There are 4 reasons why Miyazaki wanted to make Déraciné
The studio wanted to try its hand at VR: “Firstly, as a developer, we knew that we needed to be up to speed with what was going on in the VR space,” Miyazaki explains. “We were trying to find an opportunity to work on a project that would bring is into the fold.”
Miyazaki wanted to revisit FromSoftware’s past: “As we were starting to wrap up Bloodborne and Dark Souls III we were obviously looking at what might come next, but at the same time we were looking at what we’d done in the past,” he says.
“We actually released a lot of adventure games prior to our more recent reputation for action titles. For example, we released one called Echo Knight. We didn’t want to just bring that back, but at the same time we knew that we had heritage in adventure games.
“So that gave us the opportunity to start having an internal conversation about what we could do within that genre, while at the same time looking at VR – and the two ideas meshed well.”
- It was time to try something different: “In recent years most of our games have been made by very large production teams,” explains Miyazaki.
“We wanted to challenge ourselves to do something new, but on a much smaller scale so that we could be freer to look at fresh ideas that didn’t require a huge commitment, while also being interesting enough to keep our team’s imagination flowing.”
- It was time to make something strange: “Maybe not all our newer fans will know this but once upon a time we used to put out very strange, quirky and unique games. That’s very attractive to me as a developer – I don’t want to keep on putting out the same kind of games all the time.
“I think occasional surprises are enticing to our fans. This is exactly that. It’s unexpected and doesn’t follow on from any of our recent titles – hopefully it appeals to our audience by being something new and fresh. It felt like the right time to do that.”
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