Demon’s Souls Remake Put Elden Ring’s Graphics Team Under Pressure According To Miyazaki
Elden Ring is one of the most anticipated games of the year – if not the most. Almost every developer and publisher was hoping to avoid launching alongside FromSoftware's upcoming project, especially after the lengthy gameplay reveal we got in November last year. However, director Hidetaka Miyazaki has admitted that the upcoming Soulslike is not beyond intimidation by other games, even if they're his own.
In a conversation with Edge magazine, Miyazaki said that while he hasn't played the PS5 version of Demon's Souls, the masterful remake by Bluepoint Games has definitely put pressure on Elden Ring's graphics team (thanks, VGC).
"Yes, I’m pretty sure our graphics-creation staff felt that pressure more than anyone else,” he said. "And not just with Elden Ring, but with all the games we make. Graphical fidelity is not something we put as the top priority. What we ask for on the graphics side depends on the systems and requirements of the game itself, and it takes less priority compared to the other elements of development.”
Miyazaki went on to mention that he felt apologetic towards his graphics team, because regardless of how good the game looks – and Elden Ring looks fantastic – FromSoftware has always been a 'gameplay first' studio, with visuals usually playing a supporting role.
“So this is always an area where I feel a little bit apologetic towards my graphics team because I know they work extremely hard," he added. "And they’ve worked extremely hard on Elden Ring – our graphics-systems team and our programmers have been pushing a lot of new features to create the best-looking games we’ve ever made.”
While Miyazaki hasn't personally played Demon's Souls on PS5, he was glad to see the reception that the remake received. "So I have not played the Demon’s remake, but I am very glad to see it get this fresh look, these brand-new current-gen graphics," he said. “One thing that was really fun was seeing [Bluepoint Games] come up with things we didn’t consider and to approach certain elements of the game its visuals and its mechanics in a way that we either couldn’t or didn’t back in the day. So to see them researching and applying these new thought processes and new techniques, this was something that was really exciting and interesting for me.”
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