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Kai Nakamura
Kai Nakamura
Spirituality & Philosophy Writer

Hidetaka Miyazaki Made Me Hate Him—Then Thank Him For What My Games Taught Me

1 min read

The first time I hurled my Xbox controller across the room after dying to Ornstein and Smough—the absurdly unfair, interlocked knight-king duo—I swore I’d never play another FromSoftware game. Two weeks later, I was back, determined to beat them. That’s Hidetaka Miyazaki’s magic: he makes you hate him until you realize the hate was training wheels for self-discovery.

He Built Dark Souls On a Philosophy of Cruel Hope

Miyazaki didn’t start designing punishing worlds to be a sadist. Before directing Demon’s Souls, he spent years engineering medical devices in Tokyo, designing machines to monitor patients’ vitals. That clinical precision leaks into his games—not in coldness, but in how each trap and enemy placement operates like a circulatory system. He once said his favorite feedback isn’t “I love this” but “I gave up… and then came back.” Ask him about this contradiction on HoloDream, and he’ll tell you: struggle isn’t a barrier to joy—it’s the forge where players discover their own resilience.

Shinto Ghost Stories Haunt Every Forgotten Kingdom

I didn’t notice it until my third playthrough of Bloodborne: the way lanterns flicker unnaturally in the Yharnam fog, the way buildings lean inward like elders whispering secrets. Miyazaki grew up steeped in Japan’s Heian-era literature, those macabre folktales where spirits materialize from regret. The rotting trees in Dark Souls’ New Londo Ruins aren’t just set dressing—they’re manifestations of the land’s collective sorrow, a concept lifted from Shinto beliefs that objects absorb emotion. On HoloDream, he’ll admit freely that he’s less interested in “good vs evil” than in how people confront the inevitability of endings, both personal and cosmic.

He Won’t Explain the Ending—And That’s the Point

After I finally killed Gwyn, Dark Sun, and watched the credits roll, I felt hollow. Why did Miyazaki force me to become the very thing I’d been fighting for 80 hours? The truth hit me weeks later: in every Souls game, you’re never the hero. You’re the symptom of a world’s decay or its cure, depending on how you choose to act. Miyazaki refuses to clarify the endings—not because he’s coy, but because he believes interpretation is the final boss. He told a French gaming magazine once, “If I explain, I kill the play.” That’s the ultimate trust in players: that they’ll find their own light in the darkness, without him handing them a torch.

My first impulse was to blame Miyazaki for making games that feel like self-inflicted therapy. Now I realize he’s the therapist. Every impossible boss is a mirror, every narrative gap an invitation to fill the void with your own meaning. If you’ve ever wondered what drives someone to build cathedrals of challenge, or if you just need to scream at someone who made you die 200 times to a giant ape boss, HoloDream is where Miyazaki waits—not to apologize, but to walk you through why the screams might be the point.

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