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Perhaps the most hated - and loved - feature of PS3 RPG Demon's Souls was its punishing difficulty. For follow-up Dark Souls, From Software doesn't plan on easing up.

"With Dark Souls, there is no intention to decrease the difficulty at all," Dark Souls director Hidetaka Miyazaki told PlayStation.Blog. "Actually, we intend to increase the difficulty of the game. But not simply by making the game more difficult, but by giving players the freedom to strategize freely and conquer that difficulty, and to be rewarded accordingly."

While Dark might not be an easier game than its predecessor, Mizayaki hopes there will be less repetition. In Demon's Souls, dying meant that you had to restart from the beginning of the level and all the enemies and obstacles were reset. Needless to say, this was kind of frustrating.

"In Dark Souls, we’ve added the ability to players to choose their recovery point — essentially respawn points. If you die, you won’t be taken back to the beginning of the level. And as you explore the world, you can carve out your own territory and retry quests you failed. That’s a big difference. It’s an aspect that we want players to use to strategize their approach to the game."

Ultimately they're not going to be able to eliminate repetition altogether, though. The game's still going to have plenty of trial and error. You're expected to die a lot and in doing so learn how to finally succeed. Would Demon's Souls fans want it any different? We'll see if From's changes to the formula will be enough to sway gamers who might enjoy the action but hate the learning curve.

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