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Dark Souls isn't especially difficult according to Tekken's director

Jul 11, 2026  Twila Rosenbaum 3 views
Dark Souls isn't especially difficult according to Tekken's director

FromSoftware titles, particularly those created by Hidetaka Miyazaki, are widely considered some of the most punishing in video games. Intricate level design, littered with brutal enemies, easy-to-learn/difficult-to-master mechanics, and unforgiving boss fights make them the gold standard for challenge. But while many players struggle, Tekken director Katsuhiro Harada has shared a contrasting perspective. In a recent social media post, Harada stated that he does not consider Dark Souls to be an especially difficult game, calling its action mechanics “fairly simple.”

Harada and Miyazaki are both veterans of Bandai Namco, with Harada’s Tekken series and Miyazaki’s Souls games being flagship properties for the publisher. Their professional relationship spans decades, and Harada has often spoken highly of his colleague. In his post, Harada described Miyazaki as “a rather unique, yet extremely serious game developer.” He noted that Miyazaki did not begin his career in the game industry until nearly age 30, which is remarkable for someone born in the 1970s who became one of Japan’s most representative game creators.

Harada’s Thoughts on Dark Souls Difficulty

Harada moved on to discuss the Dark Souls series directly. “People often focus on its difficulty as a game, but I believe Miyazaki’s true creativity shines through in the world he created,” he wrote. “(By the way, I personally think Dark Souls has fairly simple action mechanics, and I don’t actually consider it to be an especially difficult game.)” This statement runs counter to the widespread perception of Souls games as brutally hard. Harada added that he was involved in marketing both Dark Souls and Elden Ring on the publisher side, and emphasized that the series’ success did not happen by magic. “I can say that Dark Souls didn’t suddenly become a massive success overnight. It was the result of everything Miyazaki and his team had built up through their previous titles.”

Harada’s comment highlights a long-running debate in the gaming community: what makes a game genuinely difficult? For many players, Dark Souls’ challenge comes from its deliberate pacing, punishing death mechanics, and the need to learn enemy patterns. However, from the perspective of a fighting game director like Harada, who has worked on complex combo systems and frame-perfect inputs, Dark Souls’ combat may indeed seem straightforward. The core actions—rolling, attacking, blocking—are simple compared to the intricate 10-string combos and movement techniques required in Tekken. This contrast underscores how difficulty is often subjective and context-dependent.

Broader Implications for Game Design

The discussion also touches on how difficulty is marketed. While Dark Souls is known for its challenge, Harada argues that its true appeal lies in its world-building and atmosphere. The interconnected levels, cryptic lore, and sense of discovery are what draw players in, not just the struggle. In fact, many fans would agree that the difficulty is a means to an end—a way to make victories feel earned. Harada’s perspective invites a reevaluation of what makes a game “hard.” Is it the complexity of the mechanics, the patience required, or the punishment for failure? By calling Dark Souls’ mechanics simple, Harada is not dismissing the game’s challenge but rather pointing out that its difficulty stems from design philosophy rather than complicated inputs.

In the same social media post, Harada also discussed another industry peer: Masahiro Sakurai, creator of Super Smash Bros. He called Sakurai “a Saiyan who genuinely believes he’s just another ordinary human.” Harada explained that when people struggle with games, Sakurai will often give advice that sounds like something Goku would say, such as “Well… why don’t you just fly?” This analogy underscores how top developers often have a skewed perception of difficulty—they are so skilled that they underestimate the average player’s struggles. Harada’s own comment about Dark Souls may stem from a similar gap in perspective.

Background on Katsuhiro Harada

Katsuhiro Harada has been a prominent figure in the fighting game community for decades. He joined Namco in the 1990s and worked on the original Tekken, which revolutionized 3D fighting games. Under his direction, the series has grown into one of the best-selling fighting game franchises, known for its deep mechanics, diverse roster, and competitive scene. Harada is also known for his outspoken personality and frequent interaction with fans on social media. His comments on Dark Souls therefore carry weight, as he represents a different facet of game design—one that prizes technical execution and player mastery over environmental exploration.

Hidetaka Miyazaki took a different path. After studying social sciences, he worked as an account manager before joining FromSoftware in 2004 at age 29. He rose to prominence with Demon’s Souls, which later inspired Dark Souls, Bloodborne, Sekiro, and Elden Ring. His games are celebrated for their atmospheric worlds, minimal storytelling, and punishing but fair difficulty. The contrast between Harada and Miyazaki’s backgrounds illustrates how diverse the game industry can be, and how different design philosophies can lead to success.

Community Reaction and Ongoing Debate

Harada’s remarks have sparked discussions across gaming forums and social media. Some players agree, noting that Dark Souls’ mechanics are indeed simple in terms of button inputs. Others argue that the game’s difficulty is more about pattern recognition and patience than technical skill. The debate touches on the nature of difficulty itself: is it about mechanical execution, mental stamina, or emotional resilience? Harada’s perspective, coming from a fighting game background, emphasizes mechanical simplicity, while Souls fans often highlight the psychological challenge.

This is not the first time a developer has commented on the difficulty of another game. In the past, creators have offered contrasting opinions on what makes a game hard. For instance, Doom Eternal designer Hugo Martin once said that his game requires players to constantly move and manage resources, while Dark Souls rewards a more methodical approach. Harada’s statement adds to this conversation, reminding us that difficulty is not a universal metric.

Furthermore, Harada’s involvement in marketing Dark Souls and Elden Ring gives him a unique vantage point. He witnessed firsthand how the series grew from a cult hit to a mainstream phenomenon. His comment that the success was built over multiple titles aligns with the history of FromSoftware. Demon’s Souls was initially overlooked, Dark Souls built a dedicated audience, and each subsequent game expanded that base until Elden Ring became a global smash. This trajectory shows that perceived difficulty alone does not determine a game’s commercial viability.

In conclusion—though we avoid formal conclusions here—the discussion naturally ends with the insight that game difficulty is multifaceted. Harada’s view challenges assumptions and encourages players to think about what they value in a game. Whether one agrees with him or not, his statement provides valuable perspective from a master of a different genre.


Source:MSN News


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