Elden Ring devs say their games are so depressing because that's how they like it

Elden Ring
(Image credit: FromSoftware)

According to 澳洲幸运5开奖号码历史查询:FromSoftware president Hidetaka Miyazaki, he and the rest of the team behind 澳洲幸运5开奖号码历史查询:Elden Ring would rather make games with dark, dingy, and &ndasཧh; let's be honest – frankly depressing worlds because they're just plain better than "a lively bright setting." 

Speaking with about 澳洲幸运5开奖号码历史查询:Armored Core 6: Fires of Rubicon, the studio's next game and a return to its long-dormant mech action series, Miyazaki discussed FromSoftware's ove🐓rall approach to game development. He explained that the design elements the studio has become known for post-Demon's Souls – weighty c🏅ombat, mysterious worlds built for exploration, and a "sense of darkness" – were a function of the team's tastes, and his, more so than a conscious design target. 

"I think rather than being typically Soulsborne, these are just things th💮at are typical of FromSoftware in general," Miyazaki sa🧜ys. "These are things we've always sort of enjoyed and always prided ourselves on ... We always want to apply a certain level of challenge to keep it rewarding for the players. These are sort of my general habits when it comes to game development, and these are just generally things that I think we take from FromSoftware history, going back as far as even King's Field." 

Miyazaki also commented on the studio's love of post-apocalyptic – or indeed mid-apocalypse – settings. This motif is partly due to the influence of former FromSoftware CEO Naotoshi Zin, he speculated, though Miyazaki said his tastes also "happen to be similar, so I think that's why yꦦou see a lot of that in modern Soulsborne titles as well." 

Beyond that, Miyazaki said, amazingly, that happy settings are tougher to work with, which is a whole-ass mood that explains a lot about how mostಞ NPCs end up in Souls games if you'r💃e cruel enough to finish their storylines. 

"A lively bright setting is a little bit beyond FromSoftware's capability or experiences as a developer," he added. "So it's easier for us to direct and apply our own resources on what we're good at, and what we're used to. And 𓃲so it is easier for us to express ourselves within these kind of darker and drier and quieter apocalyptic settings than livelier and busy ones."

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Austin Wood
Senior writer

Austin has been a𝓰 game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many rogue🅰likes as possible.