Dark Souls II Interview

The folks at NeoGAF have translated a 4Gamer's interview with the Dark Souls II team from Japanese to English, and going from the content I'd say it's this one that was previously attributed to Famitsu.

The full translation basically offers clarity and context to what otherwise seemed like random quotes, with the interviewer probing the developers and asking some good pointed questions on the title's overall direction.

Here's a snip:
4Gamer: Miyazaki-san said that he's leaving the overall concept up to you. Can you talk about the overall direction of the game?

Shibuya: Dark Souls is a title that already has a very large fan base, so first and foremost, I think it's important to make sure we don't let those players down. As such, we don't plan on changing the framework for Dark Souls II. On the contrary, we are focusing on really highlighting the best parts of the previous game and going in that direction. The concept is to give the game a major upgrade while leaving the good parts of Dark Souls as-is.

4Gamer: Is there anything you are you focusing on in particular.

Shibuya: It's really hard for me to put it into words, but one aspect is the visual scene and atmosphere of each location. I really want to give those things more depth. Above all, what I want to do most is to incorporate a lot of (ideas that utilize the player's attentiveness.)

4Gamer: What are some examples of that?

Shibuya: For example, if the player sees blood flowing towards them, they'll think (what is this blood?) (Where is it coming from?) Situations like that. I want to create more situations that bring about doubt in the player make them think (why?) or give them a sense of foreboding death wherever they go. I want to focus on creating really elaborate environments that may look like nothing special at first, but may contain paths for players who are look closely enough.

4Gamer: In Demon's Souls and Dark Souls there were situations where you could see some treasure up ahead, but knew that there was something wrong or dangerous. Do you mean to improve how situations like those are staged?

Shibuya: By using visuals, movement and sound, I hope to create situations and scenes like that.

4Gamer: Should I interpret that as (increasing the sense of exploration?) I feel like I may be getting it wrong, so I want to ask.

Shibuya: It's a little different. When you say (increase the sense of exploration,) some people may interpret that as (oh, so the map got bigger,) or (the map got more complex, then,) but what I'm talking about is more about the elaborate creation of localized or individual environments and scenes.