What Happened
Andrew WebsterAug 20, 2026, 2:00 : NintendoAndrew Webster is an entertainment editor covering streaming, virtual worlds, and every single Pokémon video game. Andrew joined 2012, writing over 4,000 stories.There’s something just a little bit different about FromSoftware’s office in Tokyo. successful video game studio, there’s extensive security , a minimalist lobby with framed posters from the studio’s most recent releases, and a large glass display case filled with statues from ceremonies ranging from the BAFTAs Awards. But the hallways are painted black, a fitting theme for a developer known for crafting dark, gothic worlds and a creations are lurking inside.
largely become known for a singular style of action game — dubbed “Soulslike,” after the massively influential Dark Souls series — FromSoft has steadily continued things, pushing its signature genres. Perhaps the most extreme example studio’s next release: The Duskbloods, a competitive multiplayer a world of vampires exclusive to the Switch 2 and published by Nintendo when it launches . It’s a new genre, new setting, new platform, and new publisher all rolled . , 30 million copies since it launched in 2022, FromSoft assured in expanding their horizons.
“With the success , as a company it has definitely allowed us to explore, I wouldn’t , but things confidence for,” FromSoftware president Hidetaka Miyazaki, who also directed Duskbloods, told me during a recent hands- studio’s office.
The studio’s steady. FromSoft’s first release was the dungeon crawling RPG King’s Field in 1994, launched a consistent stream of titles after that — including the cult-hit mech battling Armored Core series — a decade studio really started making release of Demon’s Souls in 2009. Directed by Miyazaki, the game thrust players into a harsh fantasy world, a constant and the combat was punishing. experience that demanded a lot from players, but also rewarded their patience with thrilling victories and a story that gradually revealed itself.
Why It Matters
unlikely hit that spawned a action games, and was followed up by a number of successors, including a trilogy titles and the Victorian-era-inspired Bloodborne in 2015. successes, selling millions of copies, ’t studio blockbuster hit. , but spawned a large-scale expansion, a co-op spinoff called Nightreign, and an upcoming film adaptation from A24 and director Alex Garland. a FromSoft had become known for — relentless action, subtle storytelling, and immersive worlds — and translated -world adventure and gave players more freedom to explore beautiful fantastical realm.
signature game style cemented, FromSoft was continuously experimenting. Sandwiched in between the launches 3 (2016) (2022) were a -off games — a solemn VR story called Déraciné in 2018, and a ninja action game called Sekiro: Shadows Die Twice a year later — that showed the studio expanding its range. , Miyazaki, who directed both games, explained FromSoft’s approach to taking on new projects.
“I studio’s characteristics is to embrace wholeheartedly interesting; what we perceive to be worthwhile, cool, or beautiful; ideals at the foundation ,” 2019. “ things deviate slightly considered appeal. This ‘unorthodox’ nature culture together.”
The Duskbloods a big departure, neatly into this philosophy. , FromSoft had steadily been injecting multiplayer elements into its largely single-player games; , for instance, you can summon other players battle. As the studio experimented , a number of multiplayer-centric . “There are a wanted ’t necessarily context of a single-player game,” Miyazaki said during the Duskbloods preview in Tokyo. “.” That eventually culminated into The Duskbloods.
What Comes Next
Development on The Duskbloods began in 2021 and originated Switch before eventually migrating to its successor. The game consists of matches where eight players, each controlling a vampiric fighter, against the monsters prowling compete . The combat is faster than a traditional FromSoft game, and the exploration vertical — you can triple- towers — studio’s telltale characteristics, , haunting players will die repeatedly. ( Duskbloods plays, -.)
elements development process difficult, and Miyazaki says that working with Nintendo has been extremely helpful in this regard. “The Duskbloods is a challenging ,” he says. “There are a things designing the systems , and it requires a -tuning and adjustments, and Nintendo has provided a lot of support in that regard. Things like onboarding and tutorials for players are something historically , so the support they’ve provided in that regard , ’s been a great relationship .”
On a technical level, Miyazaki initially struggled with getting The Duskbloods Nintendo’s previous console, so the reveal of the Switch 2 came as something of a relief. “We were definitely Switch 2, because we were thinking, ‘?’” Miyazaki says. “The Switch 2 problems were solved.”
designed appeal to players traditionally be interested in competitive multiplayer, a intimidating to a lot of people. While The Duskbloods does involve fighting against other players, things to do, whether it’s killing minor enemies to gain experience or exploring the landscape in search of helpful items or sidekicks battle.
“We really players possible,” Miyazaki says. “Not just having it be solely [player vs. player], but having more indirect compete , is definitely something that we wanted to implement to accommodate players. From a role-playing and story aspect as well, we didn’t something always win every single . We wanted unlock aspects , ’re not necessarily . And if [players] go in wanting ’s what interests them, that’s great. reveal , thought. We’re hoping entryway.”
a shift in strategy, particularly as the studio’s last two releases have both focused on multiplayer play. But The Duskbloods is actually an extension studio has worked for years: a big departure that builds developer’s previous work in natural ways. It’s a dark fantasy world, a cast of eclectic weirdos, thrusts players into a master complex systems survive. a new, multiplayer-specific context.
Because of this, Miyazaki Duskbloods doesn’t necessarily represent change studio operates. FromSoft has always made whatever it wanted, ’s success bolder. “We’,” he says. “It’s more just, something ’s a great idea, we’.”
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