Words matter. These are the best Hidetaka Miyazaki Quotes, and they’re great for sharing with your friends.
It’s true that there was a lot of influence from ‘Tenchu.’ We even pondered making ‘Sekiro: Shadows Die Twice’ a part of the ‘Tenchu’ series at first.
The construction of ‘Sekiro”s world is based on that of traditional Sengoku, or medieval Japan. To that end, we made sure to reference a lot of written materials on that period as well as actually visit several locations.
Now I’m president. I get to meet a lot of other company presidents. They’re such weird people. I’m fascinated by them. I use some of them as enemy characters in our games.
I think one of the studio’s characteristics is to embrace wholeheartedly what we feel is interesting; what we perceive to be worthwhile, cool, or beautiful; and to place these ideals at the foundation of the games we make.
We personally don’t try to follow industry trends or themes. We just try and make something that we think would be cool and we want to make.
I believe that From Software has to create new things. There will be new types of games coming from us, and ‘Dark Souls 3’ is an important marker in the evolution of From Software.
I believe I can do both the ‘Bloodborne DLC’ and ‘Dark Souls 3.’ This isn’t the first time I’ve had to work on two projects at the same time.
Demons, chaos, dragons – all of them are different incarnations and representations of our idea of death in ‘Dark Souls.’
‘Deracine’ is French for uprooting, or someone who’s been displaced from their natural environment.
In order to produce the satisfaction of comprehension, there first needs to be the process of comprehension. Furthermore, the overarching idea at hand needs to be something that is actually comprehensible.
First of all, I don’t dislike direct storytelling – people seem to think that about my games! Actually, the truth is, I’m just not good at implementing direct narrative in my games.
One of my favourite Japanese cartoons is ‘Yasuragi no Yakata,’ written by the famous Fujiko Fujio.
Dark Souls is in some ways an incomplete game, and I like to think that it has been completed by players, by their discoveries, as they moved along. I’d love to say that the nature of this incompleteness was completely deliberate, but it is both deliberate and by accident in different ways.
I believe there are aspects of the narrative that become easier to understand by shifting the focus of the story to the characters. Illustrating growth and change in the protagonist becomes a simpler process, and these changes are, in fact, one of the themes of ‘Sekiro: Shadows Die Twice”s story.
Unlike most kids in Japan, I didn’t have a dream. I wasn’t ambitious.
Utilising wit in the thick of battle will be your key to victory.
Games are a media that relies on technology to be innovative and forward thinking and interesting. Personally, I love being at that forefront when something new comes out.
Growing up, as a kid, I loved to read. I liked to read books that were above my range. I always tried to aim higher and read difficult books.
‘Sekiro: Shadows Die Twice”s story is one of fate and growth.
I, as a gamer, understand passion to discuss favourite games.
Dont give up. Obstacles can be overcome through strategy and learning.
I personally want my games to be described as satisfying rather than difficult.
When I was working on the first ‘Dark Souls’ – as far back as ‘Demon’s Souls,’ actually – I didn’t expect the player community to come up with speedrun contests or any of the strange new ways to play the games.
I would like ‘Dark Souls’ to be a broad exploration game filled with so many veiled things and details.
I enjoy the process of adding elaboration into games and like to communicate with users through the details I create.
I’ve been familiar with western fantasy novels since I was a boy.
I’m considering ‘Dark Souls 3’ to be the big closure on the series. That’s not just limited to me, but From Software and myself together want to aggressively make new things in the future.
I don’t think it’d be the right choice to continue indefinitely creating ‘Souls’ and ‘Bloodborne’ games.
From the initial design stages of ‘Sekiro: Shadows Die Twice,’ we had the idea of the player being able to move dynamically through a detailed, multi-layered map. We found that a ‘shinobi’ type character was the key to achieving this in a way that was both realistic and cool.
Often, I hear my ideas are more incomprehensible than not.