Edge

Boss Encounter

Elden Ring’s creative director, Hidetaka Miyazaki, is hunkered down in his office at FromSoftware’s Japanese HQ, bundled up in a black padded winter vest. Despite a perennially youthful face, his demeanour this evening is unmistakably sober, alert. Behind his desk are shelves lined with the colourful spines of books he has no time to browse, the gap between his shelves and the ceiling stacked with board games he has no time to unbox and play. Crunch has arrived. There are just over two months left before launch, and pressure is mounting.

Miyazaki’s crowning achievement up until now, Dark Souls, was recently honoured via public vote as The Ultimate Game Of All Time at the Golden Joystick Awards, besting nominees such as Super Mario 64, Tetris and Half-Life 2. The Dark Souls franchise has sold close to 30 million copies, a surprising figure for a series that people continue to suggest, apparently without irony, caters to a niche audience.

Elden Ring not only has the potential to expand the ranks of the Dark Souls faithful, enlisting the worldbuilding talents of beloved fantasy author George RR Martin, it expands the design canvas of the Dark Souls franchise itself. Players lucky enough to land a spot in November’s closed network test spent dozens of hours exploring it and still flocked to YouTube and message boards to see what loot, bosses and tucked-away caverns they had inevitably missed.

Interviews with Miyazaki tend to conclude with a similar pang. You arrive with a scroll of questions in hand, hoping to excavate the recesses of one of the most fascinating minds in game development. Yet when time runs out, you know there’s a vast store of gold left behind, untouched. To our delight, this occasion is to be less constrained, and we are able to reach far into Elden Ring’s corners. Plenty of freedom to roam and explore the creation, symbolism and design philosophy of FromSoft’s most ambitious work to date.

Game Elden Ring

Developer FromSoftware

Publisher Bandai Namco

Format PC, PS4, PS5, Xbox One, Xbox Series

Origin Japan

Release February 25

With the launch getting close, what’s your state of mind right now?

It’s not a pretty state of mind, I will tell you that [laughs]. This is a tough point in the development of any game, not just Elden Ring. At this point, just a couple of months from release, this is when I really start to have regrets and doubts about releasing the game into the wild, and seeing what everybody thinks. I start thinking, ‘I could have maybe done this better… I could have maybe approached this in a different way…’

There’s a lot of these thoughts that build up just on the cusp of a game’s release that are involuntary and they plague your mind a little bit as you’re finishing off work on the project. So it is quite tough. It’s a tough time, and it doesn’t get easier with experience. But particularly, looking at as its own piece of work, I’m really looking forward to people playing it and seeing

You’re reading a preview, subscribe to read more.

More from Edge

Edge3 min read
Hyper Light Breaker
Developer Heart Machine Publisher Gearbox Publishing Format PC Origin US Release Summer (early access) Given that one wrong move can potentially mean having to start the whole thing again, lending tension to every enemy encounter, Roguelikes are a
Edge7 min read
Vampire: The Masquerade – Bloodlines
Developer Troika Games Publisher Activision F ormat PC Release 2004 Being the first developer outside of Valve’s walls to make a game in the Source engine, and releasing the results the same day as Half-Life 2, is certainly one way to guarantee a p
Edge5 min read
Rise Of The Ronin
Developer Team Ninja, Koei Tecmo Publisher SIE Format PS5 Release Out now According to Koei Tecmo, the planning phase of Rise Of The Ronin’s development began before the release of Nioh, way back in 2017. Its lengthy development time speaks to the gr

Related