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Dark Souls, Sekiro’s Miyazaki Explains Why He Prefers Non Linear Storytelling

This article is over 6 years old and may contain outdated information

Sekiro and Dark Souls’ game director Hidetaka Miyazaki has explained, in a recent interview he had with the PlayStation Blog, why he prefers non linear storytelling in his titles.

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Sekiro and Dark Souls’ game director Hidetaka Miyazaki has explained, in a recent interview, he had with the PlayStation Blog, why he prefers non-linear storytelling in his titles.

From Software games are known for being quite cryptic when it comes to story, with both the main and secondary things in them left for you to learn by scavenging all the details hidden in the scenery.

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“I’m a fan of stories that require you to use a little bit of your imagination in order to really understand the whole thing,” Miyazaki said, without, to be honest, surprising anyone here.

“When I was young, I used to enjoy reading books that were too hard for me, where I could only read maybe half the kanji, and using my imagination to fill in the gaps. I wanted to see if I could bring that kind of experience to a video game, where you use your imagination to bridge those gaps.”

It’s good to know, for From Software fans at least, that for Sekiro: Shadows Die Twice Miyazaki and his team are following the steps of titles like Demon’s Souls and Dark Souls because the cryptic story elements are among the things the supporters loved the most in them.

Sekiro is releasing 2019 for PC, PlayStation 4 and Xbox One.


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