Games are a media that relies on technology to be innovative and forward thinking and interesting. Personally, I love being at that… — Hidetaka Miyazaki Forward thinking Copy Share Image
To feel fulfilled, you must first have a goal that needs fulfilling. At the same time, it must actually be possible to… — Hidetaka Miyazaki Copy Share Image
When I was working on the first 'Dark Souls' - as far back as 'Demon's Souls,' actually - I didn't expect the… — Hidetaka Miyazaki Community Copy Share Image
A shinobi embodies an archetype that is able to use everything at their disposal. They don't pick a fighting style; they use… — Hidetaka Miyazaki Archetype Copy Share Image
We personally don't try to follow industry trends or themes. We just try and make something that we think would be cool… — Hidetaka Miyazaki Copy Share Image
Demons, chaos, dragons - all of them are different incarnations and representations of our idea of death in 'Dark Souls.' — Hidetaka Miyazaki Chaos Copy Share Image
'Dark Souls' is my life's work; everything I came up with for 'Dark Souls III' is based on my personal preferences. — Hidetaka Miyazaki Dark Copy Share Image
Ever since 'Demon's Souls,' I've really been pursuing making games that give players a sense of accomplishment by overcoming tremendous odds. — Hidetaka Miyazaki Accomplishment Copy Share Image
For me, 'Dark Souls III' is the end, but that doesn't mean the end for 'Dark Souls.' If someone other than myself,… — Hidetaka Miyazaki Dark Copy Share Image
The construction of 'Sekiro''s world is based on that of traditional Sengoku, or medieval Japan. To that end, we made sure to… — Hidetaka Miyazaki Construction Copy Share Image
It's quite obvious that the 'Dark Souls' franchise is reaching a turning point, and I'm happy that I have a greater budget… — Hidetaka Miyazaki Copy Share Image
If you had a game that said, 'Oops, you're dead. Now switch off the game,' it wouldn't be very successful. So you… — Hidetaka Miyazaki Death Copy Share Image
From the initial design stages of 'Sekiro: Shadows Die Twice,' we had the idea of the player being able to move dynamically… — Hidetaka Miyazaki Character Copy Share Image
I am conscious of that when I make these games: I try to make a game that has beautiful open spaces, gaps,… — Hidetaka Miyazaki Beautiful Copy Share Image
I've observed some surprise in the reactions so far from people who were not aware that FromSoftware does other things besides 'Souls.'… — Hidetaka Miyazaki Copy Share Image
Our strengths or maybe our characteristic as a developer firm software used to maybe be known as a studio that put out… — Hidetaka Miyazaki Copy Share Image
'Gears Of War' is one of my favourite games that I immersed myself in playing for long time, and Mr. Cliff Bleszinski… — Hidetaka Miyazaki Copy Share Image
I'm not one to restrict the potential that 'Dark Souls' has by insisting that only I can work on the titles. — Hidetaka Miyazaki Dark Copy Share Image
Being a director, I've had the privilege of heading a PS3 launch title. Looking back, I think the PS4 has made the… — Hidetaka Miyazaki Copy Share Image
It's true that there was a lot of influence from 'Tenchu.' We even pondered making 'Sekiro: Shadows Die Twice' a part of… — Hidetaka Miyazaki Copy Share Image
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… — Hidetaka Miyazaki Characters Copy Share Image
Growing up, as a kid, I loved to read. I liked to read books that were above my range. I always tried… — Hidetaka Miyazaki Copy Share Image
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and accomplishment in the… — Hidetaka Miyazaki Accomplishment Copy Share Image
If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile… — Hidetaka Miyazaki Copy Share Image
I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds. — Hidetaka Miyazaki Death Copy Share Image
Everybody knows what the core of 'Dark Souls' is - the dev team does, the fans do, the media does - and… — Hidetaka Miyazaki Change Copy Share Image
I enjoy the process of adding elaboration into games and like to communicate with users through the details I create. — Hidetaka Miyazaki Copy Share Image
Development of 'Bloodborne' and sinking into the battle of the hunter and the unique horror world was not only an exciting experience… — Hidetaka Miyazaki Battle Copy Share Image
The more time I spend working on 'Sekiro,' the deeper I sink into this zone of blood and gore and conflict. But… — Hidetaka Miyazaki Conflict Copy Share Image
We always look back at our back catalogue for inspiration for new titles, but when it comes to very old things like… — Hidetaka Miyazaki Inspiration Copy Share Image