From Software is hard to escape these days. The studio is well-known as the developers of the beloved and challenging Dark Souls, Demon’s Souls, and the upcoming Bloodborne

Yet From Software crafted games long before Demon’s Souls thrust them into the limelight. The company’s history runs through the very first PlayStation RPGs, stealth-fueled ninja series, rabbit-themed puzzle games, and a wealth of giant robots. Even now, as Bloodborne looms and dominates From’s image, there’s more to the company.

The Early RPG Years

Video games and From Software were strangers at first. The Shibuya-based company formed in 1986 as a developer of more practical office software, and that suited From just fine for years. By 1994, however, the industry had changed. The CD at last displaced cartridges as a cheaper media format, and Sony’s new PlayStation appealed to many software developers. The system had no RPGs at its early December launch in Japan, but From Software provided one just a few weeks later. Their King’s Field is not a conventional, anime-tinged RPG, but rather a first-person quest through polygonal catacombs and cursed lands. It’s a dungeon hack in 3D form, and as such it refused to take it easy on players—a tactic that From Software would maintain decades later.

Humble beginnings.

“ King's Field refused to take it easy on players—a tactic that From Software would maintain decades later.

From Software drifted away from King’s Field after the third installment. Echo Night, their 1998 offering, used a similar first-person perspective for an adventure game - a ghost story where direct confrontation gives way to exploration, character interaction, and puzzles. Agetec would release the original Echo Night in North America, though the sequel wouldn’t arrive here. From Software didn’t revisit the series until 2004’s Echo Night: Beyond, which moves the haunting themes to a lunar science-fiction stage.

From Software would not forget King’s Field in spirit, and their later RPGs reflected this. Shadow Tower, released in 1998 on the PlayStation, is effectively a King’s Field follow-up in its first-person crawl through monster-infested mazes. Some reviewers lambasted the game when Agetec localized it in 1999, but many a King’s Field fan found satisfaction in Shadow Tower.

Lost Kingdoms is widely regarded an underrated RPG classic.

Just as they had done for the original PlayStation’s launch, From Software embraced the PlayStation 2 early. One of two launch-window RPGs, Eternal Ring resembles King’s Field in its approach, and not just because it chronicles a young mage’s journey across a cursed island. Aside from the usual first-person hacking and exploration, Eternal Ring offers a customization system where rings grant new abilities.

From Software’s other initial PlayStation 2 RPG, Evergrace, ventured into relatively new territory for the company. It's an action-RPG, but one with a third-person view closer to The Legend of Zelda: Ocarina of Time, Alundra 2, or Threads of Fate. Its story proves more elaborate than past From Software RPGs, though its Palmira Action System parallels Eternal Ring in customized upgrades.

RPGs continued to feed From throughout the PlayStation 2 years. Evergrace II (a.k.a. Forever Kingdom) and King’s Field IV saw official localizations, though Shadow Tower: Abyss received only a fan translation years later. A new series beckoned From to the GameCube in 2002: Lost Kingdoms. The original game introduces a battle system played entirely through cards, as its heroine races around the field of combat and deals out attacks depending on her deck arrangements. A sequel followed in 2003, and both came to the West.

From's Evergrace franchise failed to truly take off.

Some of From Software’s RPG adventures didn’t bear fruit. Evergrace and Lost Kingdoms bowed out after two games apiece, and only the King’s Field line and its cousins attracted strong followings. Fortunately, role-playing games were not From’s sole expertise.

The Mecha Metamorphosis

Upon establishing itself with the King’s Field series, From looked to other genres. Released in 1997, Armored Core deals with a thoroughly common theme in Japan’s game market: mecha. It was not the first 3D giant-robot action game, nor was it the first to offer customizable robots built from polygons. Yet Armored Core brought the two ideas together with a cohesion and variety few other titles could offer. The 3D environments were quite large and impressive for a PlayStation title, and the game offered plenty of parts to modify one’s chosen robot—or “Core,” as they’re called.

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With Armored Core, From struck adroitly at mecha fandom everywhere from Gundam-model sculptors to Battletech role-players, and its base expanded with the PlayStation follow-ups Project Phantasma and Master of Arena. In testament to the strong cult surge, Tips & Tricks magazine ran a regular column devoted to Armored Core. Fans even mailed their memory cards to the publication just to show off their Core creations in print.

“ Mecha games replaced RPGs as From's specialty.

Mecha games replaced RPGs as From's specialty, and Armored Core wasn’t alone. The company’s first mecha experiment was Frame Gride, a Dreamcast arena fighter that put a fantasy-themed spin on mechs. Players can customize their machines much like Armored Core robots, and anime fans saw echoes of The Vision of Escaflowne, Aura Battler Dunbine, and Panzer World Galient in the designs. It wouldn’t be seen outside of Japan, however. Publishers snatched up odd Dreamcast games from Seventh Cross Evolution to Elemental Gimmick Gear, but Frame Gride escaped notice.

Murakumo: Armored Mech Pursuit gave From Software more exposure on the Xbox in 2002, even though it’s regarded as one of the company’s worst mecha titles. There’s more affection for Chromehounds, a 2006 action game that features extensive customization and online play (though the official servers closed in 2010). Some disliked the game’s slow pace and limited graphics, but that didn’t stop it from pulling in the same fan base as Armored Core.

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Outside of the Armored Core series, From Software’s most famed mecha creation may be an Xbox release called Metal Wolf Chaos. In contrast to the relatively grim tone of Armored Core, Metal Wolf Chaos finds the President of the United States, Michael Wilson, piloting a combat mecha into battle against a vicious rebellion led by his traitorous VP. From the moment the Commander in Chief’s mecha bursts out of the White House to the sub-orbital surfing finale, it’s a marvelously absurd game. While its voice-overs are in melodramatic English, no publisher in North America touched it. And so Metal Wolf Chaos reliably comes up whenever fans discuss the most interesting games never localized.

From Software also found a natural home with actual licensed anime-mecha in the Another Century Episode series. Spanning the PlayStation 2 and PSP, the series features machines from Gundam series, Macross titles, Code Geass, Full Metal Panic!, and even From’s own Armored Core. It found a much kinder reception than From’s first licensed work, the mediocre PlayStation action game Spriggan: Lunar Verse.