Thick Thighs Save Lives
NeoGAF's Physical Games Advocate Extraordinaire
Via Gematsu
FromSoftware is currently working on multiple projects across variety genres, company president and CEO Hidetaka Miyazaki said in a media interview after Elden Ring expansion “Shadow of the Erdtree” won the Grand Award at PlayStation Partner Awards 2024 Japan Asia.
“We have multiple projects in the works across a variety of genres,” Miyazaki said. “There are title(s) directed by me, as well as title(s) directed by those other than myself. In that regard, I think we’ll be able to show you a new FromSoftware in a variety of ways, so please look forward to it.”
Here's the full interview via GameWatch (machine translated):
The PlayStation Awards was launched with the aim of honoring the wide variety of hit titles that have made PlayStation popular. The 30th PlayStation Partner Awards 2024 Japan Asia (hereinafter referred to as the PS Awards) was held on December 3rd, exactly 30 years after the release of the original PlayStation.
Among the many award-winning titles, a roundtable interview was held with Director Hidetaka Miyazaki of "ELDEN RING SHADOW OF THE ERDTREE" (FromSoftware/Bandai Namco Entertainment), which won the GRAND AWARD, which is given to the top three titles in terms of worldwide sales developed in Japan and Asia and released between October 2023 and September 2024.
During the interview, we were able to hear about the development of this DLC and his next work. In this article, we will report on the interview with Miyazaki.
-- I think the volume and density of the content goes beyond the boundaries of DLC, and the ways in which users can play the game are very diverse. Please tell us if there are any ways in which users have played the game since its release that have left an impression on you.
Miyazaki: I'm very happy that there are many memorable ways to play, including in the main story. For example, I've been enjoying watching so-called no-damage strategies, but I particularly enjoyed watching the no-damage strategy that uses the "Bounce Hard Drop" (※).
* Deflecting Hard Droplets: An item that momentarily strengthens your guard for a certain period of time when used.
--What was the most difficult part in preparing additional DLC for "Elden Ring," which boasts an overwhelming level of completion and volume?
Miyazaki: The most difficult part was figuring out how to express the "sense of adventure" concept from the main "Elden Ring" game in the DLC. It ended up being a fairly large piece of DLC, but that volume was also intended to give it a sense of adventure.
--It 's no exaggeration to say that this DLC has the volume equivalent to a whole game, but did you ever consider selling it as a standalone game?
Miyazaki: I don't have that kind of idea. It was originally developed as DLC, and as I mentioned earlier, the volume was meant to create a sense of adventure that is characteristic of "Elden Ring". It was only when I was told that I had the idea of being able to play it independently that I thought about it.
--Because the main story was highly rated, I think expectations for the DLC were also high. However, by exceeding those expectations, many users were able to enjoy the adventure in the "Shadow Lands". What is the secret to providing satisfaction that exceeds expectations? Please tell us if there is anything you paid attention to in order to satisfy users.
Miyazaki: The biggest problem is the volume, which I mentioned earlier. I think it was a big factor that we needed the volume necessary for a sense of adventure, as well as the unknown and elements of exploration. On the other hand, there are many things we need to reflect on in the DLC, so we will accept them honestly and sincerely and make use of them for the next game.
-- It feels like the release of the DLC has brought an end to the series, but what are your plans for the future of "Elden Ring"? Are you planning to make "Elden Ring" into a series, or are you considering a new IP?
Miyazaki: At this point, we are not considering developments such as "Elden Ring 2". However, this does not mean that we are denying the development of the IP "Elden Ring". As for "what will we do then?", FromSoftware is running multiple projects as usual. Among them, there are various variations of projects, so I hope you will look forward to them.
--The impact that From Software has had on games around the world is immeasurable. I imagine you feel a lot of pressure every day, such as expectations for your future games, but do you have any way of relaxing, Mr. Miyazaki?
Miyazaki: I have ways to relax like everyone else. For example, I spend time with my family or play analog games, but I'm not the type of person who feels pressured in the first place, so I'm rarely bound by the strong desire to relax.
Some people say to me that it must be stressful to have users have high expectations of you, but I think that this is a very valuable and rare experience to have, so rather than feeling pressured, I feel more grateful.
-- The DLC has been much talked about due to its large volume, including the size of the maps, new weapons, new battle techniques, etc. Was this the level you had originally envisioned when development began?
Miyazaki: Yes, from the start of development we felt that this level of volume was necessary to create the sense of adventure that is characteristic of Elden Ring, and so this was what we had planned from the beginning.
--It 's impressive how popular both the main game and the DLC are overseas. Is there anything interesting that you think has been seen or interpreted in a way that is unique to overseas fans?
Miyazaki: When I look at the reactions of users, I rarely care about whether they are overseas or domestic, or Europe or Asia. I often feel that no matter what country they are from, everyone enjoys playing games. As a self-proclaimed gamer, I find that very pleasing and encouraging. To put it in an exaggerated way, I feel a sense of security knowing that we are all a race called gamers, including myself.
--From the mastering of the main game to the release of the DLC, what was a source of motivation for the development team?
Miyazaki: I haven't gone around and asked each of the development team about their motivations, so this is just my guess, but I think the biggest motivation is making the game with a feeling of gratitude to those who play and enjoy it.
--What kind of work do you have in mind for your next project? I would be grateful if you could tell me at least the genre, such as fantasy or science fiction.
Miyazaki: I can't answer that question (laughs). We have multiple projects running, and they are in a wide variety of genres. Some of them are directed by me, while others are handled by others, so I think we'll be able to show you a new FromSoftware in a variety of ways, so please look forward to it.
--Finally, please give us a message for our users.
Miyazaki: I've received many awards, so I'm sorry that it's always the same, but I'm really grateful to the users who play and support our game. We get a lot of energy from you all, and we'll do our best to make a better game for you, including our own reflections, so I hope you'll look forward to it. This is my true feeling.
Last edited: