FromSoftware: Sekiro: Shadows Die Twice was a Turning Point for the Studio

According to Hidetaka Miyazaki, there’s another gear on the car’s transmission that From Software can shift up when it comes to the speed of their games.

 

Sekiro: Shadows Die Twice was probably the fastest action game ever made by the Japanese studio (with the possible exception of Armored Core VI: Fires of Rubicon).

Miyazaki told Game Informer that over the years, the studio has balanced defense and offense to create something dynamic and active. Characters and enemies in the Elden Ring could run circles around those in the Souls games. Miyazaki says it’s only since the still inexplicable PlayStation 4 exclusive Bloodborne that more thought has been given to this balance.

“Maybe Sekiro is the most obvious, or the clearest form that I think that philosophy can embody, and personally I think there’s another level we can take it to and sharpen it and refine that mechanic even more, but I think Sekiro was a big turning point,” Miyazaki said. Sekiro could be derided as a rhythm game for its reactive, parry-oriented combat, while Bloodborne rewards more active, aggressive gameplay (for example, Rally heals you a few seconds after you’ve taken damage if you successfully attack someone).Elden Ring is somewhere in between: slower than Sekiro, even in its more intense moments.

Regarding the Elden Ring: Shadow of the Erdtree DLC, Miyazaki told CNET that they really pushed the envelope on difficulty.Some bosses are necessary for the story, some are not. The non-mandatory bosses are not as difficult, but they are still a challenge for the player. They tried to look at what players found fun in Elden Ring and what was stressful for them, and tried to strike a good balance between the two with the DLC. Miyazaki says there will be more engaging and entertaining combat in the DLC.

Finally, he told PCGamer that he’s become a bit more popular since Elden Ring: “In terms of how my own worldview and world has changed, I think it’s fair to say that I get recognized a bit more when I’m out and about than I used to. Especially by people from overseas.

They just come up to me and say hello. It gives me a feeling that I didn’t have before, that people are enjoying and playing these games. And it also keeps me on my best behavior, knowing that people know who I am. And he even told CNET that it’s a 180° change for him, and he’s happy that he and his team have achieved such success and popularity.

Source:  WCCFTech, Game Informer

 

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