according to Kojima, it had "mystery, a 3D dungeon, humor, and a proper background and explanation of why the murderer committed the crime. That is why there was drama in this game. My encountering this game expanded the potential of video games in my mind." Portopia had an influence on his early works, including Metal Gear and particularly Snatcher. Kojima's love of film is noticeable in his games where he pays homage through his stories and characters, sometimes to the point of pastiche, as in Snatcher. He cited a contrast between films and games as while in his games he intends to portray violence like in a movie, in the game it is up to the player to decide. He wants people to understand the effects of violence. As he considers the games too stressful, he also wants comic relief to contrast it. Snatcher is inspired by many science fiction films, particularly from the 1980s, including Blade Runner, Akira, The Thing, Invasion of the Body Snatchers, and The Terminator. Examples of influence by films include Solid Snake's codename (named after Snake Plissken from Escape from New York), Snake's alias in MGS2: Pliskin (in reference to the last name of Snake Plissken from the Escape movies), Snake's real name (Dave from 2001: A Space Odyssey), and Snake's trademark bandana (The Deer Hunter). Film would also have an influence on other aspects of his games. Hal "Otacon" Emmerich (named after HAL 9000 from 2001: A Space Odyssey and film director Roland Emmerich), Sniper Wolf shooting Meryl in Metal Gear Solid (Full Metal Jacket), Psycho Mantis (inspired from the film The Fury), and the whole Metal Gear stealth concept (The Great Escape and The Guns of Navarone). James Bond also had a large influence on the Metal Gear series, with Metal Gear Solid 3 having a James Bond-like introduction sequence. Kojima has written that Metal Gear was "strongly influenced" by the "anti-war and anti-nuke" themes of the Planet of the Apes film franchise. In an article he wrote for Official PlayStation 2 Magazine, Kojima described the influence of the film Dawn of the Dead on the Metal Gear series. The zombie classic inspired "the maximum three-dimensional use of a closed area like a shopping mall with elevators, air ducts, and escalators". These aspects are similar enough in his view that "Metal Gear Solid is Dawn of the Dead if you replace soldiers with