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.

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.

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

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.

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.

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.

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.

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.

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

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.

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

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

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.

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.