Miyazaki: Elden Ring and Dark Souls Difficulty Isn’t Just About “Cranking Up” the Challenge

Dark Souls: Remastered

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Dark Souls: Remastered – Launch Trailer | PS4 – YouTube
Dark Souls: Remastered - Launch Trailer | PS4 - YouTube


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“I realize many players might disagree and feel like the game makes no sense in the heat of the moment,” Miyazaki admitted. “Nevertheless, we strive to ensure there is a distinct learning curve and a feedback loop. This allows players to extract lessons from each failure and apply them to their next attempt. We believe in the merit of difficult games, provided they aren’t unjustly or unfairly designed.”

Despite the countless times I’ve been decimated by legendary duos like Ornstein and Smough, I’ve long shared this perspective on FromSoftware’s work. The team designs titles that demand more precision than their peers, featuring bosses that often feel relentless. However, this difficulty stems from an underlying faith in the player’s potential—you are given the tools and the agency, and the triumph lies in finding the perfect synergy between them.

Granted, that philosophy is small comfort when you’re struggling to survive Malenia’s second phase in *Elden Ring*. But it’s reassuring to know that Miyazaki and his team aren’t merely trying to frustrate their audience; the challenge is simply an intrinsic part of the journey.

FromSoftware reportedly moved away from collaborating with Sony on Dark Souls following the rocky reception of Demon’s Souls, according to a former PlayStation executive who admitted, “We definitely dropped the ball.”



 

Source: gamesradar.com

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