Hidetaka Miyazaki’s Version of a ‘treat or reward’ in Sekiro, Bloodborne, and Elden Ring Pleases Only the Most Masochistic of Gamers

Combat in FromSoftware games is all about skill and perseverance.

Hidetaka Miyazaki's Version of a 'treat or reward' in Sekiro, Bloodborne, and Elden Ring Pleases Only the Most Masochistic of Gamers

SUMMARY

  • Hidetaka Miyazaki is well known for his love of difficult boss fights and challenging combat.
  • In a 2019 interview, he described the various death blows across his games as a reward for engaging in combat.
  • Sekiro’s combat system differs from the rest of the games as it features a skill tree instead of an attribute spread.
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When Hidetaka Miyazaki announces a game, fans are aware of two things for certain. First, it’s going to have some rich lore that is not provided as simple exposition. The second is that the combat system is going to be challenging but also rewarding.

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The president of FromSoftware is known for creating games with a high learning curve. It’s not uncommon for people to entirely give up his titles, as one boss was just not letting them progress. But, for those who persevere, Miyazaki has a very special reward system in almost every game of his.

Hidetaka Miyazaki Feels Combat Must Be Harsh but Rewarding

Hidetaka Miyazaki wants players to hone their skills.
Hidetaka Miyazaki wants players to hone their skills.

Pick up any FromSoftware game, and you can be sure that at some point you’ll feel like throwing your controller away in frustration. Miyazaki has a knack for creating enemies and areas that not only challenge the player but, at times, test them to their very limits. Even the most approachable game in the FromSoftware portfolio, Elden Ring, has these characteristics.

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One staple found throughout the combat system in its games is an impact attack. In the Souls series, they are known as ripostes or backstabs; visceral attacks in Bloodborne; and the Shinobi death blow in Sekiro. The last on that list is a bit different from the others in some regards. This death blow can be used while in stealth or can be achieved by whittling down the opponent’s posture. In an interview with Game Informer, Miyazaki says,

I use the word climax – it’s kind of like a treat or reward for the player at the end of that struggle, that clash of swords.

With successful attacks and deflections, The Wolf opens up his foe to a single attack that can kill them instantly or eliminate an entire bar of health. Hidetaka Miyazaki considers this a payoff for engaging in a battle skillfully. For the game director, it’s all about imparting a sense of accomplishment and victory to the player.

FromSoftware Games Are for Players Who Want to Git Gud

Shinobi death blows are only awarded to those who master the combat system.
Shinobi death blows are only awarded to those who master the combat system.

Unlike Dark Souls and Elden Ring, simply grinding away at Sekiro won’t allow you to overcome bosses. The game necessitates that players understand attack patterns and implement skills accordingly. So, when you see that little red dot appear on the enemy, hitting the Shinobi death blow feels that much more satisfying.

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Miyazaki has commented in previous interviews about how he designs difficult bosses to guarantee the player feels a strong sense of victory after taking them down. From Old King Allant in Demon’s Souls to Malenia in Elden Ring, there’s no shortage of glory to be found in FromSoftware titles. It’s bosses like them that give rise to legends like LetMeSoloher.

Sekiro is a bit of an outlier from the rest of the portfolio. It’s the only game with a skill tree instead of attributes, and the only one where the story is more readily offered to the player. Regardless, it is a classic in its own right and has sold over 10 million copies to date.

What do you think of the combat in Sekiro? Let us know in the comments below!

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Sagar Nerala

Written by Sagar Nerala

Articles Published: 190

Gaming was one of my earliest passions then along came writing, and here we are. I've been in the content creation space for several years now and as gamer for even longer. From understanding the complexities of a multilayer narrative to the simply joy of "big gun go boom", my goal is to capture all the emotions in between and put them down in an engaging manner.