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Hideo Kojima soon outwitted the Ghost of Tsushima combat system, but it wouldn’t be an easy task today

Ghost of Tsushima will certainly not be the game in which we are executed during an attack animation, and therefore the controller will perform it on TV within minutes.

We’ve seen Ghost of Tsushima on the move in the latest State of Play for a relatively long time, but this presentation didn’t really shed light on the depth of the combat system, and many questioned whether Sekiro: Shadows Die Twice-level difficulty or just easy slicing calculate. To the PlayStation Blog posted in a post now clarified by developer Sucker Punch.

In the post in question, Chris Zimmerman, co-founder of Sucker Punch, spoke in detail about the game’s combat system. He revealed that our protagonist, Jin, has slower but more powerful attacks, but we can interrupt them at any time. We may need this if, say, a Mongol soldier is attacking us. So we never “get stuck” in attack animation, which is great news. At the beginning of an opponent’s attack, they want to give the player enough time to react, but later the events speed up – so we’ll have plenty of time to counter on the first hit, but later we need faster reflexes, because then we’re ready to attack. It also turned out that while one of the Mongols was swinging his gun at us, the others were already preparing for their own attacks.

The blocking and blocking system doesn’t come with too many surprises: we’ll block by holding down the L1 key, and if you press it simultaneously with your opponent’s attack, a successful block will come together, which can be followed by a counterattack – if it comes together, a little will be added to the Resolve name. to our baptized standard – this will serve to be able to endure as many injuries as possible. With the right upgrades, you can also unlock the “perfect tackle” later in the game, which requires even more accurate timing, but if you can bring it together, you can stun your opponents for a short time and reward them with a special, devastating counterattack, as well as a large dose. Resolve is also hitting our mark.

Combat positions will be effective against different types of opponents, a “stone combat position” against swordsman Mongols, for example, will be the best, while a “water position” will be the best choice for shield-equipped bad guys. The video below demonstrates this in practice.

Finally, Zimmerman also said that at an earlier stage of development, Hideo Kojima also visited the team and tried out the game. The combat system was even more underdeveloped at the time, and Kojima tried an old trick: he puffed the button of quick attack without stopping, and with this method he grinded down most opponents without any problems. Obviously this has been improved since then, so it won’t be worth using this solution in the finished version.

  • Developer: Sucker Punch Productions
  • Publisher: Sony Computer Entertainment
  • Platform: PlayStation 4
  • Style: Action
  • Appearance: 7/17/2020

Ghost of Tsushima is a samurai action game from the Infamous series development team, the story of which takes place in 1274, and focuses on the last surviving member of the legendary samurai warriors, who, under the control of the players, the innocent.