if you can't take the heat, stay out of the soul kitchen. october's going to be a great month for me.
Dark Souls Q&A
We speak to development director Hidetaka Miyazaki about why hard games are OK and how Dark Souls is a lot like real life.
Dark Souls is on the horizon, and if you couldn't get enough of its predecessor, Demon's Souls, here's your chance to once again die countless times in From Software's upcoming role-playing game. Not for the weak-willed, Demon's Souls was a brutally challenging game that forced you to get better--and quickly. Death is a common theme, which you'll come to know quite well. And while some people may balk at the idea of the game being too difficult, From Software is pushing to make Dark Souls even more so, and the developer has no qualms about it.
GameSpot: Why did you decide to do a game like Dark Souls as opposed to a traditional sequel?
Hidetaka Miyazaki: From a creative standpoint, I'm glad that it's not a direct sequel and that we're calling it Dark Souls, which is a new game, simply because we don't have to be bound by the features, the game design, and the content of Demon's Souls. So we were able to try out new things, take the experience from Demon's Souls, and put it into a brand new game.
GS: What do you find interesting about the fantasy setting and themes associated with Demon's Souls?
HM: So, there are two answers to that. First of all, my past experience with creating Demon's Souls [was] a good experience. But I want to express being strict. Life is not easy, you know. I wanted to express being in a devastating situation and being able to fight against it to try and succeed. [This doesn't just apply to games], but sort of to life, and that's what I want to express.
And when you think, "OK, how do I express this or where do I express this?" the dark fantasy world was a perfect place to sort of communicate to people that play this game to constantly stand up--to constantly fight. Perhaps it's not as deep as I sort of make it sound, but to answer your question, one is my past experiences, but the next is sort of the message I want to try and get across.
GS: One of the things Demon's Souls is known for is its difficulty, but was there any internal concern over making a game so challenging?
HM: In terms of game difficulty, there were definitely some arguments or discussions that went on within the development team itself. And there have been requests for different modes, like an easy, normal, and difficult or hard mode. But the reason why we [said no to those modes] is we want to give rewards for something…being able to carry out and achieve something very difficult. As soon as you start to make an easy mode and as soon as you bring down the barriers for that difficulty, then what we're trying to create and what we're trying to express isn't going to be true. It's not going to be real.
Secondly, the messaging system in the game--similar to the one in Demon's Souls--and the feelings you have from reading the messages is simply because you know that other people are facing the same difficulty. The way I express it to my team and help them understand is this: It's like throwing seeds into a dried-out land, basically. You throw seeds out, but sometimes the seeds will bloom. That's sort of what I'm trying to express with Dark Souls.
But I don't feel all games have to be as difficult, but for this game, that's the concept I have in mind. There's no intent in making the game any easier just because of the rewards, happiness, and satisfaction you get from seeing the seeds sprout out of dry land.
GS: Early reports suggest that Dark Souls is even more difficult than Demon's Souls. But one of the biggest hurdles in Demon's Souls came from understanding the rules of the world, rather than the combat. Is that the case in Dark Souls as well? Or is the actual combat going to be more difficult as well?
HM: So in terms of difficulty, there are several ways of increasing the difficulty. But one thing I'm set on is to not make the game more difficult based on skill level. I don't want the users to necessarily have to be quick or necessarily have high-skill level in terms of how you control the game. That's not where we're trying to create the difficulty.
What I'm trying to achieve is a game that anybody can clear. It may take time, but a player who is attentive, can strategize, and create their own game style…that's how the player will be able to complete the game.
The way I plan to make Dark Souls is a little bit more difficult than Demon's Souls. We will require players to pay a little more attention and be a little bit more careful as opposed to being strictly not quick enough [to use a bunch of different moves]. That's not how we will make the game difficult.
Review Scores
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Game Info
- Release Date: Oct 4, 2011 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.
Related Unions
Dark Souls
- Publisher(s): Namco Bandai Games America
- Developer(s): From Software
- Genre: Role-Playing
- Release:
- ESRB: M
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