You'd think there would be very few things that could shock George R.R. Martin – maybe except how HBO handled the final season of Game of Thrones. The writer provided the initial bit of world-building lore for FromSoftware's upcoming Elden Ring, but it seems that the devs put their own twist to it. A twist that director Hidetaka Miyazaki claims will leave Martin "shocked".
“When Martin wrote these characters, and when he provided that origin story that mythos for the world of Elden Ring, these demigods were much closer to their original form, and maybe closer to human form back then, before the Shattering, before it all started," he said in an interview with Game Informer.
"So it was more up to us to interpret this and say, ‘how did they become such inhuman monsters? And how did the mad taint of the shattered shards of the Elden Ring and its power affect them?’ So that was our job to take these grand heroes and sort of misshape them and distort them into something they were not,” he continued. “And I think if we get a chance to show Martin and if he gets a chance to see the game and see these characters, I think he might be a bit shocked. When he wrote them, he was really envisioning something a little bit more human, a little bit more traditional human drama and fantasy characters. So I hope he gets a kick out of that.”
As you'd expect from the people who made Dark Souls, Bloodborne, and Sekiro, Miyazaki said that it was "a lot of fun" taking these human characters – heroes for all intents and purposes – and twisting them into "misshapen, grotesque monsters".
Besides nightmarish enemies, another staple of FromSoftware's games has been the difficulty. However, Miyazaki said that difficulty isn't something they've tried to force-fit into the game just because of the studio's reputation. "We don’t try to force difficulty or make things hard for the sake of it,” he said in an interview with the PlayStation Blog. “We want players to use their cunning, study the game, memorize what’s happening, and learn from their mistakes. We don’t want players to feel like the game is unfairly punishing, but rather that there’s a chance to win a difficult encounter and make progress.
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