Map size and lack of morality: Ghost of Tsushima details from an interview with her game director

On May 14, Sony hosted an 18-minute presentation of the Ghost of Tsushima. The video not only clarified some points, but also raised many new questions. The game director of the game, Nate Fox, answered some of them in a conversation with IGN and other publications.

  • Jin trained in samurai techniques from childhood, but during the Mongol invasion they were not enough – almost all of his associates died immediately. That is why the main character is trying to equalize the chances by studying extraordinary fighting techniques and turning into a Ghost.
  • If desired, the whole game can be played in the status of a samurai– fighting only openly, however, it will be very difficult to do this. One way or another, these fighting styles are not tied to any moral system.
  • There are no hunting and bonuses for killing animals in the game.
  • Studying the abilities tied to the stealth, the main character does not lose chances in an open battle. These styles exist in parallel, and the player can combine them as he pleases.
  • The transformation of Jin into a Ghost will be difficult for him – for the sake of victory he will have to abandon a number of samurai principles.
  • The developers promise that the combat system in the game will not be simple. Jin’s sword kills opponents with one or two hits, but this logic works in the opposite direction. To win, you need to think strategically – even a group of five enemies can “crush” the protagonist.
  • During the presentation, the players were not shown a duel. This mechanics will be one of the key in the game. Duels – one-on-one cinematic battles, where the user has to carefully monitor the movements of the enemy. The duel, apparently, can be included at any time – even during a stealth mission.
  • The developers are not yet ready to talk about the indicator, which the players called “tennis balls” – these are a few circles in the corner of the screen. It is known that it will be replenished during the battle and can be used for treatment.
  • The backlighting of interactive objects can be muted. The developers deliberately abandoned the long animations of the selection of objects, so as not to slow down the pace of the game, as is the case in RDR 2.
  • Katana is the main weapon, but the game will still have many different gadgets. Not all of them are displayed on the armor, otherwise the hero would have looked too overloaded.
  • In heavy armor it is better not to go to the stealth mission. In it, Jin will become slower.
  • The equipment can be obtained from the plot, obtained in the side quest or bought– the game has an economic model.
  • The mission shown on State of Play was secondary. These tasks are optional and they do not apply to the main part of the plot. At the same time, for those who want to stretch the passage in the game there will be enough side-activities and places for research.
  • The musical instrument that appeared in the gameplay video will be the only one in the game. The developers are not yet ready to talk about its functions.
  • Curious players will be encouraged with more powerful equipment and interesting stories about island life. This is described in more detail in a separate note.
  • The world of Ghost of Tsushima is the largest in the history of the studio. The developers say that at the presentation they showed a map with a significant increase. Sucker Punch promises to reflect all the major biomes of Japan – from bamboo groves to snow-capped mountains. The developers promise that the world was not empty – it was evenly filled with interesting content.
  • The plot structure of the game, Nate Fox calls the “anthology of stories”, in the center of which is Jin. They tried to submit each random side quest in the form of a closed parable about life in medieval Japan.
  • Ghost of Tsushima is inspired by Breath of the Wild and Red Dead Redemption 2. At Zelda, the developers wanted to adopt the spirit of research, not tied to a map and markers – that is how friendly animals and visual landmarks like smoke columns appeared in the game.
  • Wind is the main navigation tool, and not some secondary way. Developers rely on this system.
  • Visually, they wanted to make Tsushima in the spirit of Breath of the Wild and Shadow of the Colossus.
  • When reporters asked if the game would take 40-50 hours to complete, Nate said yes, “about that much.” There is no exact information about this yet, but the developer advises to leave the main branch of the plot and start exploring the world.
  • The music for the game was written by Shigeru Umebayashi (“House of Flying Daggers”, “Love Mood”) and Ilan Eshkeri (“Puff Cake”, “Stardust”). They came together due to the huge amount of work.
  • There will be no supernatural elements in the game, although it still cannot be considered realistic or reliable from a historical point of view.

Ghost of Tsushima is released July 17 on the PS4.

 

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