I don't claim to be a pro gamer in any shape or form.

The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and accomplishment in the player when they overcome these challenges.

Overcoming challenges by learning something in a game is a very rewarding feeling, and that's what I wanted to prioritise in 'Dark Souls' and 'Demon's Souls.'

I, as a gamer, understand passion to discuss favourite games.

'Deracine' is French for uprooting, or someone who's been displaced from their natural environment.

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.

It's true that I'm sad about not being involved in the development of 'Dark Souls II,' because I've worked on 'Demon's Souls' and 'Dark Souls'' development for the past five years.

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.

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.

Development of 'Bloodborne' and sinking into the battle of the hunter and the unique horror world was not only an exciting experience but it also allowed me to re-acknowledge the charm of a fantasy world and the intrigue of 'Dark Souls' for me.

We always look back at our back catalogue for inspiration for new titles, but when it comes to very old things like the 'King's Field' series, I'm concerned about just mimicking the style of what Naotoshi Zin, the founder of FromSoftware, created for the PlayStation original. I would rather not go back to it simply out of respect.

'Gears Of War' is one of my favourite games that I immersed myself in playing for long time, and Mr. Cliff Bleszinski is one of the greatest game creators that I respect.

I believe that 'Dark Souls III' must be developed as its own individual series.

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.

If you had a game that said, 'Oops, you're dead. Now switch off the game,' it wouldn't be very successful. So you do need to have something to teach and be there to learn from, and we feel that death in video games is a positive experience.