FromSoftware Didn’t Like How Sony Treated Demon’s Souls During Development, Says Former Exec

Shuhei Yoshida, in a conversation with the Sacred Symbols podcast (through VGC), shared why FromSoftware chose Bandai Namco as the publisher for Dark Souls following the release of Demon’s Souls, which was initially managed by Sony. He explained that FromSoftware found Sony’s management of Demon’s Souls less than satisfactory.

As per Yoshida’s statements, Sony had shown an interest in collaborating with FromSoftware on a follow-up to “Demon’s Souls”. However, the developer opted for partnership with Bandai Namco for the game, ultimately leading to its release as “Dark Souls” instead.

According to Yoshida, FromSoftware had already begun development on the sequel, but due to their dissatisfaction with how Sony handled them, they preferred to collaborate with another party instead. Yoshida also expressed warm feelings towards series creator Hidetaka Miyazaki.

Yoshida expressed deep admiration for Miyazaki, stating they had the opportunity to collaborate with him once more. He considered “Bloodborne” as one of Miyazaki’s finest creations.

Previously, during his interviews, Shuhei expressed his initial opinion that the game might not be good because of the limited time he had with an early version of Demon’s Souls.

In a 2012 interview with Game Informer, Yoshida mentioned his personal encounter with ‘Demon’s Souls’. As he neared the end of playtime, approximately two hours had passed and he found himself back at the start of the game. His sentiment was, ‘This is terrible. This game is incredibly poor.’ So, he decided to set it aside.

He discussed how Atlus and Bandai Namco played a significant role in ensuring that the game “Demon’s Souls,” which was initially published by Sony outside of Japan, became a successful launch beyond its original market.

Fortunately, external publishers Atlus in North America and Namco in Europe took over, which significantly boosted its popularity globally, as he stated back then. In hindsight, there was a misstep in our publishing strategy, encompassing studio management too. We failed to recognize the worth of the product we were developing ourselves.

As a passionate admirer, I’ve been thrilled to uncover intriguing insights into Yoshida’s journey since parting ways with Sony in January. In a recent conversation with the Sacred Symbols podcast, he shared his thoughts on the closure of Japan Studio – an event he attributes to the dwindling market for mid-tier AA games.

In simpler terms, Yoshida stated that the majority of Japan Studio’s intellectual properties fell into the category of smaller, double-A sized games. He explained that the market for these types of games became challenging. For instance, following Gravity Rush 2, director Keiichiro Toyama developed innovative concepts, but unfortunately, none of his new ideas were approved, despite being intriguing.

Besides discussing his work transition, he mentioned the shift from collaborating with first-party PlayStation Studios to supporting indie developers in publishing their games on Sony’s console. In essence, he expressed that this move was necessitated, as his alternative was to depart from the company.

I’ve been a loyal servant to PlayStation for 31 incredible years, but now it’s time for me to move on. Throughout my journey, I’ve had the privilege to work on various aspects of this iconic gaming platform – from counseling our first-party studios to fostering relationships with indie developers. During my tenure, I’ve also lent my expertise as an executive producer on some truly memorable titles such as Ape Escape, The Legend of Dragoon, and Gran Turismo. It’s been a wild ride, but it’s time for new challenges!

Read More

2025-02-20 15:12