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The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and acc
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and acc
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and acc
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and acc
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and acc
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and acc
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Hidetaka Miyazaki:
It's true that there was a lot of influence from 'Tenchu.' We even pondered making 'Sekiro: ShadowsHidetaka Miyazaki:
I'm not very good at action games in general and find most action games to be hard.Hidetaka Miyazaki:
A shinobi embodies an archetype that is able to use everything at their disposal. They don't pick aHidetaka Miyazaki:
If you had a game that said, 'Oops, you're dead. Now switch off the game,' it wouldn't be very succHidetaka Miyazaki:
I don't claim to be a pro gamer in any shape or form.Hidetaka Miyazaki:
Ever since 'Demon's Souls,' I've really been pursuing making games that give players a sense of accHidetaka Miyazaki:
First of all, I don't dislike direct storytelling - people seem to think that about my games! ActuaHidetaka Miyazaki:
I've been familiar with western fantasy novels since I was a boy.Hidetaka Miyazaki:
When I was working on the first 'Dark Souls' - as far back as 'Demon's Souls,' actually - I didn'tHidetaka Miyazaki:
Overcoming challenges by learning something in a game is a very rewarding feeling, and that's what