I don't claim to be a pro gamer in any shape or form.

I really like 'Metal Wolf Chaos,' but it's not my title.

Often, I hear my ideas are more incomprehensible than not.

Personality-wise, I like to avoid putting my pride on parade.

I, as a gamer, understand passion to discuss favourite games.

'Sekiro: Shadows Die Twice''s story is one of fate and growth.

Utilising wit in the thick of battle will be your key to victory.

I've been familiar with western fantasy novels since I was a boy.

Unlike most kids in Japan, I didn't have a dream. I wasn't ambitious.

Dont give up. Obstacles can be overcome through strategy and learning.

I love throwing down the gauntlet and trying our hand at that new tech.

I personally want my games to be described as satisfying rather than difficult.

I believe that 'Dark Souls III' must be developed as its own individual series.

I'm not very good at action games in general and find most action games to be hard.

I am very happy if those who played 'Bloodborne' are interested in 'Dark Souls III' too.

Growing up, I was restricted at home from playing video games until I reached university.

One of my favourite Japanese cartoons is 'Yasuragi no Yakata,' written by the famous Fujiko Fujio.

'Deracine' is French for uprooting, or someone who's been displaced from their natural environment.

I would like 'Dark Souls' to be a broad exploration game filled with so many veiled things and details.

I don't think it'd be the right choice to continue indefinitely creating 'Souls' and 'Bloodborne' games.

I'm not one to restrict the potential that 'Dark Souls' has by insisting that only I can work on the titles.

I believe it's important for us to have a diverse and free approach to making games in the way that we like.

'Dark Souls' is my life's work; everything I came up with for 'Dark Souls III' is based on my personal preferences.

I enjoy the process of adding elaboration into games and like to communicate with users through the details I create.

Demons, chaos, dragons - all of them are different incarnations and representations of our idea of death in 'Dark Souls.'

I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds.

Everybody knows what the core of 'Dark Souls' is - the dev team does, the fans do, the media does - and that will never change.

To feel fulfilled, you must first have a goal that needs fulfilling. At the same time, it must actually be possible to fulfill said goal.

We personally don't try to follow industry trends or themes. We just try and make something that we think would be cool and we want to make.

Growing up, as a kid, I loved to read. I liked to read books that were above my range. I always tried to aim higher and read difficult books.

Ever since 'Demon's Souls,' I've really been pursuing making games that give players a sense of accomplishment by overcoming tremendous odds.

I believe I can do both the 'Bloodborne DLC' and 'Dark Souls 3.' This isn't the first time I've had to work on two projects at the same time.

Being a director, I've had the privilege of heading a PS3 launch title. Looking back, I think the PS4 has made the development cycle much easier.

It's true that there was a lot of influence from 'Tenchu.' We even pondered making 'Sekiro: Shadows Die Twice' a part of the 'Tenchu' series at first.

Overcoming challenges by learning something in a game is a very rewarding feeling, and that's what I wanted to prioritise in 'Dark Souls' and 'Demon's Souls.'

The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and accomplishment in the player when they overcome these challenges.

'Gears Of War' is one of my favourite games that I immersed myself in playing for long time, and Mr. Cliff Bleszinski is one of the greatest game creators that I respect.

Games are a media that relies on technology to be innovative and forward thinking and interesting. Personally, I love being at that forefront when something new comes out.

Now I'm president. I get to meet a lot of other company presidents. They're such weird people. I'm fascinated by them. I use some of them as enemy characters in our games.

If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.

It's true that I'm sad about not being involved in the development of 'Dark Souls II,' because I've worked on 'Demon's Souls' and 'Dark Souls'' development for the past five years.

I believe that From Software has to create new things. There will be new types of games coming from us, and 'Dark Souls 3' is an important marker in the evolution of From Software.

First of all, I don't dislike direct storytelling - people seem to think that about my games! Actually, the truth is, I'm just not good at implementing direct narrative in my games.

Perhaps the tranquillity of 'Deracine' heightens the violence in 'Sekiro: Shadows Die Twice,' while the intensity of 'Sekiro: Shadows Die Twice' makes 'Deracine' all the more serene.

I'm considering 'Dark Souls 3' to be the big closure on the series. That's not just limited to me, but From Software and myself together want to aggressively make new things in the future.

There was a board game called 'Sorcery,' which is one of my favorites, and I would often revisit the game. It's not a video game, but it definitely stands out in my mind as a game that impacted me.

In 'Demon's Souls,' we tried to implement some features in a kind of experimental way, not being sure whether or not it would be popular, but we did it anyway so that we could see how people reacted.

In order to produce the satisfaction of comprehension, there first needs to be the process of comprehension. Furthermore, the overarching idea at hand needs to be something that is actually comprehensible.

A shinobi embodies an archetype that is able to use everything at their disposal. They don't pick a fighting style; they use every means and everything they can get their hands on. They exploit every weakness.

When I was working on the first 'Dark Souls' - as far back as 'Demon's Souls,' actually - I didn't expect the player community to come up with speedrun contests or any of the strange new ways to play the games.

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