'Dark Souls' is my life's work; everything I came up with for 'Dark Souls III' is based on my personal preferences.
'Deracine' is French for uprooting, or someone who's been displaced from their natural environment.
'Sekiro Shadows Die Twice''s story is one of fate and growth.
Demons, chaos, dragons - all of them are different incarnations and representations of our idea of death in 'Dark Souls.'
Dont give up. Obstacles can be overcome through strategy and learning.
Everybody knows what the core of 'Dark Souls' is - the dev team does, the fans do, the media does - and that will never change.
Growing up, I was restricted at home from playing video games until I reached university.
I am very happy if those who played 'Bloodborne' are interested in 'Dark Souls III' too.
I believe it's important for us to have a diverse and free approach to making games in the way that we like.
I believe that 'Dark Souls III' must be developed as its own individual series.
I don't claim to be a pro gamer in any shape or form.
I don't think it'd be the right choice to continue indefinitely creating 'Souls' and 'Bloodborne' games.
I enjoy the process of adding elaboration into games and like to communicate with users through the details I create.
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'm not very good at action games in general and find most action games to be hard.
I've been familiar with western fantasy novels since I was a boy.
Personality-wise, I like to avoid putting my pride on parade.
I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds.
Unlike most kids in Japan, I didn't have a dream. I wasn't ambitious.
Often, I hear my ideas are more incomprehensible than not.