA announced in 2026. The fact that DLSS 5 examples featuring the game prompted discussion does not mean the shipping PC version includes that model.
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What the game’s PC feature notes establish
Kojima Productions says the PC version supports NVIDIA DLSS, AMD FSR, and Intel XeSS upscaling and frame-generation technologies. The studio also describes ray tracing as an optional setting for high-end hardware, not a requirement for the core experience. NVIDIA’s game-specific page names DLSS 4 Multi Frame Generation for GeForce RTX 50 Series and DLSS Super Resolution for GeForce RTX GPUs; those conditions apply to the features as NVIDIA describes them.
For the studio’s feature list, see Kojima Productions’ PC announcement. NVIDIA’s separate coverage is its announcement for DLSS in Death Stranding 2 and its DLSS 5 announcement and March 2026 game roundup.
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Why the disagreement is about control as much as technology
NVIDIA’s stated case for DLSS 5 emphasizes photorealism and artist control. Kojima’s reported reservations focus on the risk of changing a work without understanding the creator’s reasons. Those are competing framings of the technology’s creative implications, not proof that the system either preserves or overrides artistic intent in every use.
His comments also connect with a broader design emphasis he has discussed in relation to Death Stranding 2: giving players more choice and freedom. That background comes from a PlayStation interview published May 8, 2025; it is context for his approach to design, not evidence of what he said about AI.
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