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Hidetaka Miyazaki is the CEO of FromSoftware and has served as game director in several projects. Each title he has developed bears the same difficult nature that members of the gaming community find tedious but while some welcome the challenge. Adding difficulty settings is not an option for the Japanese studio but fellow soulslikeRise of the Roninhave deviated from the literal hard path.

Rise of the Ronin is now available on the PlayStation 5.

The soulslike genre has been long pioneered by Miyazaki and FromSoftware, every game that they develop is a massive improvement from their previous projects.Rise of the Roninhas multiple difficulty settings to help invite casual gamers who do not possess the skills, temperament, and patience to invest in a soulslike game but Hidetaka Miyazaki is firm with their creative choices.

Hidetaka Miyazaki Elaborates On Why He Won’t Replicate Rise Of The Ronin’s Difficulty Settings

In an interview withGamespot, Miyazaki explained why he remains true to the core of FromSoftware and justifies having a relatively hard native difficulty in their games.

“We want everyone to feel that sense of accomplishment. We want everyone to feel elated and to join that discussion on the same level. We feel if there’s different difficulties, that’s going to segment and fragment the user base. People will have different experiences based on that [differing difficulty level]. This is something we take to heart when we design games. It’s been the same way for previous titles and it’s very much the same with Sekiro.”

Some of Rise of the Ronin’s Genre-Defining Features are so Good (and Obvious) It’ll Make You Wonder Why They’ve Taken so Long

The difficult nature builds character and a sense of camaraderie with other players whenever the community engages in online discussions. Miyazaki intended the players to have a shared experience despite only being able to play solo. In the following years,Rise of the Roninalso managed to perfect the formula thatSoulslike games are compatible with multiplayerwhich was also featured inElden Ring.

Some of Rise of the Ronin’s Genre-Defining Features are so Good (and Obvious) It’ll Make You Wonder Why They’ve Taken so Long

Miyazaki does feela bit of remorse for the torture his players had to endurebut promises a greater feeling of accomplishment whenever a player is forced to grind, train, and exert the much-needed effort to defeat their foes. In the grander scheme of things, Miyazaki is helping players build confidence and improve their patience in combat.

Could Hidetaka Miyazaki Be Inspired To Add Difficulty Options After Rise Of The Ronin’s Initiative?

Miyazaki’s stance on the subject matter of having difficult options has changed throughout the years and at one point thought of including a feature in his future projects. The director has shown a greatability to adapt to the timesfrom a development point of view during the production ofElden Ringwhich was a major departure from their formulaic and traditional methods.

“Miyazaki I am on my knees we need this sequel”: The Sequel Begging has Begun as Elden Ring’s Sister Soulslike Sekiro Hits Huge Sales Milestone

Regardless of how each studio has chosen to proceed with their Soulslike games, FromSoftware has given Team Ninja the confidence and encouragement to deviate from the set path to bring in new sheep.Rise of the Ronin‘s difficulty settings make it stand out compared to the likes ofBloodborne, Dark Souls, andElden Ring, and maybe it could encourage Miyazaki to change as well.

Are you in favor of having difficulty options in FromSoftware games? Let us know in the comments section below!

Director Hidetaka Miyazaki has an impressive resume under his belt and a few wins from The Game Awards.

Rouvin Josef Quirimit

Content Writer

Articles Published :1209

Piqued by his interest in superheroes during the early days of Marvel movies, Rouvin fell in a rabbit hole of pop culture. His passion for movies led to video games and he fell in love with God of War, The Last of Us, Uncharted, Red Dead Redemption, and more great single-player games that paved the way for his career as a gaming writer.

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