Elden Ring maker explains why the games are so depressing

Armored Core 6: First Details on From Software's New Mech Game!  (1)

At this year’s Game Awards, FromSoftware’s latest stroke of genius, Elden Ring, received the coveted Game of the Year award. Additionally, the studio announced their latest project. However, this time it’s not another Souls spin-off, but the sixth title in the Armored Core series, called Fires of Rubicon. The release of Armored Core 5 took place in 2012, so fans had to wait quite a while until there was finally news about the third-person mech shooter.

That’s why FromSoftware’s games are always so dark

Hidetaka Miyazaki provided more information about the upcoming game in a recent one Interviewed by IGN, which also talked about the general way FromSoftware creates their games. The things that FromSoftware is so known for in this day and age, including mysterious worlds, a robust combat system, and the “sense of darkness,” stem from the taste of the FromSoftware team – and its own – and thus are not a conscious design goal represent.

“I don’t think that’s typical of Soulsborne, just things that are typical of FromSoftware in general. It’s things that we’ve always liked and always been proud of… We always want some level of Building in a challenge to make it feel rewarding for players These are kind of my general habits when it comes to game development, and they’re generally things I think we take from FromSoftware’s history that goes all the way to King’s Field reaches back.”

Miyazaki also spoke a bit about the team’s penchant for post-apocalyptic settings. That preference may have come from former FromSoftware CEO Naotoshi Zin, but it just so happens that Miyazaki’s tastes are also very similar. Interestingly, Miyazaki also explained that happier settings were a lot harder to work with.

“A vibrant, bright environment is a bit beyond FromSoftware’s skills or experience as a developer. It’s easier for us to direct and apply our own resources to what we’re good at and what we’re used to. And so it is for us easier to express ourselves in these darker, drier, and quieter apocalyptic settings than in busier, busier ones.”

Reference-www.pcgames.de