Hidetaka Miyazaki
Hidetaka Miyazaki

The grappling hook allows for versatile and dynamic movement through the map, while a variety of shinobi-esque tools allow for all sorts of tricks and finesse. These are very important elements of 'Sekiro: Shadows Die Twice''s gameplay and the protagonist's nature.

Hidetaka Miyazaki
Hidetaka Miyazaki

Being a director, I've had the privilege of heading a PS3 launch title. Looking back, I think the PS4 has made the development cycle much easier.

Hidetaka Miyazaki
Hidetaka Miyazaki

Personality-wise, I like to avoid putting my pride on parade.

Hidetaka Miyazaki
Hidetaka Miyazaki

Utilising wit in the thick of battle will be your key to victory.

Hidetaka Miyazaki
Hidetaka Miyazaki

Growing up, I was restricted at home from playing video games until I reached university.

Hidetaka Miyazaki
Hidetaka Miyazaki

There was a board game called 'Sorcery,' which is one of my favorites, and I would often revisit the game. It's not a video game, but it definitely stands out in my mind as a game that impacted me.

Hidetaka Miyazaki
Hidetaka Miyazaki

I'm not necessarily a fan of horror genre of movies or books.

Hidetaka Miyazaki
Hidetaka Miyazaki

We do need this diversity in the industry. Regardless of what From Software is doing, we need people making battle royale games and live services, and we need people making single-player focused experiences. We feel that this diversity is what will keep everyone going.

Hidetaka Miyazaki
Hidetaka Miyazaki

I really like 'Metal Wolf Chaos,' but it's not my title.

Hidetaka Miyazaki
Hidetaka Miyazaki

The main concept of 'Dark Souls III' is the first flame and its successors; the world has been in this cycle of reigniting the flame since the first game, but now it seems to be disappearing, almost dying. We're trying to draw out the aspects of this withering flame.

Hidetaka Miyazaki
Hidetaka Miyazaki

It's quite obvious that the 'Dark Souls' franchise is reaching a turning point, and I'm happy that I have a greater budget for the third game, as well as the creative freedom to make my own decisions. But if there were some restrictions about what I was creating, I definitely wouldn't want to work on it.

Hidetaka Miyazaki
Hidetaka Miyazaki

From Software believes all the things we have learned in the past titles can be best reflected in the future only by starting work on a new franchise or series. That's the philosophy behind us trying to make a decision about leaving the 'Dark Souls' franchise.

Hidetaka Miyazaki
Hidetaka Miyazaki

One of my favourite Japanese cartoons is 'Yasuragi no Yakata,' written by the famous Fujiko Fujio.

Hidetaka Miyazaki
Hidetaka Miyazaki

I would like 'Dark Souls' to be a broad exploration game filled with so many veiled things and details.

Hidetaka Miyazaki
Hidetaka Miyazaki

Our strengths or maybe our characteristic as a developer firm software used to maybe be known as a studio that put out unexpected, almost, like, quirky, very unique titles. Not that we've lost that charm in recent years, but that's something that I really, really liked about our studio.

Hidetaka Miyazaki
Hidetaka Miyazaki

I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds.

Hidetaka Miyazaki
Hidetaka Miyazaki

I personally want my games to be described as satisfying rather than difficult.

Hidetaka Miyazaki
Hidetaka Miyazaki

If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.

Hidetaka Miyazaki
Hidetaka Miyazaki

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.

Hidetaka Miyazaki
Hidetaka Miyazaki

Often, I hear my ideas are more incomprehensible than not.