Follow us on Google News
Get the latest updates directly in your Google News feed
Hidetaka Miyazaki’s brain from when he madeBloodbornereally needs to be studied. The critically aclaimed Soulslike game is one-of-a-kind, and for diehard fans, any peak into the development process is like hitting a goldmine.

There’s several mechanicsBBintroduced that were absent fromDark SoulsandDemon Souls. Lucky for us, he’s explained the rationale behind this decision in interviews, and the answer might not be what you think it is.
Hidetaka Miyazaki Explains Why the Bloodborne Team Could Take Risks
In aninterview conducted by FuturePress, Miyazaki opened up about the similarities and differences betweenBloodborneand his previous works, revealing one key feature that setBB apart.
When asked about the development process ofBBcompared toDemon’s SoulsorDark Souls, Miyazaki highlighted two crucial points.

Bloodborne’s Project Beast Codename Rears its Head Again, but Is it a Remake or a Sequel?
The first, he explained, was the shift towards a unified production workflow, involving all director-level staff in the company. Miyazaki admitted that in previous projects, he tended to procrastinate and verbalize only the bare minimum necessary.
However, withBB, involving others in the operation forced him to articulate his concepts and aims more clearly:

The chalice dungeons, one of the biggest elements we added to this game, are something that came out precisely because I got other people involved in the operation.
Thanks to this shift toward a collaborative work model,BBwas able to birth chalice dungeons.

This feature unfortunately hasn’t really been realized in theFromSoftwaregames that came afterBB. Maybe we’ll see a new-and-improved rehash of the mechanic in a remake or sequel.
Bloodborne Was a Change of Pace for FromSoftware
A unified workflow wasn’t the only reason forBBtaking risks. Miyazaki also noted a major change in the environment surrounding the production ofBBcompared to his previous titles.
Not Elden Ring Or Bloodborne, Hidetaka Miyazaki Admitted The One Game That Was “too hard to understand”
He explained that while working onDemon’s SoulsandDark Souls, the expectations were low, with doubts about the game’s potential success. By the time the team started work onBB, the expectations were much higher. This was a double-edged sword, as it made it both easier and more challenging to develop.
Reflecting on this shift, Miyazaki expressed gratitude towards the gamers who supported their previous titles:
![[REDACTED] Review (PS5) – Innovation Caught the Escape Pod Faster Than We Did](https://i2.wp.com/fwmedia.fandomwire.com/wp-content/uploads/2024/11/05095712/redacted-review-768x432.jpg)
We really owe a lot to the gamers who gave so much praise to our previous titles. It’s all thanks to them.
When Miyazaki expresses his gratitude toward his fans, it comes from a place of genuine respect and thankfulness.Demon’s Soulsmarked his inaugural projectat FromSoftware, handed to him during a time when it was deemed a complete failure.
He turned the whole project around, injecting it with innovation and introducing mechanics that were groundbreaking for its time. This pivotal release gave birth to the Soulslike genre, and its success paved the way for the rest of theSoulsgames,BB, and ultimatelyElden Ring.
What are your thoughts onBloodborne? Did you like the game’s chalice dungeons feature? Let us know your thoughts in the comments below!
Vibha Hegde
Critic/Gaming Writer
Articles Published :594
Vibha is an avid gamer that has been writing about video games for several years. When they’re not complaining about the lack of a Bloodborne sequel or brushing up on the Yokoverse lore, Vibha is busy watching 3-hour video essays on horror games they’re too scared to play themselves.