Since then Demon Souls first released in 2009, FromSoftware has a reputation for producing some of the most grueling games available. Dark souls even appeared in “Prepare to Die”; edition, proudly showcasing how comfortable you'll feel dying while playing the game. Hidetaka Miyazaki, director of many of these games, including Elden Ringargues that increasing difficulty is not unfair.
In a conversation with Game Informer he discussed a philosophy of constantly pushing players to achieve their goals. “I know we get a lot of praise saying our games are difficult, but it's not just about increasing the difficulty; it is done fairly,” he states. “When players are killed and they can understand why they were killed in a particular case and it seems justified, it makes sense. That's the game we're trying to achieve.”
“I know a lot of players will probably disagree: 'What are you talking about? This game makes no sense! What the hell?” – says Miyazaki. “But we try to make sure that there is a learning curve and a feedback loop that players can learn from and use on their next attempt. We believe in challenging games, but not games that are unfair or unfair.”
Despite how many times I've died because of Ornstein and Smoe, I've long shared a similar view of FromSoft's products. The team creates games that feel more rigorous than most of the competition, and the bosses seem ruthless at times. But it all stems from believing in your powers to overcome – you have the tools and the abilities, you just need to find the right alchemy between them to do it.
A little comfort when you are trying to subdue Malenia in the Elden Ring, remember, I will give it to you. But know that Miyazaki and other developers are not trying to ruin your day. Apparently it just comes with the territory.






