Hidetaka Miyazaki: FromSoftware Didn’t Claim to Create the Soulslike Genre
Since the launch of Demon’s Souls in 2009, FromSoftware has established itself as the powerhouse behind ‘Soulslikes’—games that blend open exploration and character development with strategic combat, all while delivering punishing difficulty spikes. Hidetaka Miyazaki, the mastermind behind many of these titles, is somewhat hesitant to accept full credit for this genre.
In a discussion about the origins of the term, he shared insights, noting that FromSoftware simply tapped into what players were craving. “I know we’ve been credited [with inventing the term ‘Soulslike’], but in terms of game design, the concept of incorporating death and learning into the core gameplay loop was something the gaming audience was perhaps ready for,” he remarked. “However, there just wasn’t a perfect solution to satisfy that demand at the time.”
Initially involved with Armored Core, Miyazaki sought a transfer to the developing Demon’s Souls, a project that was met with skepticism from the higher-ups at FromSoftware. He drew inspiration from King’s Field, an earlier action-RPG series from the ’90s, and combined it with persistent online elements, ultimately creating the iconic mechanic of losing your ‘souls’ upon death and needing to reclaim them.
This mechanic became a cornerstone of the entire SoulsBorne series, which includes Demon’s Souls, Dark Souls, and subsequent titles, appearing in all of Miyazaki’s projects since. “What we discovered is that it’s acceptable to design games where death is integral to the gameplay loop, and our approach resonated with a wide audience,” he explained.
“I don’t necessarily think it’s a new invention, per se,” he continued, “it was more about how FromSoftware’s DNA and our game design aligned with what was perhaps lacking in the market.”
Regardless of perspective, FromSoftware’s games have only grown in scale and ambition, all tied together by the shared agony of losing countless souls in an unexpected encounter, only to fall again while trying to reclaim them from a seemingly ordinary foe. It’s not truly a Soulslike until you capture that essence of frustration.