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Ghost of Tsushima - July 17, 2020


Ghost

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On 4/29/2020 at 3:38 AM, Ghost said:

 

I forgot to mention that I'm in Canada. Games used to be $60 here but that was like 15 years ago. Now their $90 with tax and that's just the game alone. On PSN, their priced at $79.99 with no tax.

 

It sucks. I miss those days. Now I just wait for the price drop.

Your paying £53 a pop for a game in Canada, that's extortion!  Normal Standard edition here in the UK is £49.99 still expensive though, seriously never remember PS2 or Ps3 era games being this pricey.  

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"A new gameplay reveal of Ghost of Tsushima shows developer Sucker Punch's at the peak of its powers; exploration, combat and stealth are all shown off across some beautiful landscapes. It's an entirely new direction for the team after the cityscapes of its Infamous series - but so far the promise is being lived up to."

 

Also, Ghost of Tsushima has a minimum file size requirement of 50 GB.

 

 

 

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Ghost of Tsushima Creative Director on Moving Away From Infamous' Karma Meter

 

Creative Director and Art Director Jason Connell spoke with IGN about whether it considered adding any sort of morality meter to Ghost of Tsushima, given the Infamous games’ penchant for having players choose a good or bad path for their protagonists.

 

“We thought about [a morality meter] because we had the karma system in [Infamous: Second Son], but we realized it was more important to us that we wanted to tell a human story of someone who is this way and has to evolve into something else, versus transform completely into something else,” Connell explained. “He doesn't flip flop back and forth, it muddied it up for us. We really wanted the story to reflect his transformation."

Second Son, Sucker Punch’s most recent full release, had players decide whether protagonist Delsin Rowe would be a benevolent, life-saving hero or a carefree, and careless when it came to lives, antihero. With Jin and Ghost of Tsushima, it appears the studio is aiming to tell a more singular story of Jin’s life. And, according to Connell, it’s a story defined by the very human challenges many of us face.

 

“It definitely plays with the notion of, you're born and raised into this certain way of life. There's expectations of you, the way you should perform. And then at some point, because some events happen, in this case a war, you have to challenge those things. And not everybody's going to love the fact that you're going to challenge an assumption that's made upon your life,” he explained.

That's not to say Ghost of Tsushima will be lacking in ways for players to choose how they want to play. Whether it’s the black-and-white film grain mode, Japanese voice track, color changes for gear, and more, Sucker Punch is obviously finding ways for players to tailor Jin’s story to their preferences. One of those is the flexibility in playstyle — the State of Play showcased Jin fighting as both a samurai and as the titular Ghost.

But these aren’t distinct modes players will be forced to play or spec Jin into throughout the game; the naming merely represents different facets of Jin as a character and fighter, emblematic of the "evolution" Connell referred to for Jin's character.

 

“There's definitely important story moments that are more reflective of this change than others. But the reality is that even as you have gotten to some story moments, you can still play the game as this Samurai, you may just be more potent or more powerful. We don't make you choose between [samurai and Ghost],” Connell said.

"When he's a Ghost, he can turn around and play as a samurai because he's always a samurai. All his training, using the Katana, that stuff is buried in him deep. On the stealth [State of Play segement], if you wanted to jump off the roof and start fighting like a samurai, you could totally do that. We don't spec you out and suddenly you can't play as a samurai. He's always at his core, his heart of hearts, a samurai. The Ghost is this legendary warrior that he's evolving into," Connell said.

Some of those techniques range from Jin’s ability to engage enemies in standoffs — which, as Connell amusingly put it, “is the most samurai thing in the world to do, just walk slowly up to somebody and call them out,” while Jin will learn some tactics as the Ghost to intimidate and strike fear in his foes. Techniques aren’t limited to either Ghost or samurai — you can perform standoffs as the Ghost too, which Connell noted is even a prompt that appears in the State of Play, but simply wasn’t acted on as the developers tried to showcase a variety of tactics.

 

IGN

 

- Glad to hear you're not forced to choose between Samurai or Ghost

Edited by Ghost
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1 hour ago, Ghost said:

Snip

 

I completely forgot about the morality system and didn't consider that they could have implemented it but I'm glad they didn't include it this time since this seems like the kind of game where I would want the option to go both ways whenever I want.

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14 minutes ago, Redgrave said:

 

I completely forgot about the morality system and didn't consider that they could have implemented it but I'm glad they didn't include it this time since this seems like the kind of game where I would want the option to go both ways whenever I want.

 

Exactly. More freedom for the player :highfive:

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But why did the dev said "... as the dishonorable ghost." in the State of Play video (timestamp around 9:54)? That still feels like a morality system by making us choose our playstyle whether we want Jin to be honorable by being a samurai, dishonorable by being the Ghost. Anyway I'm still excited for this game. 

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Some info: *credit to Kaiserstarky at ResetEra* https://www.youtube.com/watch?v=W7yqn1_Xwmo

  • Zelda and Shadow of Colossus was a big inspiration for this game especially for artistic direction, he wanted the colors to be vibrant as possible.

  • The wind is the main way to navigate the game world, there are no markers. He wanted the game to be immersive as possible.

  • We can reduce the shine effect on the items that we can pick up. He made a comparison with Red Ded Redemption which is for him a good and beautiful game but for Ghost of Tsushima they wanted the game to be pleasant as possible to play without having too many superfluous animations which break the rhythm and that is why Jin can pick up items on his horse.

  • The instrument that we see Jin playing in the video will be the only one present in the game and Jason did not want to say what it would be used for.

  • We can hunt animals in the game but there is nothing to gain by doing it. Animals are mainly there to be more immersed in the universe and guiding you.

  • The Standoff mode can be activated anytime even in infiltration.

  • The little tennis balls are called the Jin Resolved Meter when we hit an enemy the bar will load and it will also be used for healing and there are also many other things related to this gauge but he did not want too get into the details.

  • There will be much more stances than the two that we saw in the video, it will be used to apprehend the different types of enemies.

  • The main weapon of the game will be and will remain the katana throughout the game but there will be many other weapons and gadgets. Weapons like the katana or the bow will be displayed on all the outfits of the game but not the smallest ones because there are a lot of outfits in the game and it would represent too much work.

  • If you wear heavy armor you will be less agile so it will make infiltration harder.

  • There are several ways to retrieve the outfits, either through the main story, by doing quests, by buying them in the villages (confirms an economic system) or simply by exploring the world.

  • There are a lot of side stories in the game where you can build more or less strong relationships with different characters to learn more about their stories but it's up to the player's freedom and you can miss them (my guess is that this simply means they are not marked and you must seek them out).

  • The music is composed by Shigeru Umebayashi but the game having grown a lot, he realized that he could not do everything alone so they hired a second composer to work with Umebayashi and his name is Ilan Eshkeri.

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6 hours ago, Ghost said:

The music is composed by Shigeru Umebayashi but the game having grown a lot, he realized that he could not do everything alone so they hired a second composer to work with Umebayashi and his name is Ilan Eshkeri.

 

Great choice, I remember liking Shigeru Umebayashi's score for House of Flying Daggers and Ilan Eshkeri's Stardust score is one of my personal favorites. He also has experience scoring modern samurai/ninja flicks like Ninja Assassin and 47 Ronin, so the music is definitely in competent hands.

 

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  • You can succeed in the game by just playing as the samurai, if you want. A couple developers are doing this.
  • Even though you can choose to fight as the samurai the entire game, this will prove to be extra challenging. As said before, the Mongolian army is strong, and already beat a lot of samurai before you.

Combat is very difficult

Even though we saw someone slicing through enemies in the State of Play, I assumed that this player was very skilled, and that the eventual gameplay will be way harder on us. Creative Director Nate Fox completely agreed with me. “We are trying to make a grounded game in that sense, so a couple blows from the enemy will kill you. The game is very challenging. We have three words to describe the combat: Mud, blood and steel. We absolutely honor the lethality of the sword. We watched samurai movies and people go down with one or two strikes, and that is embedded inside of the combat. Beating the Mongols in battle will be hard, but it’s that challenge that makes it feel alive and the victory rewarding. You can’t just run into a camp and fight 5 people at the same time, you will get overwhelmed and die.”

 

Engaging combat and succeeding won't be easy, and you probably have to use everything you got to win a fight, and most importantly play smart. Sucker Punch wants to honor this trait from old samurai movies, by introducing one-on-one stand-offs against other swordsman, that will prove to be very challenging. “One thing we didn’t show at State of Play which I wish we had, was that the game features duels against other expert swordsman. This is classic samurai stuff. Those fights are incredibly difficult and they’re driven from personality and get solved in the most cinematic way possible, which is also true to fantasy. You need to study your opponent and understand how they attack in order to win.”

 

IGN Nordic

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I've seen people get in a panic about the difficulty and how it sounds like it will be Dark Souls or Sekiro but going by the gameplay I doubt it will be that demanding and I imagine the game will be more forgiving in regards to checkpoints. Reminder that in the inFamous games you also couldn't take much damage and would have to play carefully despite being a superhero character that shoots lightning, so if anything I picture Ghost of Tsushima being more like that. Plus the devs have said that there will be difficulty selections to choose from.

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Ghost of Tsushima: Your Questions Answered - Developers Jason Connell and Nate Fox answer questions from Twitter:

 

Are there different types of weapons apart from a sword, like axes and spears?

 

Jason Connell: Jin’s katana is a family heirloom and will be with him from the beginning to the end. As a lethal samurai, this is his main weapon in fighting against the invaders. The Sakai blade is something that will grow with Jin throughout his journey. 

 

As Jin grows into becoming this feared samurai warrior known as the Ghost, so too will some of his abilities and tactics. Learn to use a bow for picking off enemies at a distance or use throwable kunai and smoke-bombs at close proximity. We won’t share all of these abilities before launch, we’d like to have something for players to discover. 

 

In the gif Jin’s playing a flute so I automatically assume that’s something you can do while you’re on your travels right?

 

Nate Fox: You can play the flute whenever you like, it’s the perfect way to create a serene moment and take in the view.

 

At what point did you guys come up with the wind as a guiding mechanic? It’s really unique, and gorgeous, but I’m sure it didn’t come easily.

 

Jason: Fortunately for us, one of the earliest Art Direction goals was to incorporate wind and a sense of movement in everything possible. It both had historical connections as well as film reference overlap. A couple years into production, the game started to look stunning and we wanted to create a way to keep people in the world. Since we had achieved those early art goals and the wind was visually striking, we decided to see if it could actually point you to a new location. It totally worked! 

 

We’ve refined it a bunch since then and expanded on it as an exploration tool to not only bring you to your next tracked location or objective, but also to help you find hidden collectibles if desired.

 

Does choosing to fight like a Samurai or like a Ghost/Ninja have consequences? Was thinking it might be like the Good/Evil karma system?

 

Nate: There is no karma system. There’s one story we’re telling here, one journey for Jin.

 

As for the player making a choice, we want to be clear that there isn’t a binary choice for the player, it’s more about the player having freedom to play through any encounter in the style they prefer and wearing whichever armor they prefer, mixing and matching pieces of different armor sets. Your actions also aren’t limited by your armor – for example, you may have seen that the “Standoff” prompt appeared even in the Ghost section. You can still use tools like Smoke Bombs even if you’re wearing samurai armor. As we showed in the State of Play, that one scenario with the Shipyard played out very differently based on how the player approached the situation.

 

Jin begins as a samurai, strong in sword combat. As he develops more ways of fighting he comes to be known as the Ghost, but he never loses his skills with his sword. This is a story of Jin growing to become a new kind of warrior, who uses every weapon he has to save his home. No matter what your preferred means of attack, be it swords or stealth, the legend of the Ghost will grow.

 

Will there be a day/night cycle and dynamic weather?

 

Jason: Yes to both. There are dynamic weather conditions that you will experience throughout your adventures in Tsushima. Some of them are tied to specific regions to give more flavor and personality to them, while others are tied to story moments. Along with weather, we also have a full day and night cycle. 

 

Is there a difficulty slider for those of us that want more challenging experiences? If so, are enemies more aggressive at higher difficulty levels or do they simply have larger health bars?

 

Nate: The game does feature three levels of difficulty — Easy, Normal, and Hard. On HARD, the game is fair, but very challenging. Mongols are more aggressive, and players must be precise to pull off extraordinary moves. By comparison, EASY is for players who want to explore the island, enjoy the story and still be occasionally tested by a worthy opponent.

No matter which difficulty players choose we never increase the health of enemies; this is to maintain the lethality of the katana. Our combat is all about the player’s skill.

 

Will enemies be more aggressive in the final game compared to what has been shown?

 

Nate: Some have watched the State of Play footage and concluded that Ghost of Tsushima is an easy game, which isn’t the case. Combat is designed to be lethal both ways, not just for the player versus enemies. Jin’s foes can definitely take him out quickly, too.

 

The gameplay we showed was captured by one of the test leads on Ghost, and he’s very skilled with the katana. Plus, Jin had some abilities unlocked that he doesn’t begin the game with. We wanted to show what combat can look like when the player has mastered the controls and abilities — when Jin is at his best. We think most will find the combat satisfyingly challenging.

 

Fantastic gameplay, however could you perhaps look at changing the physics of an arrow headshot? The backwards force was a tad unrealistic and over the top, otherwise an excellent demonstration!

 

Nate: This is something we’ve seen a lot of users comment on. You may have noticed that Jin uses two different bows in our demo – the Halfbow in the Samurai portion, and the Longbow in the Ghost portion. The Longbow packs a much heavier punch, and has the power to knock enemies back as you saw in State of Play.

 

Are there villages or towns? Side missions? Content besides the main story?

 

Nate: Jin’s transformation from Samurai into the Ghost is the main story of the game, but while on that journey he’ll run into a number of other characters with stories of their own. If players choose, they can dive deep into these side stories, forging a tighter bond with other brave people fighting to save their home. Not only do these stories provide a greater perspective on the invasion, but they offer some of the best rewards in the game. 

 

While traveling, Jin will come upon a number of towns which are full of vendors and the opportunity to find more side stories.

 

Will it feature different endings based on the fighting style the players use more often (Samurai or Ghost)?

 

Nate: The game tells the human story about Jin’s sacrifice to become the Ghost. Players can choose to primarily fight with a sword, bow or stealth; either way Jin becomes a legend to the people of Tsushima, and a terror to the Mongol Invaders.

 

How long is the game?

 

Nate: Always a hard/impossible question to answer for an open world game… Players should expect a scope that’s markedly larger than our previous work for certain… If you’re the type who’ll occasionally get distracted by something in the distance, or nearby commotion, you’re going to find a world you can get lost in and spend dozens of hours within. There are also players who really only want to focus on the main story, and they can certainly play and enjoy the game a ton, though they’ll get to the end of the story a bit faster.

 

Let’s put it another way: Most of our play testers would spend a full week on Ghost and not finish the storyline. We know everyone wants a number, but we’re confident to say that if you want a satisfying story in a big, content-rich world with lots to do and see and lots of characters to get to know, you’ll find what you’re looking for in Ghost of Tsushima.

 

What happens when you hit L2 + R2? What are the circles in the life bar?

 

Nate: The “circles” are Jin’s Resolve, which he uses to heal or to perform his most intense attacks. Players will have to make the tough tactical choice between healing or landing a crucial strike. 

 

Can you swim to those boats in the water?

 

Nate: Jin gets around Tsushima on his trusty horse and his own two legs, he can’t swim out to boats and start sailing on them.

 

Can you chop people’s heads off or cut them in half?

 

Nate: Players won’t be able to target specific body parts, Jin’s goal is just to dispatch his enemies as quickly as possible with whatever means available. Our motto for Ghost’s combat is “Mud, Blood and Steel”; it’s gritty, visceral, and above all lethal. It doesn’t take many slashes with katana to kill an enemy, just like it doesn’t take many hits from a Mongol’s sword to kill Jin. It’s a challenging environment to stay alive in — use every weapon you have.

 

Are side quests unique and offer essential rewards?

 

Jason: Ghost of Tsushima is a story driven open world game. An anthology of stories surrounds Jin’s main story in the form of side tales. Some of these are brief and some wrap Jin up in interesting characters, giving players an opportunity to learn more about his island and his new friends. 

 

We want to reward players for exploring the open world of Tsushima, So, all content outside of the main story offers a variety of rewards. It could be collectibles, resources, or charms like we’ve shown in our State of Play video. There are even a few side missions that offer sets of armor as a reward. 

 

Will the swords have stats/abilities?

 

Jason: Jin’s Katana is incredibly important to him. It’s also his main weapon of choice from beginning to the end of the game. There are ways to improve this weapon, both the stats and the appearance. 

 

Will we be able to dual-wield both swords at the same time while attacking?

 

Nate: No, Jin was trained to fight with a single sword in a traditional style. But when Mongols invade he often finds himself radically outnumbered; to even the odds he begins to use thrown weapons in the middle of a fight, mixing ranged and close quarters attacks with deadly results.

 

Will we have the same horse throughout the game, or will there be different horses?

 

Jason: Jin’s partner in this journey is his horse. Early in the game, there is an opportunity to choose the horse you want to go on this adventure with. 

 

Do the armor sets consist of different pieces? Meaning can we mix and match different pieces for head gear, torso etc., or is it all just one set you can equip on Jin?

 

Jason: Yes. In the State of Play video we showed interchanging different helmets and body elements of the armor. 

 

In Ghost can you play as another character other than Jin?

 

Nate: No, Jin is the hero of this story. Players are there, each step of the way, guiding Jin as he transforms from the honorable Samurai he was brought up to be, into the Ghost that Tsushima needs him to become.

 

Are you able to hunt animals for materials/crafting?

 

Jason: While there are unique animals in Tsushima that are there to help guide Jin in his adventures, there are also a few predators that will be aggressive. Upgrade resources can be collected from these specific animals once defeated.

 

Playstation Blog*

Edited by Ghost
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Oh my god. I am so happy that there are side missions and that you can bond with some characters. Hunting is going to be fun too. I’m super excited!

 

13 minutes ago, Ghost said:

Will it feature different endings based on the fighting style the players use more often (Samurai or Ghost)?

 

Nate: The game tells the human story about Jin’s sacrifice to become the Ghost. Players can choose to primarily fight with a sword, bow or stealth; either way Jin becomes a legend to the people of Tsushima, and a terror to the Mongol Invaders


About the different endings question though, its a bit of an odd answer. Does this mean the game will only have one ending?

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1 hour ago, LoveInHell said:

Oh my god. I am so happy that there are side missions and that you can bond with some characters. Hunting is going to be fun too. I’m super excited!


About the different endings question though, its a bit of an odd answer. Does this mean the game will only have one ending?

 

It seems it will only have one ending based on the Karma question that was answered:

 

"There is no karma system. There’s one story we’re telling here, one journey for Jin"

 

But you never know, they could trick us. ?

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