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Ghost of Tsushima, the gameplay preview



Ghost of Tsushima, the gameplay preview

After showing himself for eighteen minutes, let’s recap all the information on the gameplay of Ghost of Tsushima

The long awaited moment has come: Ghost of Tsushima it has shown itself in a more substantial way than in previous releases and the gameplay has finally allowed everyone to admire the title in action, with its peculiarities and distinctive elements that characterize it. If you have followed the last step of our approach to Ghost of Tsushima, you will know that the story of Sucker Punch, the authors of the game, is full of development challenges and, despite what was shown, it was certainly not the richest game of unique and peculiar ideas, the hand of the house of Bellevue can be noticed a lot. So let’s recap what we saw in the eighteen minutes of gameplay shown to us.

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The demonstration began with a focus, that onexploration, which is not by chance one of the crucial points of the experience that Ghost of Tsushima wants to bring to the screen. In this precise aspect of the game, then, there is the biggest challenge of Sucker Punch: immersion. The open worlds represented in recent years have always, for better or worse, re-proposed a common formula that saw the player following a certain number of reference points (mini map, compass, indicators) to orient themselves within the game world. Confirming the rumors of some time ago, the challenge of Sucker Punch is to leave complete freedom in the exploration of a world, theTsushima Island, which must be an integral part of an intimate and profound journey between the player and the surrounding environment.

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Zero HUD, zero key points on the screen and no indicators, just the wind and leaves to show us the way if we get lost. The player’s eye will choose the point, curiosity will do the rest and the game world will come to meet him. It is no coincidence that the element chosen as an occasional guide is the wind, a crucial cornerstone of the symbolism of Japan of that historical period (we told you about the word Kamikaze born in honor of a wind that saved the Japanese people from a terrible defeat) and great trait d’union between the fictional story, and the real basis behind the work of Sucker Punch. Following the thread of the interesting choices on an exploratory level, there is also the will of the development team to create a total synergy not only with the flora but also with the fauna of Tsushima Island. If the animals more dangerous such as bears or cattle will be an enemy to keep an eye on, smaller ones such as foxes or birds when crossed will indicate the location of specific sanctuaries or locations in which to find useful valuables or collectibles.

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Once the exploration is over, however, the gameplay of Ghost of Tsushima focused on Combat System and on the dualism between the combat of the Bushido way (the way of the warrior, the Samurai honor) and the stealth and dishonorable soul of the way of the Phantom. Let’s take the pebble off the shoe of this preview: the combat system at first glance (but also at a second glance) seems to be very derivative, especially in one-to-many battles with the sword, whose style is reminiscent of free flow system.

Now that we have said it, however, let’s talk about the other billions of details seen and that can and must be placed on the other side of the scale, at least until the title is tested with a hand. Ghost of Tsushima has a well-defined history: Jin Sakai he begins to embrace the path of the Phantom when, overwhelmed by the Mongol forces, he is defeated along with the other Samurai on the shores of Tsushima. Years of honorable training like Samurai are well represented by a scenic and peculiar combat system that is not only unique in the 1 vs 1 approaches, but uses cinematographic-style graphic trappings that are a plus compared to the classic combat systems (whether they are effective or not, only pads can be evaluated to the hand).

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Likewise, the sneaky call of the Phantom’s way and its silent lethality forcefully enter the stealth approach to battle, with entire camps that can be put to sword and fire at the mercy of surprise attacks made of diversions and stealth kills from the rooftops. or behind. In short, the eliminations from distance with the bow, the stances with the Katana and the instant kill with a perfect parade they will not be the most original choices, but the use of systems consolidated over time at the service of a malleable narrative is not a priori a defect.

However, what we have seen is a system full of possibilities ranging from the classics ability passives obtainable through specific objects to be found in sanctuaries (Omamori amulets) to a large arsenal of weapons that will allow you to face numerous situations with specific strategies. It will be essential to master dodging and parrying and, as seen in the trailer, positioning management will play an equally important role. Even in stealth we will have specific peculiarities to use in combat, such as diversions to increase our chances of stealth kills or weakening of armored opponents. And then the wise use of grappling hook to move unnoticed on the rooftops or to find an elevated point from which to enjoy a strategic advantage and planning the next steps.

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After the fight, the State of Play offered us a final focus on some contour elements of the Ghost of Tsushima experience, no less important. From crafting and from Jin’s customization which will also affect gameplay. The armor that Jin can wear will be varied and each one will give you different bonuses and peculiarities. Whether you opt for an honorable Samurai style or a no-fuss Phantom style, you will have several choices for your paraphernalia.

Linked to all this is also the crafting and collection of common materials such as wood or bamboo but also rare ones such as linen, recoverable in well-hidden points on the map. An exploration-collection-crafting-enhancement cycle that obviously encourages the player not to rush during his experience to reap the maximum benefits from every single moment of the adventure. Even the aesthetic customization, however, has a cycle of activities linked above all to the collection of dyeing flowers and the production of unique colors for your clothing and your armor.

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In addition to all this, however, Sucker Punch also wanted to include solutions for those who love 100% complete experiences by looking for personal artistic possibilities in a video game. For this reason Photo Mode is a special one Black and White filter are present in the game. The first takes advantage of the magnificent artistic style of the title and its colors so bright, full of contrast and impacting to offer the possibility of creating unforgettable moments through photos or mini in-game videos. The second instead allows you to play the whole adventure using a worked filter that obviously recalls the black and white Samurai films that are clearly one of the various sources of inspiration for Sucker Punch’s work.

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At the level of graphics finally, Ghost of Tsushima is a feast for the eyes. The settings shown are artistically incredible and even graphically they are of great impact, with the foliage reacting to the wind for example or Jin’s cloak waving undeterred during the run. The colors of Tsushima Island are evocative and amalgamating with the splendid soundtrack that you could start to hear, creating an extremely solid union with memorable tones.