Has FromSoftware Peaked?
In this Elden Ring video, I’m going to discuss my take on a subject that pops up all the time in our forums, comments, and Discord: Has FromSoftware Peaked?
FromSoftwareis known for its challenging and atmospheric titles, and came from relative obscurity to now make a significant impact on the gaming industry. With popular franchises likeDark Souls,Bloodborne, andSekiro: Shadows Die Twice, the studio gained a loyal fanbase and critical praise. However, as the developer continues to grow, questions arise: HasFromSoftwarereached its peak? Is the studio now moving too much toward mainstream appeal, risking a decline in quality and uniqueness? Let’s discuss.
FromSoftware’smain trigger to stardom was, without a doubt,Demon’s Soulsin 2009. Its unforgiving difficulty, intricate world-building, and innovative multiplayer mechanics set a new standard for action RPGs. This ascent was completely player-driven, as press and publishers alike had adamantly rejected the title and gone as far as calling it “trash” – asI have pointed out many times over the years. But the obscurity and complexity of the mechanics appealed to this nascent fanbase and created a sleeper hit.
This formula was refined and popularized through theDark Soulsseries, which in turn became a cultural phenomenon, praised for its deep lore, meticulous level design, and punishing yet rewarding gameplay, this time not just by a stubborn group of players, but by many press outlets and a very supportiveBandai Namco, that funded the titles.
Fromsoftwarewas not to rest on its laurels, andBloodborneandSekiro: Shadows Die Twicefurther showcased the studio’s versatility.Bloodborneintroduced a faster, more aggressive combat style, whileSekiroemphasized precision and skill with its parrying system. Each title maintained the studio’s signature difficulty and atmospheric storytelling, reinforcing FromSoftware’s reputation for creating unique and challenging experiences.
The announcement and subsequent release ofElden Ringmarked a significant milestone forFromSoftware. Collaborating with renowned authorGeorge R.R. Martin, the game promised a completely new open-world experience while retaining the core elements that fans adore. People dismissed these claims as “Big Dark Souls”, or “Dark Souls with a horse and Jump button”, but ultimately the game smashed expectations in every way possible. Since then,Elden Ringhas been lauded for its ambition and incredible execution, as it successfully blended the studio’s traditional strengths with new, more accessible mechanics.
This push towards broader appeal has sparked debates among fans and critics. Some fear that in striving to attract a wider audience,FromSoftwaremight dilute the very aspects that make its games special. The studio’s increasing visibility and commercial success could lead to compromises, potentially softening the brutal difficulty and intricate design that define its titles.
The concern of “mainstreaming” is not unfounded. It’s a story as old as the industry has existed. Studios grow and seek to maximize their audience and there is often a temptation to simplify mechanics and narrative complexity to cater to a broader demographic.FromSoftware’scommitment to challenging gameplay and deep, ambiguous storytelling has always been a double-edged sword—appealing to hardcore gamers while potentially alienating newcomers.
With the release ofShadow of the Erdtree, many are noticing an incongruous situation where thefightscan be incredibly hard, but the overall narrative mystery surroundingNPCsis being slowly eroded by easy-to-follow hints. Most secrets in theDLChave incredibly obvious tips that go directly against what I originally praised the title for: treating me like an adult. I don’t need a tip that says “Hit them where it hurts most” to realize theSmith Golem’smust be hit on their shiny bejeweled butt. I don’t need “be fearless” or a ghost telling me “wish I had the valor to jump” to realize adead end with a giant drop is likely a way forward.
There are small examples of this everywhere, including the very obvious dialogue fromLedaand allies about where to go and what to do, and the fact that, for the first time in Souls history, we actually cannot kill these NPCs as they just vanish when hit. We went from the game launching without NPC markers on the map, to them telling us exactly where they will be standing next and being unkillable in the span of one DLC. And why did this happen? Player feedback. But before you jump out at me and tell me it’s good that they are listening, let’s explore what that can actually do to games.
When discussingDemon’s Soulsdevelopment concepts,Hidetaka Miyazakiassured us that its brutal nature was not due to masochism, but rather the objective was to provide atrue sense of accomplishmentandminimize over-communication from the developers to and between players.
Yet here we are, so many titles later, having gone from “oh no I put my controller down and now Storepiles Thomas is dead and I don’t have a bank, my inventory is full, and I can’t do anything!” to “Make sure to hit the enemies in the back”. I feel like this is an over-correction rooted in player feedback that is not always what is best for these games and studios.
I explored this in my “Why Elden Ring Just Works”video. Essentially what happens is with each new game comes a new “feature” and with each iteration new implementations of “player feedback” slowly take over as the customer is louder than the artist. As with anything, R&D and marketing have a curious effect on products: eventually,everythingis over-optimized and so much feedback has been taken in that the sales are through the roof because the new features SHOULD make everyone happy… but somehow, nobody is ACTUALLY happy. This is what happened to Ubisoft, and why their games feel like guided pony rides with a million map markers, unbreakable resettable simple quests, and easy combat. They simply took on ALL the feedback, their sales went through the roof for it, so they kept going.
A lot of the time the feedback is helpful in streamlining or removing things that hinder gameplay, like inventory management, equipment weight, weapon durability, or the accidental hitting of crucial NPCs due to misclicks. But over the years, there have been many good or entertaining mechanics that were discarded rather than refined, and many elements that have now been trimmed down so much they just aren’t there anymore. To remind you of some of them:
Of course, it’s not time to ring the bells in panic yet. There is evidence that FromSoftware is mindful of this balance.Elden Ring, despite its more open and accessible structure, still maintains a high level of difficulty and complexity. The inclusion of optional bosses, hiddenlore, and intricateworld designensures that veteran players find ample challenge and depth.
FromSoftware’sfuture hinges on its ability to innovate without losing its identity. The gaming industry is littered with examples of developers who, in pursuit of mainstream success, compromised their core values, leading to a decline in quality and fan loyalty. I remember when we all lovedBioware,CDPR,andBlizzard. There are precious few success stories of studios that managed to evolve and expand their audience while preserving their essence.
ForFromSoftware, the key lies in maintaining creative freedom and resisting the pressure to conform to mainstream expectations. This includes resisting the constant calls for difficulty modes, that will gut the experience as we explored in our “Say No to Easy Mode”video. So far, the studio’s leadership, particularly under the direction ofHidetaka Miyazaki, has shown a strong commitment to their vision.Miyazaki’sinfluence has been instrumental in shaping the unique qualities of FromSoftware’s games, and his continued involvement is crucial to ensuring the studio stays true to its roots.
But in the end money speaks, and the tremendous financial success ofElden RingandShadow of the Erdtreecan be used by both camps: “All these people bought the game that’s easier than the previous ones, and are telling us to simplify all these things, let’s do it and they’ll be happy and we will sell more!” vs “I stuck to my guns and put convoluted questlines, disappearing NPCs and hard-as-nails bosses and people still bought it in record numbers, let me do what I want“. I sure hope the latter one wins.
Another aspect thatFromSoftwarewill need to tackle its the evolution of itscombat system. We initially had a rather straightforward block-and-hit setting that became more nuanced when you went under the surface but was ultimately very limited compared to what we have now. Over the years and across many games, From has refined and polished their offering, exploring pure aggression and parry tactics withBloodborneandSekiro, and attempting to give us a best-of-all go withElden Ring’sincredible arsenal.
Bosses inShadow of the Erdtreeare a complete spectacle with fantastic VFX and SFX, Phase 2Bayleis Jaw-dropping! However, the player reaction to these insane bosses feels mediocre. You just roll, roll, roll, light attack, roll, roll, and maybe get a quick spell or ash of war. In a way,Sekirohad a similar setting as you just parry-parry-parry, but unlikeSekirowhere it feels frame-perfect satisfying due to the multiple animations and ingenious tools, the lack of iframes inElden Ringmakes using your flashier attacks a losing proposition unless you’re willing to trade damage. This is something that From still can push on, and I hope they look atDevil May Cryas an example of a combat system that allows both the bosses and the player to look incredibly cool.
So, hasFromSoftwarepeaked? It’s too early to say definitively. The studio stands at a crossroads, with the potential to either solidify its legacy as the ultimate master of challenging, atmospheric games or to become another gigantic casualty of mainstreaming. The success ofElden Ringsuggests thatFromSoftwareis capable of balancing broader appeal with the depth and difficulty that fans expect. However, the true test will be in how the studio navigates future projects.
As long asFromSoftwareremains committed to innovation and quality, there is every reason to believe that its best days could still be ahead. The challenge will be to expand and evolve without losing the core elements that have made its games so beloved. Whether the studio can achieve this balance will determine ifFromSoftwarecontinues to be a leading force in the gaming industry or if it has indeed peaked.
Fexelea
MMO raider by day and guide writer by night, Fex enjoys multiplatform gaming, good books and animes, and streaming with a cold beer.