Listen now to snippet “Ghost of Tsushima, Simple Combat and Emotional Storyline” from The Untitled Gaming Podcast. Choice of honorable or dishonorable during combat.
Publish Date: Dec 30, 2020
Ghost of Sushma takes place in the late 13th century during the first Mongol invasion of Japan. Three game begins The Mongolian fleet, led by general coating con, wipes out the samurai of sushi MMA in a brutal attack. Our protagonist, Gin Sockeye, and his uncle, Lord Shimura, are the only survivors of the bloody battle. Jin, having been gravely wounded, must now joined forces with Una, a thief who nurses him back to health and other unlikely warriors in order to liberate the island of Tsushima from the occupying Mongol forces. One of ghosts of sushi. HMAS biggest strengths lies in its storytelling. The game is highly cinematic and narrative driven in nature, putting particular focus on the Mongols, ravenous nature and the terror and savagery they brought onto the inhabitants of Sushma. It also emphasizes Jin's internal struggle due to his desire to honor the ways of the samurai code and using less than savory tactics to eliminate the Mongol threat at any cost. Sucker punch asks us if the ends justify the means or if the cost of losing who you are is too high for victory. This internal strife is focused on heavily with inner monologues and Jin's interactions with various other allies and villains of the characters. One of the standouts is Lord Shimura, Jin's uncle and the judge Ito, or steward of Susima. Shimura is the primary combatant of Jin's dishonorable tactics, having raised gin in the way of the samurai since his father's death. Gin being pulled between the expectations of his uncle and his duty to protect Tsushima comes off is believable and authentic. Where sucker punch misses the mark is having this struggle represented in gameplay? Ah, feet they were known for in the infamous Syriza's karmic meter. The game presents the player with the choice of being more honorable or dishonorable in terms of combat, but fails to give any repercussions of those actions. You are able to approach a mission as the stealthy ninja, sneaking around and assassinating unaware enemies or as an honorable samurai fighting the Mongols head on in a standoff. However, the outcomes of these missions and the story overall are the same. Regardless of your play style. The art and graphics established the cinematic nature of the game, and the art design is among the best in recent memory. The vibrant colors and beautiful vistas of sushi MMA are very easy on the eyes and make exploring the island and absolute blast. That being said, the game does succumb to certain technical issues. There are instances where characters feet will clip into the mountainside or through the staircases, or the Longbow will clip through Jin's cape or armor. These things are minor details, but in a highly cinematic game, they stand out more than usual. Ghost of Tsushima allows you to play the game in either English or Japanese voice acting. While both sets of actors do a great job in their respective performances, the motion capture of the faces on Lee mapped to the English voices. I played the game in Japanese in its entirety and absolutely loved it. However, if you are one of the people against the dubbed the nature of foreign films, it might be best to keep the default English. Aside from the voice acting, the score adds to the authentic feel of Japan. While exploring the score is minimal, letting you get lost in the sounds of nature, the music swells and story moments, adding to the tension of a boss fight or the adrenaline of an action set piece Combat and Ghost of Tsushima thrives on its relative simplicity and standard combat enemies can be handled utilizing a rock paper scissor system in which the stance you utilize has an advantage over the type of enemy you're fighting. The types of enemy are swordsman shield, hman, Spearmon and brutes, each of which have certain samurai combat stances that are effective against them. Combat takes a more defensive approach with dodging and pairing into a counter attack, being the more efficient ways of killing an enemy than mindlessly mashing the attack button. Aside from standard combat, many boss and boss battles sees Jin engage in a one on one duel with his more powerful adversary. During these duels, gin is unable to utilize his dishonorable or ghost tactics, and you are completely rely on your abilities as a swordsman. Be prepared to die frequently as the damage that these bosses do are unforgiving, especially if you are playing at the higher difficulty levels. The ghost techniques and ghost of Tsushima are incredibly reminiscent of Assassin's creed. There's free running park or stealth assassinations, aerial assassinations, chain assassinations, lures, arrows, kunai. It's basically Assassin's Creed bushido. In these instances, if you are a stealth gamer, you will find clearing out Mongo camps using the ghost approach much easier than direct combat, mostly because the AI for ghost of sushi MMA is particularly bad. It takes ages for them to be alerted to your presence, and all it takes is a simple change in elevation, for you have completely broken their line of sight, as if they have no perception of anything beyond what is eye level. Throughout the game, I played it the normal, hard and newly patched lethal difficulties in each setting. The AI State is dumb as ever. The difference was most apparent in standard melee combat, where there are significant jumps, an enemy damage and aggression. Even with the stupid AI, combat remained fun and varied throughout. My play through ah, huge component of Ghost of Tsushima is exploration. Rather than utilizing a standard way point system, Ghost of Tsushima implements the guiding wind. This system uses the breeze, the blowing of blades of grass and the direction of particles to point you towards your objective, Thus minimizing the HUD while maximizing immersion. Exploration also allows you to discover other side events such as high coups, bamboo strikes and hot springs, each of which rewards you with a cosmetic customization for Jin, greater resolve or maximum health, respectively. Additionally, discovering and liberating Mongol occupied territories such as farmsteads, settlements or army camps grant you charms or technique points, which could be utilized to tailor Jin's abilities to your play style. The game doesn't have X P in the traditional sense. Instead, you grow your legend to earn upgrades. Overall, Ghost of Tsushima is an excellent game. The game does well to pay homage to Japanese culture and is particularly adept at highlighting the balance between the honor of the samurai and the survival of sushi. MMA being ah, highly cinematic game and presents an environment of beauty and tranquility on Sushma that is immediately juxtaposed with the ruthlessly savage and unforgiving nature of war. This cinematic nature's perhaps taking a step too far as there are many cut scenes you will watch repeatedly while doing side activities. While the game seems not to value your time in these moments, quality of life features such as background loading after death and fast travel that is actually fast makes up for some of the difference. I never spent more than 10 seconds in a loading screen, even while fast traveling from one end of the island to the other. Something unheard of in games. This generation combat is both simple and fluid on the unique take on exploration allows you to experience Tsushima in all its glory without breaking immersion. The story is sublime. Sucker Punch did an exceptional job, creating a narrative that was both compelling and emotional. The story is gripping from beginning to end, and you will find yourself lost in a beautiful world with 35 to 50 hours of content. It is, without a doubt the best game that sucker punches ever made. I give Ghost of Tsushima an 8.9 out of 10 on exclamation points, a Sony's line of great first party exclusives on the PS four. To not play it would be utterly dishonorable.