Happy 40th anniversary to the LEGENDARY Castlevania! Truly, an eternity. Since the beginning, Castlevania has been an inspiration for us, and working together on the Legacy of Castlevania pack for V Rising was a dream come true for so many of us.
Thank you for including us in YOUR legacy @Castlevania_EN
From The Fog to Dracula's domain, we're raising our chalice to celebrate 40 years of Castlevania. 🩸
Here's to an enduring legacy, and to many more Trials ahead. @Konami
Do you truly think Riot Games was going to make Brawlhalla? Do you honestly in your heart believe that Riot, who aspired but ultimately failed in cultivating a 2D tag fighter for both beginner and expert, would have not only been able to ideate & execute on a novel gameplay loop in the same way Brawlhalla does, but also lucky enough to have caught lightning in a bottle the same way Brawlhalla has with its playerbase? Are you truly suggesting that Riot's folly was not dumping tens of millions of dollars and manhours into pursuing Ubisoft's pure dumb luck? Because I find your reply equal parts vapid and pedantic. You haven't said anything, you've merely posted a screenshot and expected me to do all of the thinking for both of us. I'm simply not that charitable. Imagine if we were having a discussion about fire hydrants. Most are red...but sometimes they can be yellow as well! We can all (hopefully) agree that they're usually in the same sort of shape, but can have slightly different proportions or valves, depending on their use. Then, without provocation, someone yawps out: "Fire hydrants are also purple, and shaped like a Y!" While this technically CAN be correct, and I've no doubt there's one such fire hydrant that exists somewhere on the planet that you could possibly produce a picture of (as you have Brawlhalla's baffling playercount), I hope you would agree this person has ultimately said nothing, and has contributed to the conversation in a way that is not only unnecessary, but actively detrimental. It's a waste of everyone's time. Yes, fire hydrants can indeed come in many different colors. However, for the purposes of this conversation, we have ostensibly agreed to bind ourselves to a social code wherein we respect each others intelligence enough to not simply blurt out the first thing that comes to mind, whether it be technically "correct" or not. Based on Riot's track record, I think expecting them to somehow jackpot on a wildly successful platform fighter out of nowhere is ludicrous, especially considering the place Brawlhalla inhabits within the larger platform fighter community. Riot's MO, historically at least, seems to involve taking understood genre conventions and tweaking them in ways that make players feel powerful, in control. LoL is smooth DotA, Valorant is smooth CS, etc. The whirling cogs of gameplay are greased with countless hours of thoughtful design and player testing. They're masters of efficiency and innovation, certainly but they are NOT inventors. They are artisans, but not auteurs. I don't believe Riot could ever accomplish such a task, nor should they ever be expected to, and frankly, I don't believe YOU believe they could or would either. To indignantly drop a Brawlhalla player count screenshot into my replies like a sopping newborn calf straight from its mothers womb is distasteful and unbecoming. What am I meant to do with this, I wonder? Why is it here? And the true tragedy of it all is that I don't think you know, either. Your fickle will is tainted with a perverse need to be seen, and heard, but not understood. Well, here's your vindication: That fire hydrant IS purple! Very cool.
So heartbreaking to hear the news. An inspiration to so many, including myself. I will continue to honor your name and your music. Rest easy Kavinsky 🇫🇷❤️
From my perspective, Miyazaki is a rather unique, yet extremely serious game developer.
His career did not begin in the game industry. In fact, he didn’t become a game developer until he was almost thirty years old.
Even among developers of my generation (those of us born in the 1970s), I think it’s remarkable that someone who wasn’t even a game developer during the dawn of the polygon era eventually became one of Japan’s most representative game creators. (In other words, compared to the rest of us from the same generation—including myself—his career path is exceptionally unusual. Most notably, unlike many of us, he was not working at one of the major development studios that held a significant technological advantage during the early polygon era. That, more than anything else, is what makes his path so unique.)
Next, regarding my impression of Dark Souls.
People often focus on its difficulty as a game, but I believe Miyazaki’s true creativity shines through in the world he created. (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.)
If you look into my own career, you’ll see that I was personally involved with the Dark Souls series and Elden Ring as the General Manager overseeing both production and marketing (Just to clarify, I wasn't part of the development team itself. My involvement was simply as the General Manager of the publisher-side department overseeing production and marketing). From that perspective, 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.
Today, he receives offers from all over the world, but when I think back to the days when he and his team were struggling the most, many of those offers seem like they’re coming from people who only know who they are today. Some of them almost feel like complete reversals in attitude. Well, that’s just my personal perspective.
Personally, I had grown tired of people who would simply compare games by saying things like, “That title cost X billion yen to make and sold Y million copies,” and then use nothing but those numbers to judge them against other games. There were so many people who couldn’t appreciate the journey or the growth of the developers themselves. Anyone can look at the current numbers—they’re available to everyone. Whenever I heard those kinds of opinions, I always thought, “That’s exactly what you’d expect from someone who’s never actually developed games.”
What surprised me even more was that, even if people couldn’t properly evaluate that journey, almost nobody even seemed interested in trying to understand the process of how those developers gradually reached where they are today.
(I'm NOT talking about the fan community).
Now, going back to Miyazaki, there are two things about him that have always stayed with me.
The first was back when I was developing Summer Lesson for VR, around the time it was generating a lot of buzz.
One day, he came to try an early build of Summer Lesson along with people from several other game companies.
While everyone else was laughing, chatting, and having fun with it, Miyazaki alone played it with incredible seriousness. Then, after everyone had finished and started discussing their impressions, he remained completely silent, staring intently at the preview monitor, deep in thought.
Everyone became curious and finally asked him, “Miyazaki, what are you thinking about?”
He suddenly smiled and said,
“Oh… I got completely absorbed in thinking about what I would do if I were making this, and what kind of game I’d create.”
What he talked about after that was, in the best possible sense, completely insane.
It was one of those rare moments when I caught a glimpse of what I’d call his “mad scientist” side—his deeply serious, obsessive approach to creativity.
The other thing that left a strong impression on me was that he generally dislikes video interviews (including live streaming).
I once asked him about it by email, and he replied with quite a long explanation. After reading it, I completely understood where he was coming from.
Simply put, he doesn’t like watching himself moving around on video. (Psychologically speaking, it’s actually a bit more complicated than that.)
But there was another reason.
According to him, there are naturally many people in this industry who know games far better than he does. Whenever he listens to those people speak, he realizes that his own understanding is still shallow, and it makes him feel that he’s not yet in a position to be the one talking about games.
I mean… it’s common for well-known developers to say, “I still have a long way to go.”
But whenever someone like him says that, my reaction is always,
“Come on… if you say you’re still not there yet, then the rest of us won’t feel qualified to talk about games at all.” (laugh)
Anyway, that’s one of the reasons why video interviews with Miyazaki are extremely rare. And conversations with him on camera—especially long-form discussions with another developer—are even rarer. They almost don’t exist at all.
By the way, the other game developer in that photo is Masahiro Sakurai.
If you ask me, he’s basically:
“A Saiyan who genuinely believes he’s just another ordinary human.”
Every now and then, when the rest of us are struggling with some problem, he’ll say something that sounds exactly like Goku saying,
“Well… why don’t you just fly?”
And I’ll reply,
“Because we humans can’t use Flight Technique.”
Then he just stares at me with a completely puzzled look.
To put it in terms of Demon Slayer, I’d describe him as:
"Like Muzan Kibutsuji casually showing up at a drinking party where all the Hashira have gathered, genuinely believing he's just another ordinary guest".
That’s the kind of person he is.