How FromSoftware Tells Stories Without Words

FromSoftware’s videos are famous for their unique approach to storytelling, which doesn’t rely on long speeches or direct explanations but instead uses methods like brief conversations, detailed item descriptions, carefully designed environments, and symbolic imagery to tell their stories. This style of storytelling is called “environmental storytelling” and has become a signature feature of FromSoftware’s games.

One thing that makes this style stand out is how different it feels from most other role-playing or action-adventure games. Many games rely on lengthy cutscenes and dialogue to explain their stories. In contrast, FromSoftware’s games present scattered pieces of information rather than a clear, linear narrative. Players discover these pieces by reading item descriptions, meeting NPCs, and exploring areas with unique architecture that hints at the world’s history. This approach rewards curiosity and attention to detail, even if it can sometimes frustrate players who prefer more straightforward storytelling.

There are several reasons why FromSoftware’s minimalistic storytelling has become so influential. Some players admire the artistic value of the approach, while others enjoy how immersive it feels to uncover hidden details on their own. The games also inspire a sense of community because players are encouraged to work together to share theories and piece together the lore.

In this essay, we’ll explore three key aspects of FromSoftware’s storytelling. First, we’ll examine how the design of the game’s environments—from crumbling castles to scattered ruins—communicates important details about the plot and world. Second, we’ll look at how NPCs contribute to the story with their cryptic dialogue and subtle character interactions. Finally, we’ll discuss how item descriptions and hidden lore details expand the game’s universe and enrich the player’s experience. By exploring these elements, we can understand why FromSoftware’s storytelling resonates with so many players and creates a gaming experience that is open-ended, personal, and endlessly engaging.

So, without further ado, this is how FromSoftware tells stories without words.

Environmental Storytelling & Level Design

Before we start, let’s explore the term I mentioned in the intro—Environmental storytelling. What does it even mean? Simply put, it means players learn about the game’s narrative by exploring its environments. In games like Dark Souls and Bloodborne, walking through old castles or ruined cities tells you just as much—if not more—about the world as a long explanation would. For example, a destroyed library might show that scholars once lived there and studied knowledge that eventually led to the location’s downfall. In Bloodborne, the twisted buildings and cages scattered on the streets suggest that the town’s people turned into beasts over time. Every small detail, like broken windows or bloodstains, hints at the story of what happened before our arrival.

The way buildings are designed also reveals a lot about the culture and beliefs of the people who once lived there. Deep underground ruins with strange carvings might tell you about an older civilization with different gods or fears. Statues of kings, saints, or terrifying creatures are often clues about the powerful figures that shaped history. If a statue is damaged or defaced, it might mean there was a revolt or a major change in leadership or beliefs. Paying attention to these details can help players uncover the timeline of the world’s history and gain a better understanding of the plot.

Lighting and color also play a huge role in setting the mood of an area. Bright places often feel safe, while dark, toxic swamps or shadowy corridors feel threatening. In Dark Souls, bonfires are literal sources of light and life in a decaying world. These flames symbolize hope and survival in a place full of death and despair. The themes of “the fading fire” and “rekindling the flame” in the story match the visuals of a dark and dying world.

The remnants of past battles add even more depth to the story. In some areas, you might find broken weapons or shattered armor that hint at a major conflict. Instead of showing a cutscene about the battle, the game lets you figure it out by observing the aftermath. For example, in Dark Souls III, the High Wall of Lothric and the surrounding battlefield show the devastation of war. The ruins, undead soldiers, and decaying dragons tell the story of a kingdom that fought and lost. Exploring these areas feels like being an archaeologist who is piecing together the rise and fall of civilizations.

Subtle Character Interactions

Another key part of FromSoftware’s storytelling is how they use NPCs and their mysterious dialogue. In many games, supporting characters explain the story in long conversations. But in FromSoftware’s games, NPCs speak very little—if at all. When they do talk, their words are often vague or cryptic. This lack of clear explanations can frustrate some players, but it also adds mystery. It feels like these characters, shaped by their harsh worlds, can only speak in riddles or half-truths.

For example, you might meet a merchant or traveler. They might say a few lines about where they come from or hint at a legend, but they don’t explain much. An NPC might say, “Beyond the gates lies the domain of the old gods, though none return once they enter.” That’s all you get to understand—a place’s significance and the dangers ahead. As you explore, you might find clues in the environment that explain what the NPC meant. This connection between what NPCs say and what you find in the world is central to FromSoftware’s storytelling.

As the game progresses, NPCs may move to new locations, change their behavior, or even die. These changes hint that they have their own stories happening alongside yours. For example, you might meet an NPC who seems friendly at first but later becomes hostile. This transformation shows that every character is struggling to survive in their own way. It feels like crossing paths with strangers during a disaster—everyone has their own goals, regrets, and fears, but you only learn small pieces of their stories.

These small, cryptic conversations also create an emotional impact. Since the characters speak so little, every word feels important. Some lines of dialogue are haunting or memorable because of their context. Players often remember these moments long after finishing the game. By making players work to understand the story, FromSoftware creates a deeper connection to the characters and their world, and that’s exactly why this approach sets their games apart and makes their storytelling unique and unforgettable.

Hidden Lore

One of the most famous ways FromSoftware tells stories is through the small bits of text found in item descriptions, menus, and hidden lore references. These bits of text may seem simple, but they are actually every Outliner’s dream. Instead of giving players long explanations, these descriptions are short and easy to miss if you’re not paying attention. They avoid directly telling you the story and instead hint at larger events, letting players piece things together on their own.

What makes this style so interesting is that each clue raises new questions. In Dark Souls, for example, you might see mentions of a hero named Artorias long before you meet him. These small details paint a picture of a tragic figure who tried to fight ancient evils. But by the time you uncover his full story—if you do—you already feel like you know him and that’s when you are hit with the truth about his tragedy.

Another reason these item descriptions and lore details work so well is how they tie into the gameplay. For example, if a shield belonged to a knight who fought dragons, it might have high fire resistance. If a ring was made by a blacksmith who valued speed, it might help you recover stamina faster. This connection between the lore and game mechanics rewards players who pay attention because the game is telling the player that the story isn’t just something you read—it’s something you experience.

Conclusion

In the end, FromSoftware proves that video game storytelling can be more than just words and cutscenes. By using environments, NPCs, and item descriptions, they create worlds that feel alive and full of secrets. Their games challenge players to think, explore, and interpret. Even after finishing one of their games, players often find themselves thinking about the story, revisiting old areas, or discussing their ideas with others. The worlds of FromSoftware games exist regardless of the player not because of them.

And that’s it. How FromSoftware tells stories without words. I hope you’ve enjoyed this essay. Don’t forget to like and subscribe. Until next time. Salam!

Amr Saleh

Hello, there! I'm Amr Saleh, an Egyptian-German author based in the vibrant city of Munich, Germany (Yes, the one with the Oktoberfest). I was born and raised in Cairo, Egypt (The country with the pyramids and mummies, yes), a city teeming with tales of ancient wonders. I've always had a passion for storytelling, and this passion is fuelled by my hobbies, which include writing (of course!), diving into captivating stories in all their forms (including video games - yes, they're art!), traveling, and learning about geography and history.

https://www.amrsalehduat.com
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