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7/15/2025, 9:29:39 PM
>>715553356
They had to sell it somehow, and that was their marketers' main idea. The producer of demon's souls and Miyazaki deliberately made the game easier since there was a time during the production they wanted to have a perma-death
>“People were initially excited about the idea of a dark fantasy game, but they were so critical of the gameplay. Many people presumed we were still working on the combat at that stage of development, despite it being nearly finished! The truth is Demon’s Souls is just not well suited to previews, particularly at shows.
"You can’t possibly understand its approach in five minutes. Because of the action-RPG style people simply expected it to handle in the same way as Sengoku Musou. When it didn’t, they were left disoriented. This feeling was compounded by the fact that the controls aren’t based on any familiar scheme. Only a handful of players finished the demo. Some even put the controller down at the character-creation screen, which was particularly disheartening.”
While many claim the game is difficult, in reality it’s just unforgiving. For those who approach the game with the correct mindset, it’s both fair and rewarding. Fools rush in. “We were sure we went too far in this,” says Miyazaki. “The team kept waiting for Sony to tell us to rethink our approach but that instruction never came.”
“In truth, that we could allow the project such creative freedom was thanks to fortunate timing and release schedules. In that sense, we were lucky. This is not the kind of game that companies can generally afford to make without a perfect storm of good timing, skilled individuals and management willingness to take a risk.” “Initially the plan was to have the game feature perma-death, where death of the character would result in the save file being erased,”
They had to sell it somehow, and that was their marketers' main idea. The producer of demon's souls and Miyazaki deliberately made the game easier since there was a time during the production they wanted to have a perma-death
>“People were initially excited about the idea of a dark fantasy game, but they were so critical of the gameplay. Many people presumed we were still working on the combat at that stage of development, despite it being nearly finished! The truth is Demon’s Souls is just not well suited to previews, particularly at shows.
"You can’t possibly understand its approach in five minutes. Because of the action-RPG style people simply expected it to handle in the same way as Sengoku Musou. When it didn’t, they were left disoriented. This feeling was compounded by the fact that the controls aren’t based on any familiar scheme. Only a handful of players finished the demo. Some even put the controller down at the character-creation screen, which was particularly disheartening.”
While many claim the game is difficult, in reality it’s just unforgiving. For those who approach the game with the correct mindset, it’s both fair and rewarding. Fools rush in. “We were sure we went too far in this,” says Miyazaki. “The team kept waiting for Sony to tell us to rethink our approach but that instruction never came.”
“In truth, that we could allow the project such creative freedom was thanks to fortunate timing and release schedules. In that sense, we were lucky. This is not the kind of game that companies can generally afford to make without a perfect storm of good timing, skilled individuals and management willingness to take a risk.” “Initially the plan was to have the game feature perma-death, where death of the character would result in the save file being erased,”
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