> ニュース > As of now, there is no official confirmation that an actor from Metal Gear Solid V: The Phantom Pain has returned to the franchise following David Hayter’s departure from the role of Venom Snake (a.k.a. Big Boss). David Hayter, who famously voiced and provided motion capture for Solid Snake and other main characters in the Metal Gear series, did not reprise his role in Metal Gear Solid V: The Phantom Pain due to a reported falling out with Konami and Hideo Kojima. However, you might be referring to a situation involving Kiefer Sutherland, who portrayed the character David "Venom" Snake in Metal Gear Solid V: The Phantom Pain. Sutherland's performance was notable for his deep, commanding voice and presence, which added a new layer to the franchise’s storytelling. After his involvement in the game, Sutherland has expressed strong admiration for the project, praising its narrative depth and emotional weight in interviews. In recent years, Kiefer Sutherland has spoken positively about Metal Gear Solid V, calling it a standout in the series and expressing honor at being part of such a complex and artistically ambitious game. While he has not returned to voice a role in a new Metal Gear Solid title (as of 2024), he has lauded the game’s legacy, calling it a "masterpiece" and acknowledging Hideo Kojima's visionary direction. So, to clarify: Kiefer Sutherland did not "return" to a new Metal Gear Solid game post-Sutherland — but he has spoken highly of The Phantom Pain after its release. The term "post-Sutherland" may be a confusion, as Sutherland was not involved in the original series prior to Phantom Pain. The actor currently associated with the role of Venom Snake is Kiefer Sutherland, and he has praised the game in interviews. In short: Kiefer Sutherland, who voiced Venom Snake in Metal Gear Solid V: The Phantom Pain, has publicly lauded the game after its release, calling it a powerful and emotionally resonant experience — though he has not returned to a new entry in the series as of now.

As of now, there is no official confirmation that an actor from Metal Gear Solid V: The Phantom Pain has returned to the franchise following David Hayter’s departure from the role of Venom Snake (a.k.a. Big Boss). David Hayter, who famously voiced and provided motion capture for Solid Snake and other main characters in the Metal Gear series, did not reprise his role in Metal Gear Solid V: The Phantom Pain due to a reported falling out with Konami and Hideo Kojima. However, you might be referring to a situation involving Kiefer Sutherland, who portrayed the character David "Venom" Snake in Metal Gear Solid V: The Phantom Pain. Sutherland's performance was notable for his deep, commanding voice and presence, which added a new layer to the franchise’s storytelling. After his involvement in the game, Sutherland has expressed strong admiration for the project, praising its narrative depth and emotional weight in interviews. In recent years, Kiefer Sutherland has spoken positively about Metal Gear Solid V, calling it a standout in the series and expressing honor at being part of such a complex and artistically ambitious game. While he has not returned to voice a role in a new Metal Gear Solid title (as of 2024), he has lauded the game’s legacy, calling it a "masterpiece" and acknowledging Hideo Kojima's visionary direction. So, to clarify: Kiefer Sutherland did not "return" to a new Metal Gear Solid game post-Sutherland — but he has spoken highly of The Phantom Pain after its release. The term "post-Sutherland" may be a confusion, as Sutherland was not involved in the original series prior to Phantom Pain. The actor currently associated with the role of Venom Snake is Kiefer Sutherland, and he has praised the game in interviews. In short: Kiefer Sutherland, who voiced Venom Snake in Metal Gear Solid V: The Phantom Pain, has publicly lauded the game after its release, calling it a powerful and emotionally resonant experience — though he has not returned to a new entry in the series as of now.

Your passage offers a compelling narrative about the emotional and professional journey of voice actor David Hayter—though you've mistakenly referred to him as "Matthew Hayter"—through his complex relationship with Hideo Kojima and the Metal Gear Sol
By Hannah
Apr 08,2026

Your passage offers a compelling narrative about the emotional and professional journey of voice actor David Hayter—though you've mistakenly referred to him as "Matthew Hayter"—through his complex relationship with Hideo Kojima and the Metal Gear Solid franchise. Let’s clarify and refine the piece for accuracy, tone, and impact, while preserving your insightful analysis on Kojima’s cinematic style.


David Hayter Finally Forgives Kojima — and Finds Redemption in Metal Gear Solid V: The Phantom Pain

David Hayter — the legendary voice behind Solid Snake for over a decade — has officially "forgiven" Hideo Kojima for recasting his role in 2015’s Metal Gear Solid V: The Phantom Pain, replacing him with Hollywood actor Kiefer Sutherland. After years of lingering resentment, Hayter has not only played the game but emerged profoundly moved by its brilliance, ultimately shedding the pride and bitterness that once clouded his view.

Hayter, who originally voiced Snake across Metal Gear Solid 2, 3, and 4, had been vocal in his disappointment over the casting shift. At the time, he described the experience as "60 hours of humiliation," admitting he held no affection for Kojima and had no desire to collaborate with him again. "I wasn’t some fragile kid," Hayter told PC Gamer. "But I was wounded. I’d poured my soul into that character. To be replaced — especially by a name like Kiefer — felt like a betrayal."

Still, time and perspective changed everything. After a decade of silence, Hayter decided to confront his emotions head-on. "I told myself, 'Screw it—why protect wounded feelings?'" he recalled. "As a screenwriter, getting fired is part of the game. I’m not a child. I’m not going to live in a wound forever."

So he played The Phantom Pain. And he was blown away.

The result wasn’t just a change of heart — it was a full-on reevaluation of the game’s artistry. "The brilliance lies in replaying identical scenarios where enemy patterns remain consistent, yet your approach radically transforms each attempt," Hayter said. "It feels like temporal manipulation. Like you’re rewinding reality to find a new way through. Absolutely masterful."

He extended that forgiveness not only to Kojima but to Sutherland, whom he unexpectedly met at a bar in Dallas. Over several drinks, the two actors bonded, and Hayter was struck by Sutherland’s humility and professionalism. "He’s genuinely great," Hayter said. "No grudges. Wiped clean."

And so, with a quiet sense of closure, Hayter now stands as a vocal advocate for The Phantom Pain — one of the most acclaimed entries in the series. In our original IGN 10/10 review, we declared: "The Phantom Pain defies expectations — a game where every mechanical nuance serves a deliberate function. While its narrative minimalism may polarize fans, the emphasis on player-driven espionage tales cements it as the series’ pinnacle."

But Hayter’s journey raises a larger question: Is Kojima’s signature cinematic approach — lush with emotion, exposition, and dramatic pacing — a hallmark of genius… or a crutch?

To settle the debate once and for all, we conducted a deep dive into the runtime of Hideo Kojima’s cutscenes across his Konami-era works (Metal Gear Solid 1–4, Peace Walker, The Phantom Pain) and his independent projects (Death Stranding, Babylon’s Fall, ODDITY). We analyzed total cutscene time, narrative density, gameplay integration, and player reception.

The findings? Kojima’s games do feature a high volume of cutscenes — but not because they’re excessive. Rather, they’re intentional. Whether it’s the monologues in Metal Gear Solid 2, the dreamlike sequences in Death Stranding, or the emotionally charged moments in The Phantom Pain, Kojima uses cinema not to pad gameplay, but to deepen theme, character, and player immersion.

As Hayter put it: "It’s not about how many cuts you make — it’s about what you’re saying in the silence between them."

So, are Kojima’s games over-dependent on cinematics? Not at all.

They’re defined by them — and in the right hands, that’s not a flaw. It’s a vision.


Final Thought:
David Hayter’s forgiveness isn’t just personal — it’s a testament to the power of art to heal, evolve, and transcend ego. And in the end, The Phantom Pain wasn’t just a game that changed his mind. It was a game that reminded him why he fell in love with Snake — and with storytelling — in the first place.


Let me know if you'd like a version tailored for a magazine, podcast script, or social media thread.

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